Special Abilities Guide
Special Abilities are powerful temporary effects granted by certain equipped weapons and armor. They are designed as short burst windows: activate the ability at the right moment, make full use of its effect, then wait for the cooldown before it can be used again.
How to Use a Special Ability
- Equip an item that has a Special Ability.
- Wait until the ability becomes available.
- Press Page Up.
- The ability remains active for 30 seconds.
- After it ends, the normal 20-minute cooldown continues until the ability becomes available again.
The server controls the real cooldown and activation state. The client timer is only a display of that server state.
| Rule | Current Value |
|---|---|
| Activation key | Page Up |
| Active duration | 30 seconds |
| Cooldown | 1,200 seconds / 20 minutes |
| Can activate while dead? | No |
| Can activate without an SA item equipped? | No |
| Can reactivate while already active? | No |
Offensive Special Abilities
Offensive Special Abilities are attached to Special Ability weapons. Their effects are applied during successful physical attacks while the 30-second activation window is active.
| SA Type | Effect | Gameplay Behavior |
|---|---|---|
| Type 1 | Heavy HP Strike | Raises the physical hit to at least 50% of the target's current HP, if the normal damage would have been lower. |
| Type 2 | Freeze | A successful physical hit attempts to apply Freeze for 30 seconds. |
| Type 3 | Hold | A successful physical hit applies Hold Object for 10 seconds if the target is not already held. |
| Type 4 | Lethal Strike | Sets the physical damage to the target's current HP, effectively making the hit lethal unless another survival rule prevents the death. |
| Type 5 | Life Steal | Heals the attacker by the final physical damage dealt, capped at the attacker's Maximum HP. |
Type 1: Heavy HP Strike
The server first calculates the normal physical damage. During Type 1, it also calculates half of the target's current HP:
Example: if the normal hit would deal 300 damage against a target currently on 2,000 HP, half of the target's HP is 1,000, so the Special Ability raises that hit to approximately 1,000 damage.
Type 2: Freeze
Each successful physical hit during the active window attempts to apply the server's Ice/Freeze status for:
This is the Special Ability's own duration value for the Freeze it applies; it is separate from other Freeze sources such as Freeze Arrow or map/magic effects.
Type 3: Hold
A successful hit applies Hold Object with effect value 2 for:
If the target already has a Hold Object effect, the Special Ability does not overwrite it with a new one.
Type 4: Lethal Strike
This makes the physical hit lethal under normal conditions. However, existing survival mechanics are still checked later in the damage pipeline. For example, a Lucky survival effect can reduce a lethal hit so the target remains at 1 HP.
Type 5: Life Steal
The heal cannot raise the attacker above Maximum HP.
Example: dealing 850 physical damage while missing 1,200 HP restores 850 HP. If only 300 HP is missing, the player simply returns to full HP.
Defensive Special Abilities
Defensive SA types are attached to Special Ability armor or defensive equipment. Their effects trigger when the wearer is attacked while the ability is active.
| SA Type | Effect | Gameplay Behavior |
|---|---|---|
| Type 50 | Weapon Destruction | When struck physically, the attacker's equipped weapon is reduced to 0 durability. |
| Type 51 | Localized Physical Protection + Magic Immunity | Physical damage becomes 0 when the hit lands on the SA item's equipped body position. Incoming magic damage is completely blocked while active. |
| Type 52 | Full Damage Protection | Physical damage becomes 0 regardless of hit location, and incoming magic damage is also completely blocked while active. |
Type 50: Weapon Destruction
When a player physically attacks a target using this defensive SA, the server finds the attacker's equipped two-handed weapon or right-hand weapon and sets its current lifespan/durability to:
This effect does not directly deal extra HP damage. Its strength is destroying the attacker's weapon durability during the active protection window.
Type 51: Localized Protection
Type 51 behaves differently for physical and magical damage:
- Physical: damage becomes 0 only when the attack's hit location matches the equipment position of the active SA item.
- Magic: incoming player magic damage is completely rejected while the SA is active.
Because physical protection depends on hit location, Type 51 is not the same as full physical invulnerability.
Type 52: Full Protection
Type 52 is the strongest defensive protection implemented in the current player SA logic:
- Physical attack damage is set to 0.
- Incoming player magic damage is completely blocked.
Duration & Cooldown Formula
The current server constants are straightforward:
Cooldown = 1,200 seconds = 20 minutes
The cooldown is counted by the server in seconds. When it reaches 0, the client receives a notification that a Special Ability can be used again.
Practical Uptime
If an ability is used immediately every time it becomes available, the active window is 30 seconds compared with a 1,200-second cooldown cycle.
This is why Special Abilities should be treated as burst tools rather than permanent buffs.
Equipping, Switching & Unequipping
The server continuously recalculates which Special Ability is supplied by your currently equipped gear.
| Action | What Happens |
|---|---|
| Equip a new SA item | The client is synchronized to the new SA type and current remaining cooldown. |
| Unequip SA item while inactive | The equipped SA type is removed. |
| Unequip SA item while active | The active SA ends immediately and the normal 20-minute cooldown is applied. |
| Switch to a different SA item while active | The old SA ends immediately; cooldown starts normally, then the new SA type is synchronized. |
Activation Conditions
A Page Up activation succeeds only when all of the following are true:
- Your character is alive.
- A valid Special Ability item is equipped.
- The Special Ability is not already active.
- The server cooldown has reached 0.
If no SA equipment is detected, the client/server reports that no item with a Special Ability is equipped. If the cooldown is still running, the remaining time is shown in seconds or minutes.
Combat Notes
- The five offensive SA types are applied in the physical attack damage path.
- Type 51 and Type 52 also block incoming player magic damage while active.
