Originally, durags were just a decorative headpiece or tool to get the "waves" hairstyle as their real-life counterparts, but the memes Rocco, Damani, and everyone made back in their freshman year of high school manifested themselves into something sinister. This entity turned these hair accessories into conduits of destructive power for mind controlling, body stealing, poltergeist-esc beings. Each differently colored\styled durag has a different set of abilities it grants the user, with varying strengths, side-effects, and weaknesses.
Abilities shown below are those supplied by that specific durag, which does NOT implicitly mean the wearer can USE those abilities. The wearer of the durag simply receives the ability, they must STILL meet the prerequisites for each ability specified on this page.
Note that although most receive abilities from a durag by wearing it, it's also possible to "link" with durags by touching the inside of them
Some of the content on this page was meant for DURAG II and the DURAG remake, which of course never saw the light of day
This durag is NOT as powerful as the purple one, although not too far off, and has similar abilities to it. Rock is almost always the soul individual linked to this durag.
Durag Quick Shot
Shockwave Push (Quick and Normal)
Durag Charge Shot
Durag Blast (Quick and Normal)
Durag Aura
Final Durag Aura
Mind controls the wearer
Base power multiplier: 2.5x
Replenishes half of full armor
Regains current power fairly fast when worn
Has well enough power to use all abilities for almost a day without charging
Made of silk
Often considered the most powerful durag, with most (if not all) abilities on it. Duragman is almost always the soul user of this durag and keeps it on most of the time, only taking it off when he feels it necessary.
Durag Quick Shot
Shockwave Push (Quick and Normal)
Durag Charge Shot
Durag Blast (Quick and Normal)
Durag Aura
3x multiplier instead of 2x
Hive Mind
Final Durag Aura
4x multiplier instead of 3.3x
Mind controls the wearer
Base power multiplier: 4x
Replenishes full armor
Regains current power almost instantly when worn
Has enormous amounts of power to use all abilities for 3-4 days without charge
Made of silk
When an individual is NOT yet under control of ANY durag, putting one on (or touching the inside of it) results in them becoming another "incarnation" of sorts. The inside of the durag is what controls the linkage process, but the entity that controls the linked is an invisible, incorporeal, entity, to which every controlled person is just a vessel of. Whether someone has the ability to break the seal or not depends on how intelligent AND strong their soul is. These same factors can cause the said soul to slightly pierce the almost inevitable mind control they permanently suffer the first time contact is made on the scalp. This can have varying effects on the durag's ability to control the linked, from none at all, to conflicting thoughts, to visible struggles of power (sometimes out loud where the two talk to one another or cry out), to whole sentences and\or paragraphs being spoken by the originally overtaken individual. Regardless of this effect, the symptoms don't last forever, and the individual returns back to their fully controlled state after a certain amount of time, that is, until the effects show themselves again.
The individual can RARELY EVER release the seal cast upon them, and lives in a completely white void inside their own head (or subconscious). When in this bright plain, the individual can move, act, and talk as normal, and is struck with visible confusion the first time they're brought there. The controlled version of the individual can phase through the white void to speak, taunt, or question them, but (while able to be touched) can NOT be harmed in any way, by ANYTHING. While some concentration is lost by the physical body of the individual controlled, there is no visible indication that the controlled person is being contacted by their durag controller counterpart in the white void plain (their head\subconscious).
Furthermore, simply holding a durag in one's hands (whether it mind controls or not) is NOT enough to become one with it, but putting it flat on one's head also doesn't initiate the link. Touching the inside of it still counts though, as the energy from the inside of the durag will still seep into the skin, but the strongest of seals is made when wearing it properly (like with Damani) and starts instantaneously. Durag fragments (regardless of materials it's made up of such as silk or cloth) do NOT give the wearer abilities or mind control them, even if that color should. WHOLE durags are needed for that to take place. Fragments make a good makeshift armor though, since they still have some durag energy in them and will protect the wearer until they're broken down even further, rendered unusable, or completely disintegrated.
Individuals controlled by the durag experience a personality change after a somewhat short amount of time. The amount of time is dictated by the person's physical strength and willpower (or lack thereof), where weaker individuals will change sooner than muscular ones, AND individuals who despise the power of the durag change sooner than those who may be power hungry and accept it. Both of these parameters add to the overall time and stack\combine to form the total time (weak individuals who oppose the power will change almost instantly, strong individuals who like their newfound power will slowly change over about half an hour or more, and variations will mix in the middle of the spectrum, adding both halves together to get the total duration).
This is similar to bees or ants in the real-world, where an attack on one is an attack on the hive, and everyone works for the highest in power, no question. While this isn't EXACTLY what the higher-ups do, like Rock and Duragman, most lower-class memes and\or controlled individuals will mindlessly follow those considered in charge. It's a rare occurrence for memes to become wise to their mistreatment and rise up, but when they do, they're typically tortured, cast away, lectured, or outright killed. Personality and behavior are by nature controlled and maintained by the durag, and all of those controlled will eventually have the same "brain". Each controlled individual's behavior will be almost identical to the rest of those controlled by their durags (with the exception of any "symptoms"\"effects" described in the first paragraph of the "Mind Control" section), but everyone controlled is NOT the same person.
Only those possessing the Hive Mind ability (given to them by the durag they've worn, and therefore linked with), can transmit thoughts or memories to other controlled beings. While rarely any durags give their linked this ability, those that possess it can pass memories or thoughts on command, but takes a while to do consistently, nevertheless at all. Only the controlled who will be sending the message or memory must have the ability from their durag, as it's not needed to receive a message, but messages can only travel to and from those controlled. This bility is NOT usable by the individual who IS controlled, should they regain their body for a short time.
