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Ability: Difference between revisions

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An '''Ability''' is a special upgrade that you receive for leveling up in the ''[[Kingdom Hearts (series)|Kingdom Hearts]]'' games. Abilities can also be obtained upon completing certain chapters in the game.
{{nihongo|'''Abilities'''|アビリティ|Abiriti}} are equippable skills or effects that appear in the ''{{c|Kingdom Hearts|series}}'' games. Abilities may be acquired and equipped in different ways, depending on the game in which they appear.


==Types==
==Types==
[[Image:Ability Screen KHII.png|thumb|300px|The Abilities screen for Sora in ''Kingdom Hearts II''. Shown are the Support and Weapon abilities.]]
[[File:Ability Screen KHII.png|thumb|300px|The Abilities screen for Sora in ''Kingdom Hearts II''. Shown are the Support and Weapon abilities.]]
Abilities are split into three categories: '''Support''', '''Action''', and '''Growth'''. Support abilities are usually abilities that make your character stronger either offensively or defensively by upgrading your Attack, [[Defense]], or [[Magic]].
Abilities may be categorized in a number of different ways, but the two main types are action abilities and passive abilities. Action abilities may affect weapon combos, such as {{c|Vortex|ability}} or [[Aerial Finish]], or grant whole new skills that can be used in the field, such as [[Dodge Roll]] or [[Guard]]. Passive abilities have a variety of effects, such as boosting damage dealt to enemies, enhancing weapon combos or other action abilities, and making it easier to pick up items dropped by enemies.
Action abilities are abilities that usually give you a new technique, by pressing a button or is automatically done after a combo.
[[Sora]] has a different type of abilities in ''[[Kingdom Hearts II]]'' that only he can learn. They are called Growth abilities. They are abilities that help Sora move around faster or allow him to dodge attacks. He can also learn specific skills by leveling up his [[Drive Forms]], such as a higher jump or the ability to glide. Sora can likewise strengthen these abilities by continuing to gain [[experience]] in each form.


It should also be noted that in ''[[Kingdom Hearts (game)|Kingdom Hearts]]'', the Abilities are not categorized as such, and that there are '''Shared Abilities''' - common growth abilities which are shared by Sora, Donald and Goofy, which include '''High Jump''' and '''Mermaid Kick'''.
In some games, certain action abilities, usually ones that increase mobility, are separated from other abilities. These may include such abilities as [[High Jump]], [[Mermaid Kick]], [[Quick Run]], or [[Glide]], among others. ''{{c|Kingdom Hearts|game}}'' lists a number of action abilities as '''Shared Abilities''', which can be used by all party members once equipped, at no cost. In ''[[Kingdom Hearts II]]'', '''Growth Abilities''' are special action abilities that are learned and leveled up by leveling [[Drive Form]]s.


In ''Kingdom Hearts II'', various weapons can also carry abilities on them. Some of Donald's staves and Goofy's shields have abilities, whereas ''all'' of Sora's [[Keyblade]]s have abilities on them. This enables a character to have the same ability multiple times: for instance, Sora only learns one MP Rage normally. However, by leveling up [[Wisdom Form]], he can learn a second MP Rage, and by equipping the [[Hidden Dragon]] Keyblade, he will instantly learn a ''third'' MP Rage.
In some games, weapons may provide abilities once equipped. Additionally, some games allow multiple copies of abilities to be equipped, increasing their effect.


Like most playing elements in ''[[Kingdom Hearts 358/2 Days]]'', abilities can be utilized through the [[Panel System]].
In ''Kingdom Hearts'', ''Kingdom Hearts II'' and ''Kingdom Hearts III'', abilities are equipped in the main menu, at the cost of '''Ability Points''', or '''AP'''.


In ''[[Kingdom Hearts Birth by Sleep]]'', abilities are obtained in [[Command Meld|Command Melding]] where you need to meld two commands and an item. Should the player leveled up a command with an ability to its maximum level, the ability in the command will stay permanent for the character using it.
In ''[[Kingdom Hearts Chain of Memories]]'', passive abilities are activated by using [[enemy card]]s in battle, while certain action abilities are equipped by default.


In ''[[Kingdom Hearts Re:coded]]'', abilities are obtained by unlocking Bonus Booster panels in the [[Stat Matrix]]. Each time a Bonus Booster panel is linked by Stat Chips, an ability is unlocked. By linking to additional Stat Booster panels with the same ability, the ability's level is increased. Each Bonus Booster panel contains a specific ability, but except for Scan panels, it is impossible to tell what the ability is until it is linked. All Bonus Booster panels, except for Scan, can also be turned on and off at will. Scan is unique in that upgrades to the ability unlock new areas in each world, so the ability cannot be turned off, and its panels are colored blue to make them easier to find.
In ''[[Kingdom Hearts 358/2 Days]]'', many abilities, both action and passive, are equipped by installing [[Ability Panel]]s into the panel grid, while many passive abilities are equipped by installing [[Ring Panel]]s or by linking [[Ability Unit]]s to [[Gear]]s.


