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utopiamods) wrote2010-12-10 08:46 pm
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ABILITIES
Abilities are a special power granted by the Weapon to the Player that don't fall under any of the other types of upgrades. There is no limit to the number of Abilities within the Exaclan system - if you think of one that isn't listed, ask a mod if you can have it anyway, and we'll add it! Don't feel obligated to pick one from the list below, even if it is unused.
Once activated, Ability rings can be traded to other Weapons, but their power is reduced when used by anyone besides their original owner. Exactly how their power is reduced is up to the mun of the Weapon they've been traded to; for example, Amnesia might fail to deactivate an upgrade half the time, or it might instead choose to deactivate the opponent's least advantageous upgrade rather than something truly random.
A ring left behind by a dropped character can be worn by anyone without the upgrade's power being weakened.
For questions about ability interaction with one another, or if you have an idea for an ability but aren't apping a character it would work for, leave a comment in this entry.

Akhet: When activated, the weapon shines with a golden light. If the sun is shining, Defense is boosted sharply.
Weapons with Akhet: Apollo Justice

Amnesia: One of the opponent's Weapon upgrades is randomly chosen and deactivated at the start of the battle.
Weapons with Amnesia: None

Amnesty: Offense increases gradually for every minute that has gone by in the current battle, up to the five minute mark.
Weapons with Amnesty: Arthur Pendragon, Yuri Lowell

Asteroid Belt: Fires off a bunch of large star-shaped danmaku at the general vicinity of the opposing Player. No charge time, can be used twice per battle.
Weapons with Asteroid Belt: None

Attract: For the duration of the battle, the opposing Player crushes on the user, and has a 50% chance of being unable to attack them. Only affects opponents who are attracted to the user's gender; those who are not experience a slight confusion.
Weapons with Attract: Hikaru Hitachiin

Awaken: If the weapon has met the outbreak condition, all stats receive a large boost.
Weapons with Awaken: Sora Himoto

Battle Aura: An aura appears around the player and weapon. Offense and Vitality are boosted as long as the weapon is not damaged. If in outbreak condition, the boost increases every minute.
Weapons with Battle Aura: Arthur Pendragon, Cirno

Belief: If Linked, the Player gains a Vitality boost and the Weapon gains a Durability boost.
Weapons with Belief: Dunleavy Mallorough

Berserk: The Player has a Strength boost (or Dexterity, if the weapon is Ranged) and lessened Vitality, and can only attack. They cannot talk, defend, use an ability, forfeit or choose not to strike a blow.
Weapons with Berserk: Dolorosa, Shion

Biosphere: The player is protected from all environmental effects.
Weapons with Biosphere: Vanezio Lykastis

Blackout: All allied Players and Weapons are immune to scrying abilities.
Weapons with Blackout: None

Blitzkrieg: Gain an Agility boost in exchange for lessened Defense and Durability.
Weapons with Blitzkrieg: None

Boo Hoo Hoo: When activated, the opponent becomes overwhelmed by tears for one minute.
Weapons with Boo Hoo Hoo: None

Breaking Point: As the Weapon's Durability falls, its Offense increases.
Weapons with Breaking Point: None

Brilliance: After the Weapon sings, speaks, or screams a specific incantation (different for each Weapon), the Player will glow, regenerate health and receive a boost to Defense for two minutes or will revive once KO'd, whichever happens first. Can only be used once per battle, and only works if the weapon completes the song in full.
Weapons with Brilliance: Aria

Burst Wing: A wide-area Wind-element attack. If unblocked, it also sharply reduces the target's Agility stat. Requires one minute to recharge after being used.
Weapons with Burst Wing: None

Bushfire: If all Weapons participating deal Fire damage, the Player gains a Strength boost (or Dexterity, if the weapon is Ranged).
Weapons with Bushfire: None

Call of the Wild: A wild cry that gives a large boost to strength and offense. Can only be used once per battle.
Weapons with Call of the Wild: None

Cataclysm: The battlefield becomes the zone of a natural disaster. Anything from earthquakes to thunderstorms. Effect lasts until the end of the battle or until the player deactivates the ability.
Weapons with Cataclysm: Vanezio Lykastis

Catastrophe: As long as this Ability is equipped, this Weapon may equip as many Element Upgrades as they like (up to the maximum number of equippable upgrades).
Weapons with Catastrophe: None

Charmspeak: Can be activated once per battle. The Weapon gains the ability to verbally persuade the opponent and/or Player into doing what the Weapon wants. Does not work as well on Players with high mental resistance, and only a limited quantity of commands can be issued before it wears off. Restricted persuasions include trying to make the opponent surrender, hurt themselves in any way, or anything that is impossible to do.
Weapons with Charmspeak: None

Cheer On: An Offense boost as long as the Weapon is dancing.
Weapons with Cheer On: None

Clear Mind: The weapon spreads a sense of wisdom, making the Player calmer and more logical.
Weapons with Clear Mind: The Cheshire Cat, Dunleavy Mallorough, Kaoru Hitachiin

Colossus: Gives a Defense boost at the cost of lessened Agility.
Weapons with Colossus: None

Coup de Grace: Player has a 5-10% chance of defeating their opponent in one thrust. If Coup de Grace activates, it is classified as dark-type damage.
Weapons with Coup de Grace: Arthur Pendragon, Asagi Nanami, Yuri Lowell

Cupid's Arrow: Gives a Dexterity boost if your opponent is someone you have strong feelings for. (For the melee version of this ability, see Heartbreaker.)
Weapons with Cupid's Arrow: None

Cura: Recovers half of the Player's maximum health; does not overflow if more than half remains. Usable once per battle.
Weapons with Cura: Dolorosa

Data Master: See all angles, speeds, and trajectories of moving objects.
Weapons with Data Master: Alex Furest

Deafening: The opponent briefly loses the ability to hear.
Weapons with Deafening: Apollo Justice

Debt Collection: As damage is dealt by the opponent, it is stored in the weapon. Once per battle, it can all be returned at once.
Weapons with Debt Collection: Komachi Onozuka

Decoy: The Player can switch places with their Weapon at will.
Weapons with Decoy: The Cheshire Cat

Defy Gravity: The Player feels lighter and finds it easier to do maneuvers such as backflips and long jumps. Not to be confused with Flight.
Weapons with Defy Gravity: Nanami Yasuri, Yuka Kazami (AU)

Desperation: The Player may choose to reduce the Durability of the weapon; the next strike has a boost to Offense.
Weapons with Desperation: Day

Detonate: Once the player activates this ability, the weapon it belongs to becomes a living bomb. However, the resulting explosion destroys the weapon and renders its owner unconscious unless they have Unbreakable Will.
Weapons with Detonate: Vanezio Lykastis

Digital Mind Wave: This Ability may randomly activate at any point during battle. If it does, it will randomly execute the effects of an Ability Upgrade belonging to someone the Player has strong feelings toward -- the stronger the feelings, the higher the probability of the person being chosen. If an Ability is chosen that its owner has not unlocked, Digital Mind Wave will fail.
Weapons with Digital Mind Wave: None

