Rahkshi Powers

There was a total of 42 known powers that belonged to the kraata and rahkshi. These develop over the course of six and sometimes seven stages.



Abilities
Accuracy: Bright red head with bright blue tail

Stage 1: Instinctively seeks out the most vulnerable part of a target. Stage 2: Able to strike and infect a nearby target perfectly nine times out of ten.

Stage 3: Has the ability to strike a close target with unerring accuracy. Stage 4: Can strike even a remote target with near-perfect accuracy.

Stage 5: Able to leap and strike with perfect precision, no matter the circumstances.

Stage 6: Can strike the smallest target at a great distance or in any environment or condition.

Adaptation: Bright yellow head with reddish gold tail

Stage 1: Adjusts quickly to environmental extremes such as heat and cold. Stage 2: Adaptive abilities make it impossible to capture the same way twice. Stage 3: Has a limited ability to alter its own physical properties to fit new situations. Stage 4: Able to thrive in any environment, from treetop to seafloor. Stage 5: Capable of controlled physical transformation to adapt to the unexpected. Stage 6: Instantly adapts to take maximum advantage of any condition or situation.

Anger: Light gray metallic head with white tail; named "Kraata Cu"

Stage 1: Causes feeling of general irritation in nearby creatures. Stage 2: Nearby presence turns friendly conversations into shouting matches. Stage 3: Radiating anger has the power to magnify mild grudges into furious feuds. Stage 4: Anger radiance causes all Rahi in the area to become fiercely territorial. Stage 5: Has the ability to drive most creatures temporarily mad with rage. Stage 6: Has the power to turn even the Toa Nuva against one another in anger.

Chain Lightning: Sand blue metallic head with yellow metallic tail

Stage 1: Constantly emits crackling sparks. Stage 2: Can severely jolt any creature or object in physical contact. Stage 3: Has the ability to fire small arcs of electricity across a short distance. Stage 4: Can fire large arcs of electricity across a moderate distance. Stage 5: Can fire and control multiple powerful electrical jolts at the same time. Stage 6: Controls devastating bolts of chain lightning that leap between multiple targets.

Chameleon: Sand yellow metallic head with bright yellow tail

Stage 1: Instinctively adopts a camouflage pattern to blend in with surroundings. Stage 2: Has the ability to mimic the patterns of a rocky or sandy surface. Stage 3: Can blend in perfectly with any shadowed terrain. Stage 4: Can mimic the color patterns of complex surfaces or objects. Stage 5: Becomes almost undetectable in all but the brightest light. Stage 6: Has the ability to become completely invisible in any environment.

Confusion: Black head with reddish gold tail

Stage 1: Produces a feeling of disorientation in anything that it touches. Stage 2: Projects an aura that confuses any small-minded creatures in the immediate area. Stage 3: Aura of confusion is strong enough to make a Matoran forget what they were doing. Stage 4: Aura of confusion leaves all beings in the area bewildered. Stage 5: Aura is strong enough to leave an entire village helpless with confusion. Stage 6: Extended proximity can reduce even a Toa Nuva to mindless babbling.

Cyclone: Sand blue metallic head with light gray metallic tail

Stage 1: Instinctively influences wind currents for speedy travel. Stage 2: Able to raise a defensive field of cyclone wind. Stage 3: Can project short cyclone blasts to blow away enemies. Stage 4: Has the ability to create small cyclone winds in a limited area. Stage 5: Can create a powerful cyclone wind, but not control its direction or duration. Stage 6: Has the power to create and control powerful cyclones at will.

Darkness: Reddish gold head with bright yellow tail

Stage 1: Has the natural ability to become invisible in shadow. Stage 2: Can project a small field of darkness around itself. Stage 3: Travels in a large field of total darkness, making it difficult to strike or capture. Stage 4: Can snuff out any light in the area, whether sunlight, flame or lightstone. Stage 5: Can project spheres of darkness onto objects or creatures to temporarily blind a foe. Stage 6: Has the power to consume all light in a large area; only Takanuva's light is stronger.