==Pages of Abilities==
In ''[[Kingdom Hearts Birth by Sleep]]'', action abilities are equipped as {{c|action command|bbs}}s, while passive abilities are gained through [[Command Meld|melding commands]] together with synthesis materials or activated during certain [[Dimension Link]]s.
*[[Abilities (Kingdom Hearts)]]
 
*[[Abilities (Kingdom Hearts: Chain of Memories)]]
In ''[[Kingdom Hearts Re:coded]]'', abilities may be equipped in the [[Stat Matrix]] once they are linked to a CPU, while many passive abilities can be activated through the [[Overclock]] system or by equipping [[accessory chip]]s.
*[[Abilities (Kingdom Hearts II)]]
 
*[[Abilities (Kingdom Hearts Birth by Sleep)]]
In ''[[Kingdom Hearts 3D: Dream Drop Distance]]'', {{c|action command|ddd}}s return, and passive abilities can be equipped through the [[Ability Link]] system.
*[[Abilities (Kingdom Hearts Re:coded)]]
 
*[[Magic]]
In ''[[Kingdom Hearts Union χ]]'', abilities are equipped through {{c|Medal|ucx}}s.
*[[Sleight]]
 
*[[Enemy Cards]]
In ''[[Kingdom Hearts Dark Road]]'', abilities are techniques executed through {{c|Cards|dr}}.
*[[Limit Break]]
 
*[[Deck Command]]
==See also==
*[[Shotlock]]
*[[Abilities (KH)]]
*[[Dimension Link]]
*[[Abilities (KHCOM)]]
{{-}}
*[[Abilities (KHII)]]
*[[Abilities (KHD)]]
*[[Abilities (KHBBS)]]
*[[Abilities (KHREC)]]
*[[Abilities (KH3D)]]
*[[Abilities (KHUχ)]]
*[[Abilities (KHIII)]]
*[[Abilities (KHDR)]]
{{Mechanics}}
[[Category:Abilities| ]]
[[Category:Abilities| ]]
[[Category:Game elements]]
[[Category:Game elements]]

Latest revision as of 04:51, 13 June 2023

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Abilities (アビリティ Abiriti?) are equippable skills or effects that appear in the Kingdom Hearts games. Abilities may be acquired and equipped in different ways, depending on the game in which they appear.

Types[edit]

The Abilities screen for Sora in Kingdom Hearts II. Shown are the Support and Weapon abilities.

Abilities may be categorized in a number of different ways, but the two main types are action abilities and passive abilities. Action abilities may affect weapon combos, such as Vortex or Aerial Finish, or grant whole new skills that can be used in the field, such as Dodge Roll or Guard. Passive abilities have a variety of effects, such as boosting damage dealt to enemies, enhancing weapon combos or other action abilities, and making it easier to pick up items dropped by enemies.

In some games, certain action abilities, usually ones that increase mobility, are separated from other abilities. These may include such abilities as High Jump, Mermaid Kick, Quick Run, or Glide, among others. Kingdom Hearts lists a number of action abilities as Shared Abilities, which can be used by all party members once equipped, at no cost. In Kingdom Hearts II, Growth Abilities are special action abilities that are learned and leveled up by leveling Drive Forms.

In some games, weapons may provide abilities once equipped. Additionally, some games allow multiple copies of abilities to be equipped, increasing their effect.

In Kingdom Hearts, Kingdom Hearts II and Kingdom Hearts III, abilities are equipped in the main menu, at the cost of Ability Points, or AP.

In Kingdom Hearts Chain of Memories, passive abilities are activated by using enemy cards in battle, while certain action abilities are equipped by default.

In Kingdom Hearts 358/2 Days, many abilities, both action and passive, are equipped by installing Ability Panels into the panel grid, while many passive abilities are equipped by installing Ring Panels or by linking Ability Units to Gears.

In Kingdom Hearts Birth by Sleep, action abilities are equipped as action commands, while passive abilities are gained through melding commands together with synthesis materials or activated during certain Dimension Links.

In Kingdom Hearts Re:coded, abilities may be equipped in the Stat Matrix once they are linked to a CPU, while many passive abilities can be activated through the Overclock system or by equipping accessory chips.

In Kingdom Hearts 3D: Dream Drop Distance, action commands return, and passive abilities can be equipped through the Ability Link system.

In Kingdom Hearts Union χ, abilities are equipped through Medals.

In Kingdom Hearts Dark Road, abilities are techniques executed through Cards.

See also[edit]