Jewelry

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Jewels are items which can be worn by the player. Unlike other equipment categories, jewels do not have a single common function, but rather provide a variety of effects. They also never lose endurance. There are three classes of jewels: necklaces, rings, and magic gems together with tutelary angels. Up to three jewels (one of each class) can be worn at once. In this guide, all the jewels and their properties are described. To go directly to the jewel lists click here. Jewel pictures can be found on these slightly outdated pages: here, here, here and here.


Contents

Obtaining Jewels


As with other equipment, jewels can be obtained in many ways. The jewel lists contain properties including the weight, the minimum level required to wear the jewel, and all the ways of obtaining the jewel. They are:

  • Shop (S): the jewel can be bought at the Shop. These jewels have no effects.
  • Crafting (C): the jewel can be created by Crafting (slightly outdated page). Necklaces created by crafting always have the same properties, while magic gems have different completion %. Crafting is the only way to obtain magic gems.
  • Second Drop (2D): the jewel can be dropped by certain monsters when their corpse disappears.
  • Portal Tokens Event (P): the jewel can be claimed with Portal Tokens in the Portal Event.
  • Rejuvenation Event (R): the jewel can be claimed with Rejuvenation Emblems in the Rejuvenation Event.
  • Mysterious Event (M): the Ring of Mage and Ring of Ogre Power can be claimed with Mysterious Looking Tokens in the Mysterious Event.
  • Events only (E): the jewel could be obtained in past or present special events.
  • Cash Shop ($): the jewel can be bought in the Helbreath USA Cash Shop. These jewels are bound to the player, so they cannot be worn by any other player or dropped upon death. Equipping an item bound to another player results in the item being unequipped (once every 13 seconds) and the player taking 10d10 damage.
  • Level 180 Only: upon reaching level 180 and getting additional levels, tutelary angels can be claimed.


Jewel Effects


Here are all the possible effects of necklaces and rings.

  • Defense Ratio: decreases the chance of being hit by physical attacks.
  • Magic Resistance: increases the chance of avoiding the effects of hostile spells.
  • Physical Damage: increases damage dealt by physical attacks.
  • Magic Damage: increases damage dealt by spells.
  • Health Recovery: increases the natural health recovery, as explained in the "HP recovery" armors description. This bonus adds points, not %, to the recovery.
  • Mana Save: decreases the mana cost of all spells by the indicated % (rounded down).
  • Elemental Magic Damage Absorption: decreases damage taken from spells of the corresponding elemental type, by the indicated % (rounded up). Ice Magic Damage Absorption from necklaces and the Santa Costume stack. This bonus does not directly stack with the "Magic Absorption" stat on armors, Magic Emerald, Ruby Ring or Emerald Ring.
    • Freezing Resistance: decreases the chance of being frozen by the indicated %. Also decreases the chance of being hit by Ice Golems by the same %. Wearing the Necklace of Ice Protection and the Santa Costume at the same time provides immunity from freezing. The freezing effect of the Sword of Ice Elemental is not affected by this bonus.
  • Ruby and Emerald Rings: decrease damage taken from spells. This bonus does not directly stack with elemental magic damage absorption, the "Magic Absorption" stat on armors or the Magic Emerald. Unlike all other jewels, the Ruby and Emerald rings lose endurance when the player is hit by spells. The endurance loss is equal to damage taken from spells. These rings can be repaired at the Shop, but if they reach 0 endurance, they permanently disappear.
  • Poison Resistance: decreases the chance of being poisoned (by all sources of poison) and increases the chance of being cured from poison naturally, as explained in the "Poisoning" weapons description. Having more than 100% Poison Resistance from skill, armors with the "Poison Resistance" stat and necklaces provides immunity from poison.
    • Immunity from Paralyze and Hold-Person Spells: having at least 500% Poison Resistance from armors with the "Poison Resistance" stat, necklaces of Poison Protection, Sufferent or Medusa provides immunity from the Paralyze and Hold-Person Spells.
  • Necklace of Xelima: increases the hitting probability of spells and physical attacks.
  • Necklace of Kloness: increases damage dealt by physical attacks and certain spells against low reputation players. The bonus is equal to the target's reputation / -20 (rounded down) (maximum of + 5 damage). In addition, this necklace decreases the chance of being hit by physical attacks. Spells whose damage is not increased are Magic-Missile, Eruption, Lightning-Arrow, Lightning, Mass-Lightning-Arrow, Tremor and the central (first) hit of Lightning-Bolt, Bloody-Shock-Wave, Air-Blast, Blizzard, Earth-Shock-Wave, Energy-Bolt, Spark, Fire-Ball, Fire-Strike, Detonation, Triple-Energy-Bolt, Mass-Fire-Strike, Meteor-Strike.
  • Lucky Gold Ring: when the damage taken from a physical attack or spell would kill the player, there is 10% chance that the player's health is reduced to 1 instead. In addition, when the player dies and would drop an item, there is 10% chance that no item drops.
    • Item Drop: when the player dies, he can drop one or more items. This does not happen on Arena maps and on the Bleeding Island at any time, on the Battle Field, God's Heldenian and Heldenian Rampart during a siege, or on any map during a crusade. No items drop when the player kills himself, dies to an area effect (Fire-Field for example), or is killed by a friendly player. Travellers don't drop items upon death. In other cases, if the player carries at least one Zemstone of Sacrifice (Zem), then only one Zem drops. New Zems have 3 endurance and lose 1 endurance every time they drop. If a Zem with 1 endurance drops, it disappears. To make sure that a specific Zem drops, remove all Zems from the bag and then place them in the bag again - the last one becomes the next to drop. If the player does not carry a Zem, he drops 1 item if killed by any monster or NPC, or 2 items if killed by a player of the opposite town. However, if the player is criminal and is killed by any player, monster or NPC, he drops 3 items for a crime count of 1 to 3, 6 items for a crime count of 4 to 11, and 12 items for a crime count of 12 or more. Players under level 80 drop 1 less item than described above (to a minimum of 1).
    • When the player has no Zems and one or more items are to drop, they are randomly selected between all of the items the player is wearing or carrying. When an item is selected, it drops, unless one of the following conditions apply, in which case the item doesn't drop and no new items are selected to replace it.
      • The item is bound to the player.
      • The Lucky Gold Ring's effect applies (10% chance).
      • The item is a Xelima's Blade, Xelima's Axe, Sword of Medusa, Sword of Ice Elemental, Xelima's Rapier, Demon Slayer, Merien's Shield or Merien's Plate Mail, and the player is not killed by a player holding a Xelima's Blade, Xelima's Axe, Sword of Medusa, Sword of Ice Elemental or Xelima's Rapier (regardless of activation).


