Gear ability

Gear Abilities (or Abilities) are special attributes given to Gear.

Description
The amount of Abilities available for a given item is designated by its Star Count. The more stars in a piece of Gear's Star Count, the more Abilities it can possess. Up to four Abilities can be equipped per piece of Gear. After the first Ability, each successive Ability is random. Frequent usage of the same Gear generates more Abilities to equip.

Usage
Ability slots can be unlocked by giving Spyke a Super Sea Snail or they can be rerolled so that you may unlock a different set of abilities if you so desire.

List of Abilities
Makes bombs, Point Sensors, and Disruptors travel farther when thrown. The visible arc shown when tossing these weapons is noticeably extended. Possible to increase bomb range to be longer than opponent weapon range.
 * Inksavermain.png
 * Ink Saver (Main)
 * Ink Saver (Main) decreases ink usage of your main weapon up to 60% of it's normal usage. For example, a weapon that normally can continuously fire for 17 seconds becomes able to fire for just more than 27 seconds. This is useful when using roller-based weapons, increasing the distance you can roll before refilling your ink tank. Generally, the ability is great in Turf War,allowing you to spread more ink with fewer interruptions.
 * Main Weapon
 * Studio Headphones
 * Inksaversub.png
 * Ink Saver (Sub)
 * This ability decreases ink usage of your sub weapon up to 75% of its normal usage. The sub weapon's revised ink usage is indicated by the red arrow icon on your character's ink tank. This allows you to deploy sub weapons like Splat Bombs and Burst Bombs, with greater frequency.
 * Sub Weapon
 * Specialchargeup.png
 * Special Charge Up
 * Special Charge Up increases the rate at which the special gauge fills by up to 30%. Allowing for more frequent deployment of specials, but you still need to spread ink to fill that gauge. This makes the ability most effecting in Turf War, where you're already tasked with spreading ink.
 * Special Weapon
 * Specialdurationup.png
 * Special Duration Up
 * This ability increases the duration of special weapons--the effects of Bubbler, Inkzooka, Kraken, Bomb Rush, and Echolocator all last longer. For Inkstrike and Killer Wail you're only given more time to aim the weapon, but the effect itself does not last longer. When Bubbler is extended to teammates, they also benefit from the increased duration, even if they don't have the Special Duration Up ability.
 * Special Weapon
 * Pirate-Stripe Tee
 * Inkrecoveryup.png
 * Ink Recovery Up
 * Ink Recovery Up increases your ink tank's refill rate by up to 40%, but only while in squid form--and you don't need to be swimming to gain this benefit. So if you find yourself running out of ink quickly consider equipping this ability.
 * Main Weapon
 * Quickrespawn.png
 * Quick Respawn
 * After getting splatted, Quick Respawn decreases the time spent watching the splat cam by up to 66%. Normally watching the splat cam takes six seconds, followed by a three second respawn animation, for a combined nine second respawn time. This ability only reduces the splat cam portion of the respawn process. With Quick Respawn, the splat cam portion is reduced to four seconds, for a seven second respawn time. If fully stacked with three Quick Respawn abilities equipped the splat cam portion is reduced to two seconds, for a five second respawn time.
 * Inkling
 * Specialsaver.png
 * Special Saver
 * Each time you get splatted, your special gauge is reduced. This ability reduces the special gauge loss after death by up to 100%. Normally you lose 50% of your gauge upon death, but if you fully stack Special Saver, you lose nothing. This ability is very helpful for those times when you get splatted just before being rewarded a special.
 * Special Weapon
 * Skate Helmet
 * Haunt.png
 * Haunt
 * Haunt marks the opponent that defeated you with a position-tracking mark for 12 seconds. This mark can be seen by you and your entire team, similar to Point Sensor or Echolocator So if you're the type of player who holds a grudge, Haunt is a great way to get your revenge. This ability is restricted to clothing as a main ability
 * Inkling
 * ComebackIcon.png
 * Comeback
 * Boosts Ink Saver, Ink Recovery, Run Speed, and Swim Speed for 20 seconds after respawning. This ability is restricted to headgear as a main ability.
 * Inkling
 * BombRangeUpIcon.png
 * Bomb Range Up
 * Skate Helmet
 * Haunt.png
 * Haunt
 * Haunt marks the opponent that defeated you with a position-tracking mark for 12 seconds. This mark can be seen by you and your entire team, similar to Point Sensor or Echolocator So if you're the type of player who holds a grudge, Haunt is a great way to get your revenge. This ability is restricted to clothing as a main ability
 * Inkling
 * ComebackIcon.png
 * Comeback
 * Boosts Ink Saver, Ink Recovery, Run Speed, and Swim Speed for 20 seconds after respawning. This ability is restricted to headgear as a main ability.
 * Inkling
 * BombRangeUpIcon.png
 * Bomb Range Up
 * Inkling
 * BombRangeUpIcon.png
 * Bomb Range Up
 * BombRangeUpIcon.png
 * Bomb Range Up