- Type 51 physical protection is hit-location dependent; Type 52 physical protection is not.
- Type 4 is extremely strong, but downstream survival mechanics can still prevent a lethal result.
- Type 5 healing is capped at Maximum HP and cannot create overhealing.
- Type 3 only applies Hold when the target does not already have a Hold Object effect.
Special Ability Visuals
Activating an SA changes the character's appearance state and broadcasts an updated motion/appearance event to nearby players. Offensive and defensive SA families use different appearance flags, making an active Special Ability visually identifiable in combat.
The client also plays activation/availability sounds and displays status messages when:
- an SA becomes available,
- an SA is activated,
- the 30-second duration ends,
- an SA item is unequipped, or
- the remaining cooldown is checked.
Special Ability Achievement
Every successful Special Ability activation contributes one activity to the character-scoped Special Ability achievement.
| Successful Activations | Title |
|---|---|
| 10 | Awakened |
| 25 | Empowered |
| 50 | Gifted |
| 100 | Power Wielder |
| 250 | Ability Adept |
| 500 | Ability Veteran |
| 1,000 | Power Elite |
| 2,500 | Ability Master |
| 5,000 | Ascendant |
| 10,000 | Transcendent |
Special Ability Items
The live item definitions map the following equipment to the player Special Ability system. The ability belongs to the equipped item itself; once the item is recognized as your active SA equipment, press Page Up when the cooldown is ready.
Xelima — Type 1: Heavy HP Strike
| Item | Equipment | Level Requirement | Special Ability |
|---|---|---|---|
| XelimaBlade | Two-Hand Weapon | 330 | Type 1 — Heavy HP Strike |
| XelimaRapier | Right-Hand Weapon | 280 | Type 1 — Heavy HP Strike |
| XelimaAxe | Two-Hand Weapon | 350 | Type 1 — Heavy HP Strike |
| XelimaShoes | Feet | 350 | Type 1 — Heavy HP Strike |
| XelimaBoots | Feet | 350 | Type 1 — Heavy HP Strike |
| XelimaCape | Cape | 350 | Type 1 — Heavy HP Strike |
During the 30-second active window, physical hits use the Type 1 damage floor:
Ice — Type 2: Freeze
| Item | Equipment | Level Requirement | Special Ability |
|---|---|---|---|
| SwordofIceElemental | Two-Hand Weapon | 310 | Type 2 — Freeze |
| IceShoes | Feet | 350 | Type 2 — Freeze |
| IceBoots | Feet | 350 | Type 2 — Freeze |
| IceCape | Cape | 350 | Type 2 — Freeze |
Successful physical hits during activation can apply the Type 2 30-second Freeze.
Medusa — Type 3: Hold
| Item | Equipment | Level Requirement | Special Ability |
|---|---|---|---|
| SwordofMedusa | Two-Hand Weapon | 320 | Type 3 — Hold |
| MedusaShoes | Feet | 350 | Type 3 — Hold |
| MedusaBoots | Feet | 350 | Type 3 — Hold |
| MedusaCape | Cape | 350 | Type 3 — Hold |
Successful physical hits during activation apply the Type 3 10-second Hold when the target is not already held.
Merien — Defensive Special Abilities
| Item | Equipment | SA Type | Effect |
|---|---|---|---|
| MerienPlate(M) | Body Armor | 50 | Weapon Destruction |
| MerienPlate(W) | Body Armor | 50 | Weapon Destruction |
| MerienChain(M) | Body Armor | 50 | Weapon Destruction |
| MerienChain(W) | Body Armor | 50 | Weapon Destruction |
| MerienShield | Shield | 52 | Full Damage Protection |
Merien armor (Type 50) can reduce the attacking player's equipped weapon durability to 0 when physically struck during the active window. MerienShield (Type 52) uses the full physical + player magic protection behavior described above.
Currently Unassigned Player SA Types
The HGServer still contains runtime logic for additional player SA types, but the supplied live item definitions do not currently assign normal player equipment to all of them.
| SA Type | Implemented Effect | Live Player Item in Current item.json |
|---|---|---|
| 4 | Lethal Strike | None |
| 5 | Life Steal | None |
| 51 | Localized Physical Protection + Magic Immunity | None |
specialEffect value by itself does not always mean an item is a normal Page Up player SA item. Other systems also use that field. This guide lists the equipment that matches the active player Special Ability equipment paths used by the current HGServer.Live SA Family Summary
| Family | SA Type | Current Items |
|---|---|---|
| Xelima | 1 | XelimaBlade, XelimaRapier, XelimaAxe, XelimaShoes, XelimaBoots, XelimaCape |
| Ice | 2 | SwordofIceElemental, IceShoes, IceBoots, IceCape |
| Medusa | 3 | SwordofMedusa, MedusaShoes, MedusaBoots, MedusaCape |
| Merien Armor | 50 | MerienPlate(M/W), MerienChain(M/W) |
| Merien Shield | 52 | MerienShield |
Quick Reference
| Rule | Current Behavior |
|---|---|
| Activation key | Page Up |
| Active duration | 30 seconds |
| Cooldown | 20 minutes |
| Type 1 | Physical hit deals at least 50% current HP |
| Type 2 | Applies 30s Freeze on physical hit |
| Type 3 | Applies 10s Hold on physical hit |
| Type 4 | Physical damage becomes target current HP |
| Type 5 | Heals attacker for physical damage dealt |
| Type 50 | Sets attacker's equipped weapon durability to 0 |
| Type 51 | Hit-location physical protection + full player magic protection |
| Type 52 | Full physical + player magic protection |
| Swap/unequip while active | Ends current SA immediately and starts normal cooldown |
| Achievement progress | +1 per successful activation |
