Ability

**Abilities** are active skills available to the five playable characters in *Weird West*, and they require Nimp Relics to unlock.

## Notes

* Abilities are divided into two main groups: class abilities which are unique to each character, and weapon abilities which are available to all.
* Weapon abilities can only be activated if the aim button is held.
* Weapon abilities are persistent across a playthrough, but each protagonist has to learn their own class abilities.
* Activating Abilities cost Action Points, which can be replenished by sleeping or using Invigorating Tonics.
* Some abilities, once activated, can be deactivated to recover the AP cost.
* Ability points can regenerate but only up to 5AP.
* Killing an enemy gives 1AP.

## Class Abilities

### Bounty Hunter

Bounty hunter abilities are Jane Bell's unique abilities.

* Care should be taken while placing Shrapnel Mines when there are rats around as they can trigger the mines.

### Pigman

Pigman abilities are available to Cl'erns Qui'g's and other pigmen.

### Protector

Protector abilities are available to Across Rivers. Other protectors of the Lost Fire Nation also have access to Cousin Bear and Western Wind.

* Due to its low cooldown, Thunderbird Strike can be used repeatedly to stun-lock a group of enemies.

### Werewolf

Werewolf abilities are available to Desidério Ríos and other Absolutionist devotees.

### Oneirist

Oneirist abilities are available to Constance Driftwood and other Oneirists.

## Weapon Abilities

Unlike Class abilities, weapon abilities are not only available to the protagonists but also to a wide array of characters across the West.

### Revolver

* Combine High Noon with Lightning Rounds to electrify up to 6 enemies in quick succession.

### Shotgun

* Rapid Reload is particularly useful for the Stubbs Double-Barrel shotgun due to its high damage but limited ammo capacity.
* Explosive Shells work like dynamites and can destroy reinforced doors, rock piles, and stalagmite.

### Rifle

* Bullet Hail is typically used during opened combat, and paired well with the Bolt-Action Forester rifle due to its faster firing rate.
* Sentry Silencer can stealthily take out enemies one by one, especially when paired with an upgraded Gowser Service Rifle.
* Sentry Silencer and Right between the Eyes cannot activated at the same time.

### Melee

* Combine Spinning Strike with Bloodthirsty to deal high damage to all nearby enemies.
* Charge can also be used first to cause bleeding, which further enhances the damage bonus from Bloodthirsty.
* Spinning Strike can stun enemies, which allows the protagonists to knock them out. This is useful for capturing a bounty alive, even during combat.
* Some creatures such as bears and ravenous can also use Bloodthirsty.

## Trivia

* Sentry Silencer visually adds a silencer to the rifle barrel, while Right Between the Eyes adds a scope.
* When activating Explosive Shells, sparks can be seen coming out of the chamber.
* Summon Wisps generates three lightning balls that are similar to those wander around the Ancient Temples.

## Gallery

The ability menu.Cl'erns using Explosive Shells ability.Across Rivers summoning tornado and lightning.A silencer can be seen attached to the rifle barrel after activating Sentry Silencer ability.Using Right Between the Eye adds a scope to the rifle.Sparks coming out of a shotgun's chamber after activating Explosive Shells.