Dual-Wielding: The Player can wield two Weapons at once if one of them has this ability. Even if both Weapons have the Dual-Wielding ability, the Player is still only able to wield two.
Weapons with Dual-Wielding: Britannia, Dunleavy Mallorough, Hikaru Hitachiin, Vanezio Lykastis

Elemental Affinity: The weapon is assigned one of the eight available elements depending on the Player's personality. (The ring changes symbol and color to its chosen element when worn in battle.)
Weapons with Elemental Affinity: Sora Himoto (AU)

Elemental Shot: Allows the weapon to fire a projectile of the weapon's associated element -- for example, a fireball, a burst of lightning, or so forth. Requires a recharge time of ten seconds after use. Requires the Weapon to have an elemental ring equipped.
Weapons with Elemental Shot: Sora Himoto (AU)

Energy Orb: Launches a small non-elemental orb of energy at the opposing player.
Weapons with Energy Orb: Komachi Onozuka

Enigma Field: Everything the opposing weapon(s) and player(s) say automatically comes out as a riddle for as long as the player and weapon who activated this ability speak in riddles.
Weapons with Enigma Field: The Cheshire Cat

Enmity: The more the Weapon and Player hate each other, the stronger the weapon becomes.
Weapons with Enmity: None

Fated Rivalry: Gain a boost in a random stat for every time you've faced your opponent in battle previously.
Weapons with Fated Rivalry: None

First Guardian: Able to blast from weapon a beam of energy that does more damage than the weapon does normally.
Weapons with First Guardian: None

Flame: A wide-area Fire-element attack. Requires one minute to recharge after being used.
Weapons with Flame: None
Flattened: Book-type Weapons can be opened and clamped down onto the opposing Player and Weapon; whatever part of the Player is touched becomes flat like a page. Flattened Weapons lose some durability. Usable twice per battle. Opposing Players can still move/dodge while this Ability is attempting to activate, unless under the effects of Stop or any other movement-prohibiting Ability. If the Player wielding the book misses their attack, Flattened will fail and the book will lose Durability instead.
Weapons with Flattened: None

Flight: The Player is capable of unaided flight within Battlefield limits.
Weapons with Flight: Cirno, Aria

Forcefield: When activated, Forcefield prevents one attack from hitting. Can only be used once per battle.
Weapons with Forcefield: Recette Lemongrass

Form Change: The weapon changes its form to another shape. Counts as a separate ability for each form, and each form must be unlocked separately. (The symbol that appears on the upgrade ring for Form Change varies from weapon to weapon.)
Weapons with Form Change: The Cheshire Cat, Suzaku Kururugi, Naesala

Friendship Is Magic: All stats become stronger the more friendship there is between the wielder and all weapons they possess.
Weapons with Friendship Is Magic: Sora Himoto (AU)

Galactic Cross Slash: The wielder can use both weapons and slash the opponent, making an X shaped cut. It has a 50% chance of rendering the opponent's weapon useless. (Only available if the weapon comes in two pieces.)
Weapons with Galactic Cross Slash: None

Galdr Bliss: Has a 50% chance of changing the Player's condition to "Great!" Players with an improved condition are sharper and less easily distracted from whatever they're focused on. They're also really, really happy.
Weapons with Galdr Bliss: None

Galdr Recovery: Rejuvenates one damaged weapon, restoring it to its original status. Can only be used once per battle.
Weapons with Galdr Recovery: None

Galdr Sorrow: Has a 30% chance of inflicting temporary depression upon an opponent at the start of battle. Depressed opponents are more easily distracted and prone to weepiness.
Weapons with Galdr Sorrow: None

Gambler: You gain double Raks from all battles, but lose 5 Raks if you lose a battle.
Weapons with Gambler: None

Go-Getter: Opposing Player(s) and Weapon(s) are frozen for two seconds at the start of the battle.
Weapons with Go-Getter: None

Ghost Trick: Weapon is able to manipulate objects within the Battlefield, within reasonable limits - for example, making an umbrella open/close or a stone rock from side to side is fine, but not making the stone begin to fly through the air.
Weapons with Ghost Trick: Yomiel

Gravity Chaos: A wide-area Darkness-element attack. If unblocked, it also inflicts Slow and reduces the target's Weapon's Offense stat. Requires one minute to recharge after being used.
Weapons with Gravity Chaos: None

Ground Spear: A wide-area Earth-element attack. If unblocked, it also sharply reduces the target's Weapon's Defense stat. Requires one minute to recharge after being used.
Weapons with Ground Spear: None

Habitat: If the weather conditions of the battlefield are similar to the normal climate of the Player's home world, they gain minor Strength, Dexterity, Vitality, and Agility boosts.
Weapons with Habitat: None

Heartbreaker: Gain a Strength boost if your opponent is someone you have strong feelings for. (For the ranged version of this ability, see Cupid's Arrow.)
Weapons with Heartbreaker: Shion

Heart Freeze: The opposing Player is unable to move for five seconds when this ability is activated; however, when activated this ability places a large amount of pain on the Weapon of the Player using it.
Weapons with Heart Freeze: None

Helping Hand: Grants a Defense boost if the Player is Dual-Wielding.
Weapons with Helping Hand: Dunleavy Mallorough, Kaoru Hitachiin

Holy: A wide-area Light-element attack. If unblocked, the target's activated Abilities cannot be used. Requires one minute to recharge after being used.
Weapons with Holy: Estellise Sidos Heurassein

Infinite Bond: If Linked: the Player gains a Strength boost (or a Dexterity boost, if the weapon is Ranged); the Weapon gains an Offense boost.
Weapons with Infinite Bond: Sora Himoto

Indomitable: The Weapon delays the sensation of pain for 1 minute. When the minute is up, all the pain the Player would have undergone during that time is felt.
Weapons with Indomitable: Asagi Nanami, Britannia

Intimidation: This Weapon has a 10% chance of lowering the opponent's Offense slightly on every connecting hit.
Weapons with Intimidation: Santana Lopez

Intransience: The Player is able to render theirself incorporeal at will. The user of this ability can touch nothing during this time.
Weapons with Intransience: None

Invigorating Melody: A bonus to Offense as long as the Weapon is singing.
Weapons with Invigorating Melody: Santana Lopez

Ivy Whip: A wide-area Wood-element attack. If unblocked, one or both of the target's legs are Paralyzed. Requires one minute to recharge after being used.
Weapons with Ivy Whip: None

Jetstream: If any enemy Weapon is Wind-element, the Player gains Agility boost.
Weapons with Jetstream: None

Kage-Bunshin: Allows the Player to create duplicates of themself. Up to four doubles may be created at a time and they will only remain for one minute, less if the wielder is low on energy. To the eyes, there is no difference between the original and the doubles. If a double is injured, it will disappear; if the original is injured, all the doubles will disappear.
Weapons with Kage-Bunshin: Hikaru Hitachiin, Kaoru Hitachiin

