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Normally,- and presumably any other virtual reality avatar they use - is controlled by the reading the person's brainwaves. Essentially, it reads activity in the brain's motor cortex while piping information to the brain's sensory cortex. This style of control is dubbed "control via physical order".

However, there is a second, more difficult method to manipulating one's  "control via power to image". Similar to willpower (though the likely cannot read abstract feelings like willpower), it uses the  ability to strongly picture something happening to bring about a change in the environment. As this is closer to using one's imagination, the is able to read this information. The players o have named this the

Depending on the strength of the pictured image, the program handles this irregular signal by producing physical particle effects. These have been called  by the ho have managed to acquire the technique. Most of the time, if the incarnation (pictured image) is strong enough to be used in battle, these Over Rays will appear.

 categorizes the usage of incarnation into two groups: using it as a proxy for something that could be more easily done physically, such as  propelling her wheelchair with incarnation instead of wheels, and using it as a means to bring about impossible phenomena. However, it generally takes a long time and a lot of experience to master the Incarnate System.

In addition, the system is not without its downsides. Using the Incarnate System draws power from the hole in your heart - your trauma. It is ultimately the whether to believe in something (the longing that created their Duel Avatar) or to despair. Each time a uses incarnation, it draws them closer to the darkness of their own heart. This is related to the coordinate plane system of describing the Incarnate System, explained below. It also causes heavy mental exhaustion if used recklessly.

 The main use of Incarnate is in battle. By strongly picturing different ways to fight in your head, you can make that real. However, in pretty much all cases, these attacks are nothing that couldn't be done more easily by using tools your Duel Avatar already has.

However, incarnate-powered attacks cannot be defended by normal means; they can only be defended by incarnate-powered defenses, or countered by incarnate-powered attacks. Because of that, most that learn of how to use the Incarnate System obey a strict rule of not using it in combat unless it's used against them first.

As incarnation skills are used by solidifying an image in one's head, most Burst Linkers that use it attach a name to specific skills as a trigger to activate the image more quickly.

Basic Incarnate Skills describes the four fundamental categories of Incarnate skills. These are:

Firing Range Expansion

Movement Ability Expansion

Attack Power Expansion

Armor Density Expansion

However, a can only learn how to do two of these types. The two types they can learn are determined by the traits of the specific - most importantly, the specific desire that gave birth to the in the first place. For example,  main longing was to separate herself from the world for fear of getting hurt; that's why she can learn the Firing Range Expansion and Movement Ability Expansion types, but she can't use incarnation to power up her attacks or defenses.

The specific desire that gives birth to a can also be condensed to even more abstract terms, and this decides the color it will be. See for more information on this.

Incarnate Quadrants As the Incarnate System can be powered by either hope or despair, one can also divide the techniques resulting from it into the four quadrants of a coordinate plane. The X axis represents the "breadth" of the  imagination - whether their scars and desires are directed towards them self or towards the outside - and the Y axis represents whether the imagination used is born from hope or despair; though the abilities are originally born from one's scars, the difference is whether the individual turns that into hope or despair. The quadrants are as follows:

First quadrant (upper-right): Area-targeted positive energy

Second quadrant (upper-left): Single-target positive energy

Third quadrant (lower-left): Single-target negative energy

Fourth quadrant (lower-right): Area-targeted negative energy.

For example,  and  are both Attack Range Expansion-type Incarnate abilities, and they both fall into the second quadrant, "hope from within".

Incarnate ability, Wind Veil, is a rarer first quadrant ability; it extends to protect many alliesabilities, Purification Flames, is also in this quadrant.

possessed an unnamed Incarnate ability in the third quadrant; the purple waves he could use to attack were born out of despair, rather than hope.

The most dangerous powers lie in the fourth quadrant. Rust Order falls into this quadrant, born from despair and targeted towards an area. other Incarnate ability, the sea of fire, falls into this quadrant as well.

Second StageEditThe Incarnate System's "second stage" refers to Incarnate abilities that require far more imagination and concentration than normal ones. Only two are described thus far in the novels.

As Incarnation is the use of willpower to become stronger, could be considered the lack of willpower; the opposite. ll was described as the user’s refusal to fight, a condition when they are filled with zero willpower. Incarnation is the exact opposite. It can be described as the state of a  when the amount of willpower they possess overpasses reality and takes them to a whole new level of power. This way, it allows them to use their ‘locked’ power.

Its purpose is to feed on the negative energy collected by the  using it and transport it back to a main body. Theis a large mass of flesh, blood vessels, and a single large eyeball that resides in the upper levels of . When and  accidentally traveled into  they saw it as a giant black mass covering up the infinite starscape behind it