Density Control: Dark green head with lemon metallic tail

Stage 1: Can briefly increase density to resist physical blows. Stage 2: Can focus density to protodermic hardness, becoming almost impervious to harm. Stage 3: Can decrease density for enhanced speed and agility. Stage 4: Has the power to become momentarily intangible. Stage 5: Has the ability to pass through matter at will. Stage 6: Complete control over own density and that of any object in physical contact.

Disintegration: Sand blue metallic head with medium blue tail; named "Kraata Ul"

Stage 1: Burrows by dissolving a path through metal, rock or ground. Stage 2: Can slowly corrode inorganic material from within a touch. Stage 3: Causes walls, floors and other fortifications to collapse by tunnelling through them. Stage 4: Has the ability to completely disintegrate rocks and plants on contact. Stage 5: Can completely disintegrate forged metals on contact. Stage 6: Has the power to reduce even protodermis to dust.

Dodge: Bright yellow head with sand yellow metallic tail

Stage 1: Surprisingly difficult to catch. Stage 2: Fast enough to evade the most skilled disc-thrower on Mata Nui. Stage 3: Quick enough to crawl circles around an enraged Husi pecking bird. Stage 4: Able to dodge faster than a Tarakava’s strike. Stage 5: Skilled enough to dodge even Pohatu Nuva’s speed. Stage 6: Impossible to physically strike, no matter how swiftly or powerfully.

Elasticity: Bright yellow-green head with yellow tail

Stage 1: Has a stretchy, flexible body that is highly resistant to harm. Stage 2: Able to squeeze through narrow cracks and crevices. Stage 3: Has the ability to stretch several times its own length to climb over obstacles. Stage 4: Elastic enough to withstand and snap back from heavy blows. Stage 5: Can stretch around even sharp edges without harm. Stage 6: Can stretch incredible lengths in the blink of an eye to infect a faraway mask.

Electricity: Bright blue head with bright red tail

Stage 1: Body emits mild, numbing shocks on contact. Stage 2: Uses painful sparks to incapacitate anything that it touches. Stage 3: Constantly surrounded by a protective electric field. Stage 4: Has the ability to extend its electric field around objects in physical contact. Stage 5: Can manipulate electric field to shock nearby creatures. Stage 6: Powerful electrical field can be controlled to surround or stun distant objects or creatures.

Fear: Reddish gold head with bright red tail; named "Kraata Za"

Stage 1: Creates feelings of vague unease in its vicinity. Stage 2: Manifests suspicion and paranoia in any being nearby. Stage 3: Causes any being nearby to inexplicably become very frightened. Stage 4: Has the power to temporarily freeze creatures with fear. Stage 5: Constantly emits a field of overwhelming terror. Stage 6: Has the power to bring fear to the hearts of even the Toa Nuva.

Fire Resistance: Black head with bright red tail

Stage 1: Cold and clammy surface provides protection from heat. Stage 2: Can burrow imperviously through the hot rock of Ta-Wahi. Stage 3: Able to survive short dips in the lava stream. Stage 4: Thrives in the magma flow of Ta-Wahi. Stage 5: Has the ability to invade the heart of a volcano unharmed. Stage 6: Strong enough to withstand the heat of Tahu Nuva’s magma swords.

Gravity: Dark gray metallic head with lemon metallic tail

Stage 1: Uses gravity to hold itself to objects, making it difficult to pick up. Stage 2: Uses gravity powers to pull small objects to itself across a small distance. Stage 3: Has the ability to pull large and heavy objects toward itself. Stage 4: Can increase or decrease the effect of gravity on an object by touch. Stage 5: Can use gravity to hold an object or creature to the ground from a short distance. Stage 6: Uses gravity control to crush any object in visual range.

Heat Vision: Black head with bright orange tail

Stage 1: Burning hot to the touch. Stage 2: Can raise the temperature of objects through physical contact. Stage 3: Can heat objects to the boiling or melting point through touch. Stage 4: Has the ability to heat up nearby objects by staring at them. Stage 5: Uses short-range heat vision to ignite nearby objects. Stage 6: Powerful long-range heat vision can ignite any object within sight.