King's Pillar: The Player raises their arm, and a large beam of blue energy blasts down from the sky at the opponent. It has a 80% chance of knocking out the opponent if they have 3 or fewer Upgrade Rings. If the opponent has four or more, it does no damage. If it succeeds, the Player and the Weapon possessing this upgrade are declared the victor, and are then knocked unconscious for 1 to 3 days, depending on how many power rings there were.
Weapons with King's Pillar: None

Knock Out: Gives a Strength boost to the Player but lessens the Durability of the Weapon.
Weapons with Knock Out: None

Last Stand: Offense and Defense both triple if Player is near-defeat.
Weapons with Last Stand: Asagi Nanami, Hikaru Hitachiin, Suzaku Kururugi

Lightning Rod: This Player draws ranged attacks in a double-or-more battle.
Weapons with Lightning Rod: None

Lightspeed Attack: The Player becomes engulfed in a blue spherical flame and dives straight for the enemy very quickly. Requires a five second charge time and a minute to recharge afterward.
Weapons with Lightspeed Attack: None

Lonely Heart: If the weapon has not met the outbreak condition, all stats receive a large boost.
Weapons with Lonely Heart: None

Magnet: When activated, all battle participants slide or are dragged to a distance of five meters away from the wielder, but only if they were further away to begin with.
Weapons with Magnet: Komachi Onozuka

Marvel Guard: If the Player is suffering from a condition, they gain a boost to Vitality, Dexterity, Agility, and Strength.
Weapons with Marvel Guard: None

Mask: The wielder is shielded from sight for two minutes.
Weapons with Mask: None

Master Spark: Fires a medium-sized energy beam at the opposing Player.
Weapons with Master Spark: None

Mimic: At the beginning of the battle, Mimic randomly copies one of the opposing Weapon's upgrades (other than Mimic). The effect lasts until the end of the battle.
Weapons with Mimic: Nanami Yasuri

Nettle's Sting: Tiny, thin needles line the surface of the business end of the weapon. The needles are numerous enough that they can weave through light clothing to pierce skin. Body parts that are struck by this weapon will sting for the duration of the battle as if they are burning, making the wounds a tremendous distraction.
Weapons with Nettle's Sting: Yuka Kazami (AU)

Nightmare Strike: Hits from this Weapon don't awaken sleeping opponents.
Weapons with Nightmare Strike: None

1-Up: Allows the Player to revive once if KO'd.
Weapons with 1-Up: None

Overencumbered: Non-organic targets struck by this weapon become twice as heavy for ten seconds. This effect stacks.
Weapons with Overencumbered: None

Overlimit: A burst of energy allows a weapon to discharge one powerful elemental attack. The element is selected at random. This ability can only be used once per battle.
Weapons with Overlimit: Flynn Scifo, Yuri Lowell, Estellise Sidos Heurassein

Pack Instincts: All allied Weapons gain a Durability boost and an Offense boost when this Weapon is in play.
Weapons with Pack Instincts: None

Pact: The Weapon and Player switch status and stats, allowing the Weapon to act as the Player. This ring is transferable, given to the Weapon by the Player who owns it at the start of a battle. (Pact is only available as an Ability for characters who would not be able to act as Players.)
Weapons with Pact: None

Peaceful Resolution: Once activated, this ability forces the battle to end by (painlessly) deactivating all weapons in play. The battle is considered a draw with neither player the victor or loser.
Weapons with Peaceful Resolution: None

Perception: The player becomes hyper-aware of all living humanoid creatures in the immediate area. This negates Mask and Stealth, as well as any physical attempts at hiding, for up to two minutes.
Weapons with Perception: Apollo Justice

Perish Song: The weapon emits a haunting melody. All battle participants who hear it fall unconscious one minute after it plays.
Weapons with Perish Song: None

Prism Barrier: This Weapon is never weak or strong to any particular element. The Round's elemental damage bonus does not apply.
Weapons with Prism Barrier: Flynn Scifo

Protect: When the Player is at 10% health, they automatically switch places, physically, with the Weapon.
Weapons with Protect: Alex Furest, Dolorosa, Suzaku Kururugi

Quicksand: Any battle participant without the Quicksand or Flight abilities is unable to move from wherever they're standing when this ability is activated. (One minute duration, once per battle.)
Weapons with Quicksand: None

Rage: Gives an Offense boost, but greatly lowers Agility.
Weapons with Rage: None

Raw Power: If this is the only upgrade equipped, all stats receive a large boost.
Weapons with Raw Power: Nanami Yasuri

Red String: If the Weapon and Player have mutual strong feelings for one another, all stats are boosted.
Weapons with Red String: None

Regen: The Player and Weapon slowly regain health throughout the course of the battle; essentially acts as a slow-acting painkiller.
Weapons with Regen: Alex Furest, Shion, Estellise Sidos Heurassein

Repel: A force from the weapon pushes everyone who is not it's wielder to a distance of five meters away.
Weapons with Repel: Merlin

Remitter: Strikes have a 5-10% chance of sending all damage dealt directly to the player. This is increased to 30% if the player also owns this upgrade.
Weapons with Remitter: Asagi Nanami

Reveille: An invigorating melody that gives a large boost to agility and vitality. Can only be used once per battle.
Weapons with Reveille: None

Revenge: The weapon stores the energy of any blocked attacks. The Player can release this at will as a beam of damaging light. The longer it is stored, the stronger the resulting attack.
Weapons with Revenge: Yomiel

Ribbon: Player is immune to status effects.
Weapons with Ribbon: Kaoru Hitachiin

Ricochet: A thrown weapon or projectile is able to bounce up to three times with perfect angle reflection and without losing momentum. Does not bounce off players/weapons/bystanders.
Weapons with Ricochet: None

Rose Duel: The Weapon may attach the weapon to Player's chest, over their heart. The Player gains Strength and Agility boosts, and all allied weapons gain Durability boosts. However, if the weapon is knocked off the Player's chest, that Player loses the fight. The weapon cannot be knocked off by anything but a direct physical attack, either melee or ranged.
Weapons with Rose Duel: None

Rules Lawyer: The Player's Strength is lessened if they have not read the Exaclan manual, and is boosted if they have.
Weapons with Rules Lawyer: Flynn Scifo, Recette Lemongrass

Sacrificed Heart: The Player gains a Vitality boost and no longer lets their feelings hold them back from going all out in a fight.
Weapons with Sacrificed Heart: Estellise Sidos Heurassein

Sacrificial Doll: Half of the damage dealt to the Player goes to the Weapon instead.
Weapons with Sacrificial Doll: Merlin

Shattering Blow: Strikes with this Weapon have a 5-10% chance of breaking the opposing weapon outright.
Weapons with Shattering Blow: None

Shuffle: Swap one of your upgrades (except for Shuffle) with one of your opponent's upgrades. The upgrade received from the opponent is random unless the Player using Shuffle has used X-Ray Specs.
Weapons with Shuffle: None

Silence: Opponents briefly lose the ability to speak.
Weapons with Silence: None

Sleight of Hand: Allows the user to replace the opposing Player's weapon with a random item from the battle area. Maximum switching range 50 yards; including through walls and other solid objects. Usable once per battle.
Weapons with Sleight of Hand: None