(Editor Note: Might increase explosion radius.)
 * Sub Weapon
 * Pilot Goggles
 * Tenacity.png
 * Tenacity
 * Special bar automatically fills anytime your team has more inactive (waiting to respawn) players than the enemy team. The gauge fills faster the greater the disparity is between the teams.  This ability is restricted to headgear as a main ability.
 * Inkling
 * Runspeedup.png
 * Run Speed Up
 * Increases movement speed in Inkling form by up to 50%. This affect movement while running and while firing your weapon.  However, it does not affect rolling speed with roller-type weapons. Still, this is one of the more effective abilities, particularly when rushying objectives like Splat Zones during the opening moments of a match.
 * Inkling
 * Swimspeedup.png
 * Swim Speed Up
 * Increases movement speed while swimming in squid form by up to 25%. This also affects movement speed while under the effect of the Kraken special. Like Run Speed Up, this ability comes in handy during the opening moements in a match when you are heading toward a stage's center.
 * Inkling
 * Quicksuperjump.png
 * Quick Super Jump
 * Increases Super Jump speed by up to double the normal rate, allowing for quicker deployment when jumping to teammates or squid beakons.
 * Inkling
 * Stealthjump.png
 * Stealth Jump
 * Normally when performing a Super Jump, a marker appears on the ground where you're about to land, which is visible to all players. Stealth Jump hides this landing point marker.  Super Jump speed is slightly reduced.  This ability is restricted to shoes as a main ability.
 * Inkling
 * Ninjasquid.png
 * Ninja Squid
 * You leave no trace while swimming on horizontal surfaces and ramps. This ability is restricted to clothing as a main ability.
 * Inkling
 * Green Striped LS, Shrimp-Pink Polo, White Anchor Tee, Zekko Hoodie
 * Recon.png
 * Recon
 * Allows you (but not your team members) to see the opposing team on the GamePad's map while standing on your team's spawn point. This ability is restricted to clothing as a main ability.
 * Inkling
 * Openinggambit.png
 * Opening Gambit
 * Increases run speed and swim speed for the first 30 seconds of the match, allowing you to move much faster. Ideal for reaching objectives before opponents during start of match.  This ability is restricted to headgear as a main ability.
 * Inkling
 * Lastditcheffort.png
 * Last-Ditch Effort
 * Boosts ink recovery rate and weapon ink efficiency for the last 30 seconds of battle. This ability is restricted to headgear as a main ability.
 * Inkling
 * Inkresistanceup.png
 * Ink Resistance Up
 * Normally you take 50 damage over three seconds while standing in enemy ink and your movement is reduced to 12.5% normal and jumping is reduced to 40%. When equipped with Ink Resistance Up, you only take a maximum of 25 damage when standing in enemy ink for 6 seconds.  Your movement speed is reduced to 80% of normal and jump speed and height are unaffected.  This ability is restricted to shoes as a main ability.
 * Inkling
 * DefenseUpIcon.png
 * Defense Up
 * Reduces damage taken from all attacks by up to 20%. Unlike Damage Up, it can lower thresholds on enemy weapons. For example, the .52 Gal does 52 base damage, which is a two-shot splat. Defense Up can drop the weapon below 50 damage, making it a three-shot splat with the .52 Gal.  This is one of the most valuable abilities, particularly if you're new to the game, decreasing the effectiveness of your opponents' weapons.  Players with an aggressive play style also benefit from Defense Up.