Necklaces


Jewel Weight Level Obtain Effect
Gold Necklace 3 0 S none
Silver Necklace 3 0 S none
Physical Defense Necklace (DF+30) 4 50 2D Defense Ratio + 30
Physical Defense Necklace (DF+35) 4 65 C Defense Ratio + 35
Physical Defense Necklace (DF+40) 4 65 C Defense Ratio + 40
Physical Defense Necklace (DF+45) 4 65 C Defense Ratio + 45
Physical Defense Necklace (DF+50) 4 65 C Defense Ratio + 50
Necklace of Stone Golem 10 55 R, 2D Defense Ratio + 60
Necklace of Merien 10 80 R, 2D Defense Ratio + 70
Magic Resistance Necklace (RM+30) 4 30 2D Magic Resistance + 30%
Magic Resistance Necklace (RM+35) 4 65 C Magic Resistance + 35%
Magic Resistance Necklace (RM+40) 4 65 C Magic Resistance + 40%
Magic Resistance Necklace (RM+45) 4 65 C Magic Resistance + 45%
Magic Resistance Necklace (RM+50) 4 65 C Magic Resistance + 50%
Damage Necklace (DMG+2) 4 50 2D Physical Damage + 2
Damage Necklace (DMG+4) 4 65 C, $ Physical Damage + 4
Damage Necklace (DMG+6) 4 65 C Physical Damage + 6
Damage Necklace (DMG+8) 4 65 C Physical Damage + 8
Damage Necklace (DMG+10) 4 65 C Physical Damage + 10
Mana Saving Necklace (MS10) 4 50 2D Mana Save + 10%
Mana Saving Necklace (MS12) 4 65 C, $ Mana Save + 12%
Mana Saving Necklace (MS14) 4 65 C Mana Save + 14%
Mana Saving Necklace (MS16) 4 65 C Mana Save + 16%
Mana Saving Necklace (MS18) 4 65 C Mana Save + 18%
Necklace of Liche 6 55 2D Mana Save + 20%
Necklace of Air Protection 10 55 P, R, 2D Air Magic Damage Absorption + 25%
Necklace of Air Elemental 10 55 P, R, 2D Air Magic Damage Absorption + 50%
Necklace of Fire Protection 10 55 P, R, 2D Fire Magic Damage Absorption + 25%
Necklace of Efreet 10 55 P, R, 2D Fire Magic Damage Absorption + 50%
Necklace of Ice Protection 10 55 P, R, 2D Ice Magic Damage Absorption + 25%; Chance of Resisting Freezing + 50%
Necklace of Ice Elemental 10 55 P, R, 2D Ice Magic Damage Absorption + 50%; Immunity from Freezing
Necklace of Earth Protection 10 55 E Earth Magic Damage Absorption + 25%
Necklace of Poison Protection 10 55 2D Poison Resistance + 50%
Necklace of Sufferent 10 55 2D Poison Resistance + 110% (Immunity from Poison)
Necklace of Medusa 10 55 2D Poison Resistance + 500% (Immunity from Poison and from Paralyze and Hold-Person Spells)
Necklace of Xelima 10 80 2D Physical and Magic Hitting Probability + 125
Necklace of Kloness 10 80 2D Physical Damage Bonus; Defense Ratio + 15