Sonar: The Player has constant knowledge of the battlefield and their position within it.
Weapons with Sonar: None

Stealth: Player is able to move quickly without making a sound for short periods of time.
Weapons with Stealth: None

Stop: Freezes an opponent for a certain amount of time. The amount of time is equal to how hard the Player is concentrating. Requires a lot of concentration and energy to perform.
Weapons with Stop: Merlin

Stormfront: The elemental strengths and weaknesses of the battle area shift randomly every minute.
Weapons with Stormfront: Britannia

Stubborn: The Player's and Weapon's stats cannot be reduced (except for Vitality/Durability). Abilities that boost stats by lowering others have their positive effects lessened.
Weapons with Stubborn: Apollo Justice

Sunflower'd: Fires off a bunch of large sunflower-shaped danmaku at the general vicinity of the opposing Player. No charge time, can be used twice per battle.
Weapons with Sunflower'd: Yuka Kazami (AU)

Supporting Role: If Dual Wielding, all of the other weapon's stats enjoy a large boost. Additionally, when this Ability is equipped, all of this weapon's Upgrade rings apply instead to the other weapon.
Weapons with Supporting Role: Vanezio Lykastis

Tau Galaxy Beam: A ranged attack used by combining the two weapons to release a powerful blue beam. (Only available if the weapon comes in two pieces.)
Weapons with Tau Galaxy Beam: None

Tear: If both agility and offense are activated, the weapon can strike one blow at x3 its normal damage. Has a two minute recharge.
Weapons with Tear: Naesala

Teleport: The Player can teleport up to ten feet per battle. The distance can be split into multiple shorter teleports.
Weapons with Teleport: None

Thief: Once per battle, the Player may choose to replace Thief with one of the opposing weapon's upgrades. The opponent loses the use of that upgrade until the end of the battle.
Weapons with Thief: None

Thread: A Weapon that is in two parts and is naturally dual-wielded gains an Offense boost, as the two halves of the weapon work better in tandem with one another. Singly-wielded Weapons gain the same boost if they are dual-wielded with another Weapon.
Weapons with Thread: None

Thunderbolt: A wide-area Electric-element attack. If unblocked, it also has a low chance to Paralyze the target's entire body. Requires one minute to recharge after being used.
Weapons with Thunderbolt: None

Tidal Wave: A wide-area Water-element attack. If unblocked, it also removes any terrain effects and the influence of the element in power (i.e. the element in power changes to "none"). Requires one minute to recharge after being used.
Weapons with Tidal Wave: None

Time Shift: The battle resets. All parameters (including Vitality and Durability, but not including whether or not Time Shift has been used) are reset to their pre-battle values. (Can only be used by each Weapon once per Round.)
Weapons with Time Shift: None

Transformation Sequence: The Player may take up to one minute to perform any number of actions, provided the Player does not move from the spot they are in (they are free, in fact encouraged, to dance and pose in place) and no action is taken that attacks the opposing Player. The opposing Player is also forbidden to move from their spot or take any other action besides talking or using the ability X-Ray Specs. May only be activated once per battle.
Weapons with Transformation Sequence: None

Ultima: Collected energy strongly empowers the Weapon, increasing all of its capabilities for up to 30 seconds. The effects of Ultima are increased if the Player's other Weapons have limited-use abilities remaining. Ultima can only be used once per battle; when Ultima is used, no other limited-use abilities may be used for the remainder of the battle.
Weapons with Ultima: Ein

Unaware: Select one Boost Ring equipped by the opponent's Weapon. It is deactivated for the duration of the battle.
Weapons with Unaware: None

Unbreakable Will: Even if the weapon is broken or durability reaches zero, the Weapon will not be rendered unconscious.
Weapons with Unbreakable Will: Ein

Vampirism: Physical attacks from this Weapon drain the opponent's Vitality and restore it to the Player wielding the weapon.
Weapons with Vampirism: None

Vindictive: Gain a Strength boost and a Dexterity boost if the opponent has beaten the Player in a previous battle.
Weapons with Vindictive: None

Windstorm: A burst of wind shoots out from the wielding Player, making it difficult for the opponent to land any melee or physical ranged hits for a minute. Any successful attacks by the wielding Player causes the opponent to succumb to the wind and get blown back.
Weapons with Windstorm: Naesala, Aria

Wrong Way: Select one Boost Ring equipped by the opponent's Weapon. Its effect is reversed for the duration of the battle. This ability can only be used once per battle.
Weapons with Wrong Way: None

X-Ray Specs: The Player sees all Weapons' equipped upgrades at the start of battle.
Weapons with X-Ray Specs: None

Yo-Yo: This weapon returns to its Player's hand if thrown, dropped or forcibly removed. Yo-Yo must be activated within three seconds of the weapon leaving your hand.
Weapons with Yo-Yo: Britannia

Zealotry: If Linked: Strength (or Dexterity) and Offense are boosted, and Vitality and Durability are weakened.
Weapons with Zealotry: None
If you would like to suggest an ability, reply to this entry with the name and suggested effect of the ability. All suggested abilities are subject to mod approval, but it will probably get through as long as it's not too ridiculous.
« Navigation
Once activated, Ability rings can be traded to other Weapons, but their power is reduced when used by anyone besides their original owner. Exactly how their power is reduced is up to the mun of the Weapon they've been traded to; for example, Amnesia might fail to deactivate an upgrade half the time, or it might instead choose to deactivate the opponent's least advantageous upgrade rather than something truly random.
A ring left behind by a dropped character can be worn by anyone without the upgrade's power being weakened.
For questions about ability interaction with one another, or if you have an idea for an ability but aren't apping a character it would work for, leave a comment in this entry.
A

Akhet: When activated, the weapon shines with a golden light. If the sun is shining, Defense is boosted sharply.
Weapons with Akhet: Apollo Justice

Amnesia: One of the opponent's Weapon upgrades is randomly chosen and deactivated at the start of the battle.
Weapons with Amnesia: None

Amnesty: Offense increases gradually for every minute that has gone by in the current battle, up to the five minute mark.
Weapons with Amnesty: Arthur Pendragon, Yuri Lowell

Asteroid Belt: Fires off a bunch of large star-shaped danmaku at the general vicinity of the opposing Player. No charge time, can be used twice per battle.
Weapons with Asteroid Belt: None

Attract: For the duration of the battle, the opposing Player crushes on the user, and has a 50% chance of being unable to attack them. Only affects opponents who are attracted to the user's gender; those who are not experience a slight confusion.
Weapons with Attract: Hikaru Hitachiin

Awaken: If the weapon has met the outbreak condition, all stats receive a large boost.
Weapons with Awaken: Sora Himoto
B

Battle Aura: An aura appears around the player and weapon. Offense and Vitality are boosted as long as the weapon is not damaged. If in outbreak condition, the boost increases every minute.
Weapons with Battle Aura: Arthur Pendragon, Cirno

Belief: If Linked, the Player gains a Vitality boost and the Weapon gains a Durability boost.
Weapons with Belief: Dunleavy Mallorough

