> For the complete documentation index, see [llms.txt](https://docs.playhattori.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.playhattori.io/game-info/game-systems/battle/special-abilities.md).

# Special Abilities

## General Description

Abilities are special skills that players gain based on their gear, specifically the Amulets or Power Stones they bring into a region. These abilities enhance performance in combat, giving players an edge depending on their equipped items. There are two main types:

* **Attack Abilities.** These boost the player’s attacks and are tied to shurikens, making throws more effective.
* **Defensive Abilities.** These reduce the impact of opponent attacks and are linked to amulets, helping players withstand enemy strikes.

#### Some abilities include:

* **Lifesteal**: When you hit an opponent, part of the damage is converted into health points.
* **Double Damage**: Certain shurikens give a chance to deal double damage on a hit.
* **Bleeding Damage**: After a hit, a percentage of the initial damage continues to affect the opponent’s health points.
* **Dodge Damage**: Some amulets give the wearer a chance to avoid damage when hit.

<figure><img src="/files/FhraQubvvpeR0OhFtzV9" alt="" width="375"><figcaption></figcaption></figure>

{% hint style="info" %}
These features allow players to customize their playstyle and gain an edge in battles.
{% endhint %}

## **Ability Stats**

Each ability has the following characteristics:

* Type (attack or defensive).
* Effect (what it does).
* Activation chance (likelihood of triggering).
* Cooldown (time before it can trigger again).
* Effect duration (how long it lasts).

{% hint style="info" %}
Abilities only activate if the related item is equipped in the player’s profile.
{% endhint %}

## **Ability Upgrades**

Abilities improve through activation in combat. Only unlocked abilities can be upgraded. When an ability triggers, it counts as a use for both the player and their opponent. After triggering, the ability’s activation chance drops to zero for the next two activations, preventing overuse.

Learn more about upgrades in [Item Ability Upgrades](/game-info/game-systems/respect-points-rp.md) section.