Hunger: Dark gray metallic head with gray tail; named "Kraata Vo"

Stage 1: Has the ability to sap small amounts of energy from the plants around it.

Stage 2: Can leech some energy from small Rahi on contact. Stage 3: Has the power to completely drain the energy of a small Rahi. Stage 4: Can drain large amounts of energy from Matoran and Rahi. Stage 5: Can completely drain the energy of any Rahi, Matoran or other large creature. Stage 6: Has enough strength to drain the energy of a Toa Nuva.

Ice Resistance: Bright yellow head with dark green tail

Stage 1: Unbearably hot to the touch. Stage 2: Comfortable in the cold lakes around Ko-Wahi. Stage 3: Capable of tunneling through the ice of Mount Ihu. Stage 4: Able to endure short periods frozen solid in ice. Stage 5: Unaffected by long periods of freezing. Stage 6: Impervious even to the cold of Kopaka Nuva’s ice blade.

Illusion: Dark green head with bright yellow tail

Stage 1: Shimmers in and out of sight as it moves. Stage 2: Can project an image of itself across a short distance to confuse enemies. Stage 3: Camouflages itself inside of a false image. Stage 4: Has the ability to create simple moving illusions in the nearby area. Stage 5: Has the power to project a realistic moving image. Stage 6: Can create and control multiple realistic illusions anywhere within sight.

Insect Control: Bright yellow head with black tail

Stage 1: Constantly surrounded and protected by a swarm of tiny, stinging insects. Stage 2: Able to summon small insects to attack its enemies. Stage 3: Able to control even large insects through physical contact. Stage 4: Able to control multiple insects without physical contact. Stage 5: Has the ability to summon insects from all across the island to serve its will. Stage 6: Powerful enough to control and command an entire hive of Nui Rama.

Invulnerability: Black head with sand yellow metallic tail

Stage 1: Has a tough hide that makes it difficult to injure. Stage 2: Metal-like skin protects it from almost any physical harm. Stage 3: Possesses armor as strong as protodermis and limited resistance to heat and cold. Stage 4: Completely armored and immune to environmental extremes. Stage 5: Strong enough to resist the elemental powers of the Toa Nuva. Stage 6: Absolutely invulnerable to physical harm of any kind.

Laser Vision: Lemon metallic head with dark green tail

Stage 1: Eyes glow with intensely bright light. Stage 2: Can focus light from eyes into a temporarily blinding beam. Stage 3: Has the power to fire beams of searing light from its eyes. Stage 4: Fires eye-beams that can burn through wood or soil. Stage 5: Fires eye-beams that can burn through stone and metal. Stage 6: Fires powerful eye-beams that can burn through solid protodermis.

Magnetism: Bright orange head with black tail

Stage 1: Can use magnetism to cling to any rock or metal surface. Stage 2: Can draw trace metals from the ground to form a thin protective shell. Stage 3: Has the ability to create armor of tough spikes from surrounding rock or metal.

Stage 4: Can hurl stone and metal fragments within a short range. Stage 5: Has the power to warp, shred or crush metallic objects on contact. Stage 6: Possesses magnetic powers strong enough to tear a slab of protodermis in two.

Mind Reading: Bright red head with lemon metallic tail

Stage 1: Instinctive empathic ability prevents easy capture. Stage 2: Has the ability to detect and seek out nearby creatures for infection. Stage 3: Can evade any trap that a nearby pursuer is thinking about. Stage 4: Able to anticipate and instantly avoid attacks. Stage 5: Able to read and understand the thoughts of nearby creatures. Stage 6: Powerful enough to invade the mind of a Turaga or Toa Nuva.

Molecular Disruption: Sand yellow metallic head with reddish gold tail

Stage 1: Molecular disruption field makes inorganic matter gradually melt away on contact.