Berserk: The Player has a Strength boost (or Dexterity, if the weapon is Ranged) and lessened Vitality, and can only attack. They cannot talk, defend, use an ability, forfeit or choose not to strike a blow.
Weapons with Berserk: Dolorosa, Shion

Biosphere: The player is protected from all environmental effects.
Weapons with Biosphere: Vanezio Lykastis

Blackout: All allied Players and Weapons are immune to scrying abilities.
Weapons with Blackout: None

Blitzkrieg: Gain an Agility boost in exchange for lessened Defense and Durability.
Weapons with Blitzkrieg: None

Boo Hoo Hoo: When activated, the opponent becomes overwhelmed by tears for one minute.
Weapons with Boo Hoo Hoo: None

Breaking Point: As the Weapon's Durability falls, its Offense increases.
Weapons with Breaking Point: None

Brilliance: After the Weapon sings, speaks, or screams a specific incantation (different for each Weapon), the Player will glow, regenerate health and receive a boost to Defense for two minutes or will revive once KO'd, whichever happens first. Can only be used once per battle, and only works if the weapon completes the song in full.
Weapons with Brilliance: Aria

Burst Wing: A wide-area Wind-element attack. If unblocked, it also sharply reduces the target's Agility stat. Requires one minute to recharge after being used.
Weapons with Burst Wing: None

Bushfire: If all Weapons participating deal Fire damage, the Player gains a Strength boost (or Dexterity, if the weapon is Ranged).
Weapons with Bushfire: None
C

Call of the Wild: A wild cry that gives a large boost to strength and offense. Can only be used once per battle.
Weapons with Call of the Wild: None

Cataclysm: The battlefield becomes the zone of a natural disaster. Anything from earthquakes to thunderstorms. Effect lasts until the end of the battle or until the player deactivates the ability.
Weapons with Cataclysm: Vanezio Lykastis

Catastrophe: As long as this Ability is equipped, this Weapon may equip as many Element Upgrades as they like (up to the maximum number of equippable upgrades).
Weapons with Catastrophe: None

Charmspeak: Can be activated once per battle. The Weapon gains the ability to verbally persuade the opponent and/or Player into doing what the Weapon wants. Does not work as well on Players with high mental resistance, and only a limited quantity of commands can be issued before it wears off. Restricted persuasions include trying to make the opponent surrender, hurt themselves in any way, or anything that is impossible to do.
Weapons with Charmspeak: None

Cheer On: An Offense boost as long as the Weapon is dancing.
Weapons with Cheer On: None

Clear Mind: The weapon spreads a sense of wisdom, making the Player calmer and more logical.
Weapons with Clear Mind: The Cheshire Cat, Dunleavy Mallorough, Kaoru Hitachiin

Colossus: Gives a Defense boost at the cost of lessened Agility.
Weapons with Colossus: None

Coup de Grace: Player has a 5-10% chance of defeating their opponent in one thrust. If Coup de Grace activates, it is classified as dark-type damage.
Weapons with Coup de Grace: Arthur Pendragon, Asagi Nanami, Yuri Lowell

Cupid's Arrow: Gives a Dexterity boost if your opponent is someone you have strong feelings for. (For the melee version of this ability, see Heartbreaker.)
Weapons with Cupid's Arrow: None

Cura: Recovers half of the Player's maximum health; does not overflow if more than half remains. Usable once per battle.
Weapons with Cura: Dolorosa
D

Data Master: See all angles, speeds, and trajectories of moving objects.
Weapons with Data Master: Alex Furest

Deafening: The opponent briefly loses the ability to hear.
Weapons with Deafening: Apollo Justice

Debt Collection: As damage is dealt by the opponent, it is stored in the weapon. Once per battle, it can all be returned at once.
Weapons with Debt Collection: Komachi Onozuka

Decoy: The Player can switch places with their Weapon at will.
Weapons with Decoy: The Cheshire Cat

Defy Gravity: The Player feels lighter and finds it easier to do maneuvers such as backflips and long jumps. Not to be confused with Flight.
Weapons with Defy Gravity: Nanami Yasuri, Yuka Kazami (AU)

Desperation: The Player may choose to reduce the Durability of the weapon; the next strike has a boost to Offense.
Weapons with Desperation: Day

Detonate: Once the player activates this ability, the weapon it belongs to becomes a living bomb. However, the resulting explosion destroys the weapon and renders its owner unconscious unless they have Unbreakable Will.
Weapons with Detonate: Vanezio Lykastis

Digital Mind Wave: This Ability may randomly activate at any point during battle. If it does, it will randomly execute the effects of an Ability Upgrade belonging to someone the Player has strong feelings toward -- the stronger the feelings, the higher the probability of the person being chosen. If an Ability is chosen that its owner has not unlocked, Digital Mind Wave will fail.
Weapons with Digital Mind Wave: None

Dual-Wielding: The Player can wield two Weapons at once if one of them has this ability. Even if both Weapons have the Dual-Wielding ability, the Player is still only able to wield two.
Weapons with Dual-Wielding: Britannia, Dunleavy Mallorough, Hikaru Hitachiin, Vanezio Lykastis
E

Elemental Affinity: The weapon is assigned one of the eight available elements depending on the Player's personality. (The ring changes symbol and color to its chosen element when worn in battle.)
Weapons with Elemental Affinity: Sora Himoto (AU)

Elemental Shot: Allows the weapon to fire a projectile of the weapon's associated element -- for example, a fireball, a burst of lightning, or so forth. Requires a recharge time of ten seconds after use. Requires the Weapon to have an elemental ring equipped.
Weapons with Elemental Shot: Sora Himoto (AU)

Energy Orb: Launches a small non-elemental orb of energy at the opposing player.
Weapons with Energy Orb: Komachi Onozuka

Enigma Field: Everything the opposing weapon(s) and player(s) say automatically comes out as a riddle for as long as the player and weapon who activated this ability speak in riddles.
Weapons with Enigma Field: The Cheshire Cat

Enmity: The more the Weapon and Player hate each other, the stronger the weapon becomes.
Weapons with Enmity: None
F

Fated Rivalry: Gain a boost in a random stat for every time you've faced your opponent in battle previously.
Weapons with Fated Rivalry: None

First Guardian: Able to blast from weapon a beam of energy that does more damage than the weapon does normally.
Weapons with First Guardian: None

Flame: A wide-area Fire-element attack. Requires one minute to recharge after being used.
Weapons with Flame: None
Flattened: Book-type Weapons can be opened and clamped down onto the opposing Player and Weapon; whatever part of the Player is touched becomes flat like a page. Flattened Weapons lose some durability. Usable twice per battle. Opposing Players can still move/dodge while this Ability is attempting to activate, unless under the effects of Stop or any other movement-prohibiting Ability. If the Player wielding the book misses their attack, Flattened will fail and the book will lose Durability instead.
Weapons with Flattened: None

Flight: The Player is capable of unaided flight within Battlefield limits.
Weapons with Flight: Cirno, Aria

Forcefield: When activated, Forcefield prevents one attack from hitting. Can only be used once per battle.
Weapons with Forcefield: Recette Lemongrass