 * Inkling
 * DamageUpIcon.png
 * Damage Up
 * Increases damage of your main, sub, and special weapons by upto 30%. However, weapons cannot pass their innate "number of hits to splat" threshold. For example, Aerospray MG has a base damage of 24.5, meaning that it takes five shots to splat at base.  It cannot drop below this number, so Damage Up will cap its damage at 24.9, so it still takes vie shots to splat.  Damage Up is most useful when using weapons with a high rate of fire or those on the lower threshold of the "number of hits to splat." This is ideal for countering opponents equipped with Defense Up.
 * Inkling
 * ColdBloodedIcon.png
 * Cold Blooded
 * Shortens the effect of position-tracking attacks substantially. Point Sensor is reduced from 10 to 2.5 seconds.  Echolocator and Haunt are reduced from 12 to 3 seconds.  This ability is restricted to clothing as a main ability.
 * Inkling
 * BombSnifferIcon.png
 * Bomb Sniffer
 * Allows you to see Ink Mines that are hidden by opponents. All bombs within a certain distance appear as skull icons on your screen.  These skull icons can be seen through walls.  This ability is restricted to shoes as a main ability.
 * Inkling
 * }
 * Inkling
 * DefenseUpIcon.png
 * Defense Up
 * Reduces damage taken from all attacks by up to 20%. Unlike Damage Up, it can lower thresholds on enemy weapons. For example, the .52 Gal does 52 base damage, which is a two-shot splat. Defense Up can drop the weapon below 50 damage, making it a three-shot splat with the .52 Gal.  This is one of the most valuable abilities, particularly if you're new to the game, decreasing the effectiveness of your opponents' weapons.  Players with an aggressive play style also benefit from Defense Up.
 * Inkling
 * DamageUpIcon.png
 * Damage Up
 * Increases damage of your main, sub, and special weapons by upto 30%. However, weapons cannot pass their innate "number of hits to splat" threshold. For example, Aerospray MG has a base damage of 24.5, meaning that it takes five shots to splat at base.  It cannot drop below this number, so Damage Up will cap its damage at 24.9, so it still takes vie shots to splat.  Damage Up is most useful when using weapons with a high rate of fire or those on the lower threshold of the "number of hits to splat." This is ideal for countering opponents equipped with Defense Up.
 * Inkling
 * ColdBloodedIcon.png
 * Cold Blooded
 * Shortens the effect of position-tracking attacks substantially. Point Sensor is reduced from 10 to 2.5 seconds.  Echolocator and Haunt are reduced from 12 to 3 seconds.  This ability is restricted to clothing as a main ability.
 * Inkling
 * BombSnifferIcon.png
 * Bomb Sniffer
 * Allows you to see Ink Mines that are hidden by opponents. All bombs within a certain distance appear as skull icons on your screen.  These skull icons can be seen through walls.  This ability is restricted to shoes as a main ability.
 * Inkling
 * }
 * Inkling
 * BombSnifferIcon.png
 * Bomb Sniffer
 * Allows you to see Ink Mines that are hidden by opponents. All bombs within a certain distance appear as skull icons on your screen.  These skull icons can be seen through walls.  This ability is restricted to shoes as a main ability.
 * Inkling
 * }
 * Inkling
 * }
 * }