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You can view your abilities by clicking the [[Display|Self]] button.
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You can view your abilities by hitting [[Commands|{{Key|C}}]] or by clicking the [[Self screen|Self]] button.
   
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Unlike [[Powers]] and [[Skills]], abilities are passive (active all the time) without needing an initiation by the player. They are generally known to 'fill the gaps' or 'fulfill a player's needs' throughout the game.
{| class="ragtable"
 
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Wearing the [[Artifacts|helm of knowledge]] and/or blessing a [[Scrolls#Knowledge|knowledge scroll]] significantly boosts chances to learn Identification, Telepathy, and Swimming next.
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{| class="wikitable"
 
! Ability
 
! Ability
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! Best Acquisition
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! Alternative Acquisitions(and Restrictions)
 
! Description
 
! Description
 
|-
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| Acute senses
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| eat orange powder [[Food|urn]] (10% chance)
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| wear a [[Rings#Third Sight|ring of third sight]]
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| You can see invisible monsters.
 
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|-
 
| Identification
 
| Identification
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| read a [[Scrolls#Knowledge|knowledge scroll]]
| You can pick up an object and immediately know both what it is and its quality.
 
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| n/a
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| Identifies items and qualities regardless of [[Rings/Delusion|delusion]] or [[Monsters/Pale Moss|pale mosses]].
| Increased visual range
 
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| You are able to perceive parts of the spectrum not normally visible to the human eye.
 
 
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| Levitation
 
| Levitation
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| read a scroll of knowledge
| You can hover just slightly above the terrain, thus avoiding most traps and obstacles.
 
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| polymorph into a flying creature
 
| Keeps you slightly aloft, avoiding most traps and obstacles.
 
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|-
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| Music
| Master of Weaponry
 
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| drink an [[Potions|alchemist potion]]
| Those who possess this mastery are among the most lethal fighters in all the world.
 
 
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| Endlessly use wooden flutes and controllably use a glass ocarina.
 
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|-
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| Sixth sense
| Musical Acuity
 
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| eat a dead [[Monsters/Anssk|anssk]]
| Those who have the ability to play music will find the strange instruments of our lands to contain great power.
 
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|
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| Grows a nerve group parallel to the optic one. Gives limited "sight" If blinded.
 
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| Swimming
| Non-Visual Perception
 
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| read a scroll of knowledge
| This physical manifestation causes a secondary bundle of nerves to grow parallel to the optic nerve. If the optic nerve is damaged somehow, this alternate link-up will allow for limited "sight".
 
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| You won't drown in water, can acquire drown items and enter Mimer's Well.
 
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| Telepathy
 
| Telepathy
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| read a [[Scrolls|scroll of knowledge]]
| The ability to sense other minds, thus knowing the positions of hostile creatures before they are inadvertently discovered.
 
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|polymorph into a zardon (adds Psionics)
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| You can sense and locate monsters. Use look command(l) for a monster's name.
| Swimming
 
| Those who wish to master [[Slaeter's Sea]] and plunge to the depths of [[Mimer's Well]] must learn how to swim.
 
 
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| Throwing skills
 
| Throwing skills
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| Landing a hit with related weapon
| Practicing with each type of [[Weapons|throwing/shooting weapon]] increases accuracy and power.
 
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|
 
| Practicing with each type of [[Weapons|throwing/shooting weapon]] increases accuracy and power. See the [[Weapons]] page for exact values.
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|-
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| Weaponmaster
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| read a [[Scrolls|scroll of knowledge]]
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| reach [[Viking|viking level 9]] or polymorph into a [[Monsters/Swordsman|swordsman]]
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* Grants a chance for a second attack per round.
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* Grants +5 damage to all weapon attacks.
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* Grants additional +10 damage to the sai and katana.
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* Grants a chance to "wound" attacked enemies for 21-35 bonus damage.
 
|}
 
|}
[[Category: Powers]]
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[[Category:Character Traits]]

Latest revision as of 02:04, 6 August 2021

You can view your abilities by hitting C or by clicking the Self button.

Unlike Powers and Skills, abilities are passive (active all the time) without needing an initiation by the player. They are generally known to 'fill the gaps' or 'fulfill a player's needs' throughout the game.

Wearing the helm of knowledge and/or blessing a knowledge scroll significantly boosts chances to learn Identification, Telepathy, and Swimming next.

Ability Best Acquisition Alternative Acquisitions(and Restrictions) Description
Acute senses eat orange powder urn (10% chance) wear a ring of third sight You can see invisible monsters.
Identification read a knowledge scroll n/a Identifies items and qualities regardless of delusion or pale mosses.
Levitation read a scroll of knowledge polymorph into a flying creature Keeps you slightly aloft, avoiding most traps and obstacles.
Music drink an alchemist potion Endlessly use wooden flutes and controllably use a glass ocarina.
Sixth sense eat a dead anssk Grows a nerve group parallel to the optic one. Gives limited "sight" If blinded.
Swimming read a scroll of knowledge You won't drown in water, can acquire drown items and enter Mimer's Well.
Telepathy read a scroll of knowledge polymorph into a zardon (adds Psionics) You can sense and locate monsters. Use look command(l) for a monster's name.
Throwing skills Landing a hit with related weapon Practicing with each type of throwing/shooting weapon increases accuracy and power. See the Weapons page for exact values.
Weaponmaster read a scroll of knowledge reach viking level 9 or polymorph into a swordsman
  • Grants a chance for a second attack per round.
  • Grants +5 damage to all weapon attacks.
  • Grants additional +10 damage to the sai and katana.
  • Grants a chance to "wound" attacked enemies for 21-35 bonus damage.