Stage 2: Tunnels slowly through solid rock or metal by disrupting molecules in its path.

Stage 3: Has the ability to flee by melting instantly through the ground or walls.

Stage 4: Can extend molecular disruption field to take large bites out of inorganic material. Stage 5: Disruption field is strong enough to make cave walls and Koro fortifications collapse.

Stage 6: Has the power to utterly disintegrate any inorganic object with a touch.

Plant Control: Reddish gold head with black tail

Stage 1: Leaves a trail of slippery, unpleasant weeds wherever it slithers. Stage 2: Can cause plants to grow strong or wither away with a touch. Stage 3: Has the ability to grow a thicket of thorny, poisonous plants around itself.

Stage 4: Can summon vines from the ground or wall to ensnare enemies. Stage 5: Can control any plant that it touches and use fast-growing creepers to spread infection.

Stage 6: Has total control over any plants in the area.

Plasma: Dark gray head with sand blue metallic tail

Stage 1: Superheated plasma coating protects body and aids in tunneling. Stage 2: Can drip plasma like acid to burn through surfaces. Stage 3: Has the ability to fire small jets of searing plasma. Stage 4: Can fling dangerous blobs of plasma with great accuracy. Stage 5: Can superheat objects on contact, melting them or absorbing their energy.

Stage 6: Has the power to instantly melt any object into vapor.

Poison: Lemon metallic head with bright yellowish green tail; named "Kraata Ye"

Stage 1: Leaves a trail of sticky, sickly slime that is unpleasant to touch. Stage 2: Inflicts mild nausea on contact. Stage 3: Has the power to poison the ground so that plants cannot grow. Stage 4: Creates pools of toxic corrosion wherever it slithers. Stage 5: Makes any Rahi or Matoran severely ill on contact. Stage 6: Dangerously toxic even to a Toa Nuva.

Power Scream: Bright red head with black tail

Stage 1: Emits a constant high-frequency screech that cannot be heard but sets nerves on edge.

Stage 2: Can emit short bursts of high-pitched sound that cause crippling headaches.

Stage 3: Amplified scream can deafen and disorient other creatures for short periods.

Stage 4: Power scream causes unconsciousness and can be heard for several Kio around.

Stage 5: Power scream is strong enough to physically knock an opponent back.

Stage 6: Power scream shatters stone and can be heard all across the island.

Quick Healing: Lemon metallic head with sand blue metallic tail

Stage 1: Can enter a hibernation state during which minor injuries quickly heal. Stage 2: Rapidly heals mild injuries while awake. Stage 3: Quickly heals from any minor or moderate injury. Stage 4: Has the ability to repair any but the most serious injury.

Stage 5: Immediately heals from any serious injury. Stage 6: Almost indestructible; if captured, can be used to heal the injuries of others.

Rahi (Animal) Control: Sand yellow metallic head with black tail

Stage 1: Able to instinctively ward off attack by any Rahi. Stage 2: Has the ability to pacify low-intelligence Rahi. Stage 3: Can drive a Rahi into a violent rage or lull it to sleep at will. Stage 4: Can enlist the aid of nearby Rahi for transport, defense or attack. Stage 5: Able to totally control any Rahi through physical contact. Stage 6: Has absolute control over every living Rahi in the near area.

Shapeshifting: Dark gray head with bright yellow-green tail

Stage 1: Can wriggle free of all but the strongest of grasps. Stage 2: Has the ability to slither through the smallest passages. Stage 3: Can flatten or stretch itself to several times its original size. Stage 4: Has the ability to mimic basic shapes for camouflage. Stage 5: Can take the form of a small creature or object at will. Stage 6: Has total control over its own shape, although its mass cannot change.

Shattering: Sand yellow metallic head with brick yellow tail; named "Kraata Xi"

Stage 1: Has the ability to tunnel through rock explosively. Stage 2: Can create blister-like ruptures in metal with a touch. Stage 3: Has the power to make solid objects fall apart on contact. Stage 4: Has the ability to shatter objects to pieces on contact. Stage 5: Can forcefully shatter rock or metal on contact. Stage 6: Has the power to create explosions in the immediate area.