Form Change: The weapon changes its form to another shape. Counts as a separate ability for each form, and each form must be unlocked separately. (The symbol that appears on the upgrade ring for Form Change varies from weapon to weapon.)
Weapons with Form Change: The Cheshire Cat, Suzaku Kururugi, Naesala

Friendship Is Magic: All stats become stronger the more friendship there is between the wielder and all weapons they possess.
Weapons with Friendship Is Magic: Sora Himoto (AU)
G

Galactic Cross Slash: The wielder can use both weapons and slash the opponent, making an X shaped cut. It has a 50% chance of rendering the opponent's weapon useless. (Only available if the weapon comes in two pieces.)
Weapons with Galactic Cross Slash: None

Galdr Bliss: Has a 50% chance of changing the Player's condition to "Great!" Players with an improved condition are sharper and less easily distracted from whatever they're focused on. They're also really, really happy.
Weapons with Galdr Bliss: None

Galdr Recovery: Rejuvenates one damaged weapon, restoring it to its original status. Can only be used once per battle.
Weapons with Galdr Recovery: None

Galdr Sorrow: Has a 30% chance of inflicting temporary depression upon an opponent at the start of battle. Depressed opponents are more easily distracted and prone to weepiness.
Weapons with Galdr Sorrow: None

Gambler: You gain double Raks from all battles, but lose 5 Raks if you lose a battle.
Weapons with Gambler: None

Go-Getter: Opposing Player(s) and Weapon(s) are frozen for two seconds at the start of the battle.
Weapons with Go-Getter: None

Ghost Trick: Weapon is able to manipulate objects within the Battlefield, within reasonable limits - for example, making an umbrella open/close or a stone rock from side to side is fine, but not making the stone begin to fly through the air.
Weapons with Ghost Trick: Yomiel

Gravity Chaos: A wide-area Darkness-element attack. If unblocked, it also inflicts Slow and reduces the target's Weapon's Offense stat. Requires one minute to recharge after being used.
Weapons with Gravity Chaos: None

Ground Spear: A wide-area Earth-element attack. If unblocked, it also sharply reduces the target's Weapon's Defense stat. Requires one minute to recharge after being used.
Weapons with Ground Spear: None
H

Habitat: If the weather conditions of the battlefield are similar to the normal climate of the Player's home world, they gain minor Strength, Dexterity, Vitality, and Agility boosts.
Weapons with Habitat: None

Heartbreaker: Gain a Strength boost if your opponent is someone you have strong feelings for. (For the ranged version of this ability, see Cupid's Arrow.)
Weapons with Heartbreaker: Shion

Heart Freeze: The opposing Player is unable to move for five seconds when this ability is activated; however, when activated this ability places a large amount of pain on the Weapon of the Player using it.
Weapons with Heart Freeze: None

Helping Hand: Grants a Defense boost if the Player is Dual-Wielding.
Weapons with Helping Hand: Dunleavy Mallorough, Kaoru Hitachiin

Holy: A wide-area Light-element attack. If unblocked, the target's activated Abilities cannot be used. Requires one minute to recharge after being used.
Weapons with Holy: Estellise Sidos Heurassein
I

Infinite Bond: If Linked: the Player gains a Strength boost (or a Dexterity boost, if the weapon is Ranged); the Weapon gains an Offense boost.
Weapons with Infinite Bond: Sora Himoto

Indomitable: The Weapon delays the sensation of pain for 1 minute. When the minute is up, all the pain the Player would have undergone during that time is felt.
Weapons with Indomitable: Asagi Nanami, Britannia

Intimidation: This Weapon has a 10% chance of lowering the opponent's Offense slightly on every connecting hit.
Weapons with Intimidation: Santana Lopez

Intransience: The Player is able to render theirself incorporeal at will. The user of this ability can touch nothing during this time.
Weapons with Intransience: None

Invigorating Melody: A bonus to Offense as long as the Weapon is singing.
Weapons with Invigorating Melody: Santana Lopez

Ivy Whip: A wide-area Wood-element attack. If unblocked, one or both of the target's legs are Paralyzed. Requires one minute to recharge after being used.
Weapons with Ivy Whip: None
J

Jetstream: If any enemy Weapon is Wind-element, the Player gains Agility boost.
Weapons with Jetstream: None
K

Kage-Bunshin: Allows the Player to create duplicates of themself. Up to four doubles may be created at a time and they will only remain for one minute, less if the wielder is low on energy. To the eyes, there is no difference between the original and the doubles. If a double is injured, it will disappear; if the original is injured, all the doubles will disappear.
Weapons with Kage-Bunshin: Hikaru Hitachiin, Kaoru Hitachiin

King's Pillar: The Player raises their arm, and a large beam of blue energy blasts down from the sky at the opponent. It has a 80% chance of knocking out the opponent if they have 3 or fewer Upgrade Rings. If the opponent has four or more, it does no damage. If it succeeds, the Player and the Weapon possessing this upgrade are declared the victor, and are then knocked unconscious for 1 to 3 days, depending on how many power rings there were.
Weapons with King's Pillar: None

Knock Out: Gives a Strength boost to the Player but lessens the Durability of the Weapon.
Weapons with Knock Out: None
L

Last Stand: Offense and Defense both triple if Player is near-defeat.
Weapons with Last Stand: Asagi Nanami, Hikaru Hitachiin, Suzaku Kururugi

Lightning Rod: This Player draws ranged attacks in a double-or-more battle.
Weapons with Lightning Rod: None

Lightspeed Attack: The Player becomes engulfed in a blue spherical flame and dives straight for the enemy very quickly. Requires a five second charge time and a minute to recharge afterward.
Weapons with Lightspeed Attack: None

Lonely Heart: If the weapon has not met the outbreak condition, all stats receive a large boost.
Weapons with Lonely Heart: None
M

Magnet: When activated, all battle participants slide or are dragged to a distance of five meters away from the wielder, but only if they were further away to begin with.
Weapons with Magnet: Komachi Onozuka

Marvel Guard: If the Player is suffering from a condition, they gain a boost to Vitality, Dexterity, Agility, and Strength.
Weapons with Marvel Guard: None

Mask: The wielder is shielded from sight for two minutes.
Weapons with Mask: None

Master Spark: Fires a medium-sized energy beam at the opposing Player.
Weapons with Master Spark: None

Mimic: At the beginning of the battle, Mimic randomly copies one of the opposing Weapon's upgrades (other than Mimic). The effect lasts until the end of the battle.
Weapons with Mimic: Nanami Yasuri
N

Nettle's Sting: Tiny, thin needles line the surface of the business end of the weapon. The needles are numerous enough that they can weave through light clothing to pierce skin. Body parts that are struck by this weapon will sting for the duration of the battle as if they are burning, making the wounds a tremendous distraction.
Weapons with Nettle's Sting: Yuka Kazami (AU)

Nightmare Strike: Hits from this Weapon don't awaken sleeping opponents.
Weapons with Nightmare Strike: None
O

1-Up: Allows the Player to revive once if KO'd.
Weapons with 1-Up: None

Overencumbered: Non-organic targets struck by this weapon become twice as heavy for ten seconds. This effect stacks.
Weapons with Overencumbered: None

