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.

Quick facts: Equip a Special Ability item, wait until its cooldown reaches 0, then press Page Up to activate it. A successful activation lasts 30 seconds and starts a 20-minute cooldown. Only one equipped Special Ability type is active at a time.

How to Use a Special Ability

  1. Equip an item that has a Special Ability.
  2. Wait until the ability becomes available.
  3. Press Page Up.
  4. The ability remains active for 30 seconds.
  5. 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.

RuleCurrent Value
Activation keyPage Up
Active duration30 seconds
Cooldown1,200 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 TypeEffectGameplay Behavior
Type 1Heavy HP StrikeRaises the physical hit to at least 50% of the target's current HP, if the normal damage would have been lower.
Type 2FreezeA successful physical hit attempts to apply Freeze for 30 seconds.
Type 3HoldA successful physical hit applies Hold Object for 10 seconds if the target is not already held.
Type 4Lethal StrikeSets the physical damage to the target's current HP, effectively making the hit lethal unless another survival rule prevents the death.
Type 5Life StealHeals the attacker by the final physical damage dealt, capped at the attacker's Maximum HP.

Type 1: Heavy HP Strike

Damage floor = 50% of target's current HP

The server first calculates the normal physical damage. During Type 1, it also calculates half of the target's current HP:

SA Damage = max(Normal Physical Damage, Current HP ÷ 2)

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:

30 seconds

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:

10 seconds

If the target already has a Hold Object effect, the Special Ability does not overwrite it with a new one.

Type 4: Lethal Strike

Damage = target's current HP

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

HP restored = final physical damage dealt

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 TypeEffectGameplay Behavior
Type 50Weapon DestructionWhen struck physically, the attacker's equipped weapon is reduced to 0 durability.
Type 51Localized Physical Protection + Magic ImmunityPhysical damage becomes 0 when the hit lands on the SA item's equipped body position. Incoming magic damage is completely blocked while active.
Type 52Full Damage ProtectionPhysical 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:

Weapon Durability = 0

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.
During its 30-second active window, Type 52 effectively provides full protection from the player physical/magic damage paths covered by the Special Ability system.

Duration & Cooldown Formula

The current server constants are straightforward:

Active Duration = 30 seconds
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.

Raw active-window ratio = 30 ÷ 1,200 = 2.5%

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.

ActionWhat Happens
Equip a new SA itemThe client is synchronized to the new SA type and current remaining cooldown.
Unequip SA item while inactiveThe equipped SA type is removed.
Unequip SA item while activeThe active SA ends immediately and the normal 20-minute cooldown is applied.
Switch to a different SA item while activeThe old SA ends immediately; cooldown starts normally, then the new SA type is synchronized.
No ability carry-over: You cannot activate one Special Ability and then swap equipment to keep its effect while using another SA item.

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 ActivationsTitle
10Awakened
25Empowered
50Gifted
100Power Wielder
250Ability Adept
500Ability Veteran
1,000Power Elite
2,500Ability Master
5,000Ascendant
10,000Transcendent
Achievement rule: Progress is awarded when the server successfully activates the SA. Pressing Page Up while on cooldown or without a valid SA item does not count.

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

ItemEquipmentLevel RequirementSpecial Ability
XelimaBladeTwo-Hand Weapon330Type 1 — Heavy HP Strike
XelimaRapierRight-Hand Weapon280Type 1 — Heavy HP Strike
XelimaAxeTwo-Hand Weapon350Type 1 — Heavy HP Strike
XelimaShoesFeet350Type 1 — Heavy HP Strike
XelimaBootsFeet350Type 1 — Heavy HP Strike
XelimaCapeCape350Type 1 — Heavy HP Strike

During the 30-second active window, physical hits use the Type 1 damage floor:

SA Damage = max(Normal Physical Damage, 50% of target's current HP)

Ice — Type 2: Freeze

ItemEquipmentLevel RequirementSpecial Ability
SwordofIceElementalTwo-Hand Weapon310Type 2 — Freeze
IceShoesFeet350Type 2 — Freeze
IceBootsFeet350Type 2 — Freeze
IceCapeCape350Type 2 — Freeze

Successful physical hits during activation can apply the Type 2 30-second Freeze.

Medusa — Type 3: Hold

ItemEquipmentLevel RequirementSpecial Ability
SwordofMedusaTwo-Hand Weapon320Type 3 — Hold
MedusaShoesFeet350Type 3 — Hold
MedusaBootsFeet350Type 3 — Hold
MedusaCapeCape350Type 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

ItemEquipmentSA TypeEffect
MerienPlate(M)Body Armor50Weapon Destruction
MerienPlate(W)Body Armor50Weapon Destruction
MerienChain(M)Body Armor50Weapon Destruction
MerienChain(W)Body Armor50Weapon Destruction
MerienShieldShield52Full 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 TypeImplemented EffectLive Player Item in Current item.json
4Lethal StrikeNone
5Life StealNone
51Localized Physical Protection + Magic ImmunityNone
Important: A non-zero 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

FamilySA TypeCurrent Items
Xelima1XelimaBlade, XelimaRapier, XelimaAxe, XelimaShoes, XelimaBoots, XelimaCape
Ice2SwordofIceElemental, IceShoes, IceBoots, IceCape
Medusa3SwordofMedusa, MedusaShoes, MedusaBoots, MedusaCape
Merien Armor50MerienPlate(M/W), MerienChain(M/W)
Merien Shield52MerienShield

Quick Reference

RuleCurrent Behavior
Activation keyPage Up
Active duration30 seconds
Cooldown20 minutes
Type 1Physical hit deals at least 50% current HP
Type 2Applies 30s Freeze on physical hit
Type 3Applies 10s Hold on physical hit
Type 4Physical damage becomes target current HP
Type 5Heals attacker for physical damage dealt
Type 50Sets attacker's equipped weapon durability to 0
Type 51Hit-location physical protection + full player magic protection
Type 52Full physical + player magic protection
Swap/unequip while activeEnds current SA immediately and starts normal cooldown
Achievement progress+1 per successful activation
In short: Special Abilities are 30-second power windows with a long 20-minute cooldown. Save them for moments that matter—bursting a target, locking someone down, surviving pressure, or turning a fight with a defensive SA.