Silence: Bright yellow-green head with dark gray tail

Stage 1: Able to move and tunnel in complete silence. Stage 2: Projects an aura of silence that can disorientate or terrify an enemy. Stage 3: Can drain all sound from any object or creature with which it is in contact.

Stage 4: Has the ability to absorb all sound in a small area at will. Stage 5: Can radiate aura of silence over an entire village.

Stage 6: Aura of silence is powerful enough to temporarily deafen a Toa Nuva.

Sleep: Reddish gold head with sand yellow metallic tail

Stage 1: Able to survive for extremely long periods in a state of hibernation. Stage 2: Physical contact slows reflexes and makes creatures groggy.

Stage 3: Has the ability to put Rahi to sleep with a touch.

Stage 4: Can cause any nearby creature to fall asleep. Stage 5: Has the ability to cause sleep in multiple beings across a small area. Stage 6: Has the power to instantly put an entire village into deep sleep.

Slowness: Light gray metallic head with sand blue metallic tail

Stage 1: Extremely slow, but difficult to dislodge and highly resistant to physical harm.

Stage 2: Able to anchor itself to a creature and rob it of speed.

Stage 3: Temporarily slows down anything in which it comes into contact.

Stage 4: Has the ability to slow down all movement in a small area. Stage 5: Has the ability to completely stop all movement in a small area. Stage 6: Able to rob even a Toa Nuva of all speed as long as it remains nearby.

Sonics: Black head with bright yellow tail

Stage 1: Uses sonic vibrations to shake itself loose if captured. Stage 2: Can use light sonic waves to shake any surface that it touches. Stage 3: Has the power to knock over objects with short sonic pulses. Stage 4: Can use strong sonic pulses to shake objects apart.

Stage 5: Uses sonic blasts to pound or shatter nearby objects.

Stage 6: Blasts distant objects with powerful waves of sonic force.

Stasis Field: Sand blue metallic head with dark gray tail

Stage 1: Able to project a stasis field that protects it from any physical harm but freezes it in place.

Stage 2: Can briefly freeze small creatures in stasis through physical contact. Stage 3: Can briefly freeze any creature in stasis through physical contact.

Stage 4: Can briefly freeze any creature in stasis by making eye contact. Stage 5: Able to freeze any creature in stasis for a couple of days through eye contact.

Stage 6: Has the power to freeze a creature in near-permanent stasis through eye contact.

Teleportation: Lemon metallic head with bright red tail

Stage 1: Instinctively disappears and reappears a short distance in a random direction to evade capture.

Stage 2: Can teleport a short distance in any direction at will.

Stage 3: Has the power to teleport anywhere within close visual range.

Stage 4: Can teleport to anywhere it can see.

Stage 5: Can teleport through thin barriers even if it cannot see the other side.

Stage 6: Has the power to teleport itself through any wall or other structure.

Vacuum: Bright yellow head with bright yellow-green tail

Stage 1: Uses vacuum powers to pull itself swiftly through cracks and tunnels. Stage 2: Has the ability to draw small objects toward itself.

Stage 3: Can pull objects towards itself or blow them away.

Stage 4: Fires concussive blasts of air across short distances.

Stage 5: Can tear objects apart with powerful vacuum force.

Stage 6: Has the power to create gale-force winds or instantly reverse their flow.

Weather Control: Lemon metallic head with dark grey metallic tail

Stage 1: Moves hidden by a shroud of heavy fog. Stage 2: Uses short but powerful gusts of wind to buffet attackers. Stage 3: Has the ability to manipulate existing weather. Stage 4: Can create heavy rainstorms in the immediate area. Stage 5: Has the power to summon rain, hail or snow. Stage 6: Can manifest powerful, dangerous thunderstorms and blizzards at will.

--Bubble1996 01:06, 14 January 2008 (UTC)