Overlimit: A burst of energy allows a weapon to discharge one powerful elemental attack. The element is selected at random. This ability can only be used once per battle.
Weapons with Overlimit: Flynn Scifo, Yuri Lowell, Estellise Sidos Heurassein
P

Pack Instincts: All allied Weapons gain a Durability boost and an Offense boost when this Weapon is in play.
Weapons with Pack Instincts: None

Pact: The Weapon and Player switch status and stats, allowing the Weapon to act as the Player. This ring is transferable, given to the Weapon by the Player who owns it at the start of a battle. (Pact is only available as an Ability for characters who would not be able to act as Players.)
Weapons with Pact: None

Peaceful Resolution: Once activated, this ability forces the battle to end by (painlessly) deactivating all weapons in play. The battle is considered a draw with neither player the victor or loser.
Weapons with Peaceful Resolution: None

Perception: The player becomes hyper-aware of all living humanoid creatures in the immediate area. This negates Mask and Stealth, as well as any physical attempts at hiding, for up to two minutes.
Weapons with Perception: Apollo Justice

Perish Song: The weapon emits a haunting melody. All battle participants who hear it fall unconscious one minute after it plays.
Weapons with Perish Song: None

Prism Barrier: This Weapon is never weak or strong to any particular element. The Round's elemental damage bonus does not apply.
Weapons with Prism Barrier: Flynn Scifo

Protect: When the Player is at 10% health, they automatically switch places, physically, with the Weapon.
Weapons with Protect: Alex Furest, Dolorosa, Suzaku Kururugi
Q

Quicksand: Any battle participant without the Quicksand or Flight abilities is unable to move from wherever they're standing when this ability is activated. (One minute duration, once per battle.)
Weapons with Quicksand: None
R

Rage: Gives an Offense boost, but greatly lowers Agility.
Weapons with Rage: None

Raw Power: If this is the only upgrade equipped, all stats receive a large boost.
Weapons with Raw Power: Nanami Yasuri

Red String: If the Weapon and Player have mutual strong feelings for one another, all stats are boosted.
Weapons with Red String: None

Regen: The Player and Weapon slowly regain health throughout the course of the battle; essentially acts as a slow-acting painkiller.
Weapons with Regen: Alex Furest, Shion, Estellise Sidos Heurassein

Repel: A force from the weapon pushes everyone who is not it's wielder to a distance of five meters away.
Weapons with Repel: Merlin

Remitter: Strikes have a 5-10% chance of sending all damage dealt directly to the player. This is increased to 30% if the player also owns this upgrade.
Weapons with Remitter: Asagi Nanami

Reveille: An invigorating melody that gives a large boost to agility and vitality. Can only be used once per battle.
Weapons with Reveille: None

Revenge: The weapon stores the energy of any blocked attacks. The Player can release this at will as a beam of damaging light. The longer it is stored, the stronger the resulting attack.
Weapons with Revenge: Yomiel

Ribbon: Player is immune to status effects.
Weapons with Ribbon: Kaoru Hitachiin

Ricochet: A thrown weapon or projectile is able to bounce up to three times with perfect angle reflection and without losing momentum. Does not bounce off players/weapons/bystanders.
Weapons with Ricochet: None

Rose Duel: The Weapon may attach the weapon to Player's chest, over their heart. The Player gains Strength and Agility boosts, and all allied weapons gain Durability boosts. However, if the weapon is knocked off the Player's chest, that Player loses the fight. The weapon cannot be knocked off by anything but a direct physical attack, either melee or ranged.
Weapons with Rose Duel: None

Rules Lawyer: The Player's Strength is lessened if they have not read the Exaclan manual, and is boosted if they have.
Weapons with Rules Lawyer: Flynn Scifo, Recette Lemongrass
S

Sacrificed Heart: The Player gains a Vitality boost and no longer lets their feelings hold them back from going all out in a fight.
Weapons with Sacrificed Heart: Estellise Sidos Heurassein

Sacrificial Doll: Half of the damage dealt to the Player goes to the Weapon instead.
Weapons with Sacrificial Doll: Merlin

Shattering Blow: Strikes with this Weapon have a 5-10% chance of breaking the opposing weapon outright.
Weapons with Shattering Blow: None

Shuffle: Swap one of your upgrades (except for Shuffle) with one of your opponent's upgrades. The upgrade received from the opponent is random unless the Player using Shuffle has used X-Ray Specs.
Weapons with Shuffle: None

Silence: Opponents briefly lose the ability to speak.
Weapons with Silence: None

Sleight of Hand: Allows the user to replace the opposing Player's weapon with a random item from the battle area. Maximum switching range 50 yards; including through walls and other solid objects. Usable once per battle.
Weapons with Sleight of Hand: None

Sonar: The Player has constant knowledge of the battlefield and their position within it.
Weapons with Sonar: None

Stealth: Player is able to move quickly without making a sound for short periods of time.
Weapons with Stealth: None

Stop: Freezes an opponent for a certain amount of time. The amount of time is equal to how hard the Player is concentrating. Requires a lot of concentration and energy to perform.
Weapons with Stop: Merlin

Stormfront: The elemental strengths and weaknesses of the battle area shift randomly every minute.
Weapons with Stormfront: Britannia

Stubborn: The Player's and Weapon's stats cannot be reduced (except for Vitality/Durability). Abilities that boost stats by lowering others have their positive effects lessened.
Weapons with Stubborn: Apollo Justice

Sunflower'd: Fires off a bunch of large sunflower-shaped danmaku at the general vicinity of the opposing Player. No charge time, can be used twice per battle.
Weapons with Sunflower'd: Yuka Kazami (AU)

Supporting Role: If Dual Wielding, all of the other weapon's stats enjoy a large boost. Additionally, when this Ability is equipped, all of this weapon's Upgrade rings apply instead to the other weapon.
Weapons with Supporting Role: Vanezio Lykastis
T

Tau Galaxy Beam: A ranged attack used by combining the two weapons to release a powerful blue beam. (Only available if the weapon comes in two pieces.)
Weapons with Tau Galaxy Beam: None

Tear: If both agility and offense are activated, the weapon can strike one blow at x3 its normal damage. Has a two minute recharge.
Weapons with Tear: Naesala

Teleport: The Player can teleport up to ten feet per battle. The distance can be split into multiple shorter teleports.
Weapons with Teleport: None

Thief: Once per battle, the Player may choose to replace Thief with one of the opposing weapon's upgrades. The opponent loses the use of that upgrade until the end of the battle.
Weapons with Thief: None

Thread: A Weapon that is in two parts and is naturally dual-wielded gains an Offense boost, as the two halves of the weapon work better in tandem with one another. Singly-wielded Weapons gain the same boost if they are dual-wielded with another Weapon.
Weapons with Thread: None

Thunderbolt: A wide-area Electric-element attack. If unblocked, it also has a low chance to Paralyze the target's entire body. Requires one minute to recharge after being used.
Weapons with Thunderbolt: None