Besides this "hive" mindset, all those controlled by a durag will have the same personality: weird, somewhat laid back, cocky, but persistent and determined. The controlled will call almost everyone "boy" (despite anyone's gender, even their own), begin to laugh as if they're always yawning (with the exception of a more common but still arguably deep, comical, and somewhat condescending "tehe"), and make all of the same (if not similar) sounds Duragman does. Duragman is considered by many to be the "template" of the personalities, since they stem from his inception as a meme. The durags also make those linked want to conceal their identity and\or face (even if it's for naught) whenever they're not alone. This is the main reason most wear a scarf, mask, or some other concealing set of accessories. Controlled individuals will only take their durag off to rest (even though individuals like Rock will often sleep with all their accessories and equipment on), brush their hair (with a bag and brush to get waves), or in life-or-death situations.
While the linked durag controls the abilities they receive, they CAN take the durag off and still possess those abilities, so long as they are still controlled by it. This also applies if the durag gets knocked off the wearer, rather than being taken off deliberately. The drawback to this is that the controlled individual will NOT replenish their power overtime with the durag off. Not charging like this will result in the controlled individual experiencing a lack of power so that abilities start to fail, something most controlled fear since they've only stolen the body they possess and can't use it to it's full potential. This doesn't apply to those that link WITHOUT wearing the durag however.
In the event that multiple durags are worn on or touched by an ALREADY controlled individual at one time, the power boost and abilities do NOT stack, and only uses the highest\most powerful versions of the bunch\set worn. This means that new abilities will be acquired, the same abilities will cancel out or use the better\stronger one, and the higher multiplier will be used. While the controlled individual will ALWAYS possess the abilities their durag offers (even with it off), putting multiple durags on will give them those abilities ONLY while they're worn, and become inaccessible when they're off. The same can be said for multipliers, where the highest of the bunch will be used while equipped but return to the original multiplier when taken off. If a worn durag doesn't have a multiplier but the person's linked durag does, that individual will retain their linked durag's multiplier. Basically, only abilities from a linked durag will be accessible at all times, otherwise the durag needs to be worn to receive anything it grants.
All abilities have a general look, sound, effect, and set of properties to them, but the color of ALL abilities is determined by the user's linked durag (which again, does NOT NEED to be on their head or equipped to use them once linked). Wearing or touching multiple durags will not affect the color of the abilities, but WILL acquire better abilities and\or modified properties of others (as stated above). It's worth noting that if a durag DOES have these modified ability properties, they will be noted in a sub-point.
For simplicity, the set of multipliers and abilities are revoked if the linked somehow gets unlinked from their durag. Otherwise, there is always a set of base stats, and another set of multipliers and abilities. The set of multipliers and abilities are just swapped in and out for the highest, better, or stronger ones when multiple durags are worn, and always end up returning to the linked durag's ones WHILE controlled. Colors of abilities will always remain the color of the individual's linked durag, but even shared abilities swap out for the better one. This means that if two worn durags have the "Durag Quick Shot" ability, but one has a special property that makes it burn enemies upon contact, that property will carry over since it's better than the base "Durag Quick Shot" that does NOT burn enemies.
Besides everything noted so far, linkage has some properties and multipliers that take effect immediately. For one, the jolt of newfound power from the durag is enough to give some a physical reaction, but wounds do not implicitly heal from that linkage or boost. Power multipliers are calculated from the linked's base power and fully charges them the second they're linked. This means that if someone has a power of 100 when putting on a 2x multiplier durag, but only has 10 power left, their maximum increases to 200, and their current power is now also 200. Power used while the durag is on will also recharge as quickly as that specific durag supports, and taking it off will cause the linked's power to stop replenishing overtime, but can still be used as normal. Hurt individuals who link with their durag must then heal or rest since their maximum health increases, but their wounds remain. This means that if that same individual has a maximum health of 100 but currently has 10 health left, their maximum becomes 200 and their current health becomes 20 with a 2x multiplier durag.
The base values of an individual are never forgotten, since if they somehow unlink with their durag, they return to their base stats. In other words, the multipliers only take effect on the linked WHILE they're controlled, UNLESS that durag does NOT exhibit mind control. When recalculating stats, they are capped\clamped back to their original maximums beforehand, and NEVER exceed those maximums. For example, if a controlled individual has a maximum of 200 health, 120 current health, and somehow unlinks\separates from a 2x multiplier durag, their maximum health returns to 100, and current health caps back down to 100. This is the same principle for power and other effected stats accordingly, except armor given by the durag, which is calculated AFTER the maximum armor multiplier and NEVER revoked OR replenished.
Armor provided by the durag (if any) is NOT permanent, and when it reaches zero, the durag does NOT resupply that armor (although putting multiple durags on will also give any armor THEY have). Armor can of course still be replenished with durag fragments, physical armor, or other items and effects as normal, both with and without the durag equipped. Strength, speed, and other statistics follow the same calculation as power and health, but other factors like XP ALWAYS remain untouched. One exception to the calculations is that the linked will NEVER DIE from reversal of the multipliers if somehow unlinked from their durag, no matter how hurt or weak they were. In other words, current health will NEVER evaluate to anything under or equal to zero, and cap at one.
If multiple durags come into contact with an uncontrolled person's scalp at one time, they will only be linked with the one that touched them first. If they made contact with all of them at the same time, the one physically touching the person's head will take priority. The only way to combine durags like that would be to extract the abilities and bake them into one all-mighty durag. It's worth noting that silk durags also tend to be the most powerful, offering the most abilities and power multipliers.