Abilities are active skills available to the five playable characters in Weird West, and they require Nimp Relics to unlock.
Abilities are divided into two main groups: class abilities which are unique to each character, and weapon abilities which are available to all. Unlike Perks, unlocking an ability on one character does not unlock the same ability on others. 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.
Contents
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[]
Cl'erns Qui'g's unique abilities.
Icon | Ability | Unlock Cost | AP Cost | Cooldown | Description |
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Putrid Cloud | 2 ![]() |
5 | 1s | Emit a cloud of poison from your location for 3 seconds. |
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Rubber Skin | 2 ![]() |
10 | 1s | For the next 10 seconds, all bullets ricochet off your skin to hit near by enemies. |
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Unstoppable Charge | 1 ![]() |
5 | 1s | Charge forward, breaking objects and hurling aside anyone in your path, dealing 80 damage and leaving them ![]() |
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Shockwave | 1 ![]() |
5 | 1s | Hit the ground and deal 70 damamge around you, ![]() |
Protector[]
Across Rivers' unique abilities.
Werewolf[]
Desidério Ríos' unique abilities.
Oneirist[]
Constance Driftwood's unique abilities.
Weapon Abilities[]
Revolver[]
- Combine High Noon with Lightning Rounds to electrify up to 6 enemies in quick succession.
Icon | Ability | Unlock Cost | AP Cost | Cooldown | Description |
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Lightning Rounds | 2 ![]() |
5 | 5s | For 10 seconds, all pistol bullets are electrified, and targets take ![]() |
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High Noon | 2 ![]() |
5 | 1s | On your next trigger pull, automatically fire a single shot at every target within sight. Each shot uses a bullet from your magazine, up to a maximum of 6 shots. |
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Fan The Hammer | 1 ![]() |
5 | 5s | Your next shot fires all the remaining bullets in your magazine, combining all of their damage into a single, deadly blow. |
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.
Icon | Ability | Unlock Cost | AP Cost | Cooldown | Description |
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Rapid Reload | 1 ![]() |
5 | 5s | Fire shells without having to reload for 5 seconds. |
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Explosive Shells | 2 ![]() |
10 | 5s | Fire an explosive round that detonates on impact. Uses 2 shells. |
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Both Barrels | 2 ![]() |
5 | 5s | Your next shot does critical damage and has a 100% chance to make enemies ![]() |
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.
Bow[]
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.
Icon | Ability | Unlock Cost | AP Cost | Cooldown | Description |
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Bloodthirsty | 2 ![]() |
5 | 5s | For 10 seconds, attacks do an additional 50% damage. Damage bonus increases to 100% if the target is currently ![]() |
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Spinning Strike | 2 ![]() |
5 | 5s | Strike all targets within melee range in a single spinning slash, damaging them and leaving them ![]() |
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Adrenaline | 2 ![]() |
5 | 5s | Melee attack speed is increased by 50% for 10 seconds. |
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Charge | 1 ![]() |
2 | 2s | Rush quickly into melee range and deal high damage to your target. |
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.