Tidal Wave: A wide-area Water-element attack. If unblocked, it also removes any terrain effects and the influence of the element in power (i.e. the element in power changes to "none"). Requires one minute to recharge after being used.
Weapons with Tidal Wave: None

Time Shift: The battle resets. All parameters (including Vitality and Durability, but not including whether or not Time Shift has been used) are reset to their pre-battle values. (Can only be used by each Weapon once per Round.)
Weapons with Time Shift: None

Transformation Sequence: The Player may take up to one minute to perform any number of actions, provided the Player does not move from the spot they are in (they are free, in fact encouraged, to dance and pose in place) and no action is taken that attacks the opposing Player. The opposing Player is also forbidden to move from their spot or take any other action besides talking or using the ability X-Ray Specs. May only be activated once per battle.
Weapons with Transformation Sequence: None
U

Ultima: Collected energy strongly empowers the Weapon, increasing all of its capabilities for up to 30 seconds. The effects of Ultima are increased if the Player's other Weapons have limited-use abilities remaining. Ultima can only be used once per battle; when Ultima is used, no other limited-use abilities may be used for the remainder of the battle.
Weapons with Ultima: Ein

Unaware: Select one Boost Ring equipped by the opponent's Weapon. It is deactivated for the duration of the battle.
Weapons with Unaware: None

Unbreakable Will: Even if the weapon is broken or durability reaches zero, the Weapon will not be rendered unconscious.
Weapons with Unbreakable Will: Ein
V

Vampirism: Physical attacks from this Weapon drain the opponent's Vitality and restore it to the Player wielding the weapon.
Weapons with Vampirism: None

Vindictive: Gain a Strength boost and a Dexterity boost if the opponent has beaten the Player in a previous battle.
Weapons with Vindictive: None
W

Windstorm: A burst of wind shoots out from the wielding Player, making it difficult for the opponent to land any melee or physical ranged hits for a minute. Any successful attacks by the wielding Player causes the opponent to succumb to the wind and get blown back.
Weapons with Windstorm: Naesala, Aria

Wrong Way: Select one Boost Ring equipped by the opponent's Weapon. Its effect is reversed for the duration of the battle. This ability can only be used once per battle.
Weapons with Wrong Way: None
X

X-Ray Specs: The Player sees all Weapons' equipped upgrades at the start of battle.
Weapons with X-Ray Specs: None
Y

Yo-Yo: This weapon returns to its Player's hand if thrown, dropped or forcibly removed. Yo-Yo must be activated within three seconds of the weapon leaving your hand.
Weapons with Yo-Yo: Britannia
Z

Zealotry: If Linked: Strength (or Dexterity) and Offense are boosted, and Vitality and Durability are weakened.
Weapons with Zealotry: None
If you would like to suggest an ability, reply to this entry with the name and suggested effect of the ability. All suggested abilities are subject to mod approval, but it will probably get through as long as it's not too ridiculous.
« Navigation
Past rulings on ability interaction
This would count as a double K.O. The match would be a draw.
What happens if someone who has Sacrificial Doll gets hit with King's Pillar?
King's Pillar doesn't count as dealing damage. Nothing special would happen.
If a Player uses an ability that works once per Round and then uses Time Shift, can the ability be used again?
No, since the overall game doesn't reset and the ability's use will have been logged. This means that the same Weapon's Time Shift ability itself also may not be used again. An ability that can only be used once per battle, however, may be reused after Time Shift is activated.
Can Mimic be Mimicked?
No. Mimic is immune to itself. If someone had five Mimic abilities, they would be immune to Mimic from opponents unless they Mimicked a non-Mimic upgrade. At that point any attempt to use Mimic on them would Mimic that upgrade.
Question~!
This Weapon is never weak or strong to any particular element. Does that mean offensively, defensively, or both?
no subject
I hope this answers your question.
no subject
New ability suggestion!
Name: Charmspeak
Ability: The Weapon gains the ability to persuade the opponent and/or Player verbally into doing what the Weapon wants. Does not work as well on Players with high mental resistance, and only a limited quantity of commands can be issued before it wears off and cannot be used again in the same battle. Restricted persuasions include trying to make the opponent give up, hurt themselves in any way, and anything that is impossible to do.
Approved
>Suggest an ability
Name: Ultima
Ability: Collected energy strongly empowers the Weapon, increasing all of its capabilities for up to 30 seconds. The effects of Ultima are increased if the Player's other Weapons have limited-use abilities remaining. Ultima can only be used once per battle; when Ultima is used, no other limited-use abilities may be used for the remainder of the battle.
Apprived
Planning waaaaaaaaay ahead.
Ability: Slides or drags any or all battle participants to five meters away from the wielder, but only if they are farther away.
Approved
New Ability suggestion!
Everything the opposing weapon(s) and player(s) say automatically comes out as a riddle for as long as the player and weapon who activated this ability speak in riddles.
Approved
since I put it on my app!
no subject
Themed after the relationship between Stands and Remitters in Category: Freaks, where the remitter allows the Stand to attack the "freak" or demon-like creature within the human without hurting the human. This way the player has a chance of only hurting the person they are fighting without damaging the weapon at all.
Totally unnecessary. Yep.
Name: Holy
Effect: A wide-area Light-element attack. If unblocked, the target's activated Abilities cannot be used. Requires one minute to recharge after being used.
----
Name: Flame
Effect: A wide-area Fire-element attack. Requires one minute to recharge after being used.
----
Name: Ivy Whip
Effect: A wide-area Wood-element attack. If unblocked, one or both of the target's legs are Paralyzed. Requires one minute to recharge after being used.
----
Name: Tidal Wave
Effect: A wide-area Water-element attack. If unblocked, it also removes any terrain effects and the influence of the element in power (i.e. the element in power changes to "none"). Requires one minute to recharge after being used.
----
Name: Burst Wing
Effect: A wide-area Wind-element attack. If unblocked, it also sharply reduces the target's Agility stat. Requires one minute to recharge after being used.
----
Name: Ground Spear
Effect: A wide-area Earth-element attack. If unblocked, it also sharply reduces the target's Weapon's Defense stat. Requires one minute to recharge after being used.
----
Name: Thunderbolt
Effect: A wide-area Electric-element attack. If unblocked, it also has a low chance to Paralyze the target's entire body. Requires one minute to recharge after being used.
----
Name: Gravity Chaos
Effect: A wide-area Darkness-element attack. If unblocked, it also inflicts Slow and reduces the target's Weapon's Offense stat. Requires one minute to recharge after being used.
Approved
ABILITIES FOR SOME CHARACTERS IM CONSIDERING :|a
Counter: Any direct melee hits on the Player cause a damaging burst of spikes to shoot out from their weapon. If an elemental ring is equipped, the counter changes to suit the element (ex. ice spikes for water, bursts of flames for fire, stones for earth, etc.).
this is a mod too lazy to log out of a character journal
Re: this is a mod too lazy to log out of a character journal
no subject
Ghost Trick - Weapon is able to manipulate objects within the Battlefield, within reasonable limits - for example, making an umbrella open/close or a stone rock from side to side is fine, but not making the stone begin to fly through the air.
Approved