Rings


Jewel Weight Level Obtain Effect
Gold Ring 2 0 S none
Silver Ring 2 0 S none
Platinum Ring 2 0 2D none
Sapphire Ring 2 60 2D none
Ring of Scorpion Power 5 80 E Physical Damage + 2
Ring of Ogre Power 5 50 M, P, R, 2D Physical Damage + 3
Ring of Werewolf Power 5 80 E Physical Damage + 4
Ring of Demon Power 5 70 P, R, 2D Physical Damage + 6
Ring of Dragon Power 5 0 R, 2D Physical Damage + 9
Ring of Xelima 5 141 P, R, 2D Physical Damage + 13
Ring of Abaddon 5 141 2D Physical Damage + 18
Ring of Orc Power 5 50 E Magic Damage + 3
Ring of Wizard 5 50 2D Magic Damage + 4
Ring of Hellhound Power 5 60 E Magic Damage + 5
Ring of Mage 5 60 M, R, 2D Magic Damage + 7
Ring of Grand Mage 5 70 P, R, 2D Magic Damage + 10
Ring of Arch Mage 5 141 P, R, 2D Magic Damage + 14
Portal Ring 2 0 $ Health Recovery + 13
Memorial Ring (15) 2 0 E Health Recovery + 15
Memorial Ring (20) 2 0 E Health Recovery + 20; Bound
Memorial Ring (25) 2 0 E Health Recovery + 25; Bound
Ruby Ring 2 55 2D 10% Magic Damage Absorption; 13000 Endurance
Emerald Ring 2 60 2D 20% Magic Damage Absorption; 18000 Endurance
Lucky Gold Ring 2 60 2D Chance of Escaping Death and Drop


Magic Gems


Magic gems are part of the third class of jewels. A magic gem cannot be worn at the same time as a tutelary angel. Magic gems have a weight of 2, have no minimum level requirement and can only be obtained by crafting. Magic gems have a completion % (maximum of 100%) which determines the size of their bonus, while the gem type determines the bonus type.

  • Magic Sapphire: reduces the damage taken from physical attacks. This bonus does not directly stack with the "Physical Absorption" stat on armors. The physical absorption % is the completion % / 10 (rounded down), up to 10%. For example, 90% and 99% Magic Sapphires reduce damage taken from attacks by 9%.
  • Magic Emerald: reduces the damage taken from spells. This bonus stacks with the "Magic Absorption" stat on armors, which is capped at 80%. However, wearing a Magic Emerald can sometimes increase magic absorption above 80%. To make sure it does, unequip and remove from the bag all armors with the "Magic Absorption" stat and the Magic Emerald, place the armors back and then place back the magic gem. The magic absorption % is the completion % / 10 (rounded down), up to 10%. For example 90% and 99% Magic Emeralds reduce damage taken from spells by 9%.
  • Magic Ruby: increases the player's health recovery, as explained in the "HP recovery" armors description. The "HP recovery" % is the completion % / 5 (rounded down), up to 20%. For example, 95% and 99% Magic Rubies provide 19% "HP recovery".
  • Magic Diamond: increases the hitting probability of spells and physical attacks. The hitting probability is the completion % / 5 (rounded down), up to 20. For example, 95% and 99% Magic Diamonds increase the hitting probability by 19.


Tutelary Angels


Tutelary angels are part of the third class of jewels. A tutelary angel cannot be worn at the same time as a magic gem. Tutelary angels have a weight of 2, can be only worn at level 141 or above, and can only be obtained at level 180 with majestic points. When the player reaches an "extra level" (3,285,150 additional Exp) after level 180, instead of reaching level 181, the Exp is reset to that of level 180 and one majestic point is added. Claiming a tutelary angel at the Command Hall consumes 5 majestic points. The jewel is not bound to the player who claims it, and more than one can be claimed. When a tutelary angel is worn, a shiny angel is displayed above the player. There are four types of tutelary angels; each adds a bonus to one of the player's stats (Str, Dex, Int, Mag). This bonus ranges between 0 and 20, and can increase the player's stat above 200. When the jewel is first claimed, its bonus is 0; upgrading it consumes majestic points, as described in the table below. The upgrade success chance is 70%. If an upgrade fails, only one majestic point is lost. Players can upgrade tutelary angels obtained by other players as well.
Claiming the Int Tutelary Angel is currently disabled.


Upgrading Tutelary Angels

Upgrade Majestic Points Total Majestic Points
Obtain 5 5
+0 to +1 3 8
+1 to +2 4 12
+2 to +3 5 17
+3 to +4 6 23
+4 to +5 7 30
+5 to +6 8 38
+6 to +7 9 47
+7 to +8 10 57
+8 to +9 11 68
+9 to +10 12 80
+10 to +11 13 93
+11 to +12 14 107
+12 to +13 15 122
+13 to +14 16 138
+14 to +15 17 155
+15 to +16 18 173
+16 to +17 19 192
+17 to +18 20 212
+18 to +19 21 233
+19 to +20 22 255


Temporary Stat Bonus

The stat bonus of a tutelary angel can allow the player to hold weapons, wear armors or learn spells which would normally be inaccessible due to a minimum stat requirement. When the tutelary angel is unequipped, the corresponding stat is lowered to its normal value. If this results in one of the player's weapon or armor stat requirement (Str for all weapons and armors, Dex or Mag for some armors, Int for Storm Bringer) not being met, the weapon or armor is automatically unequipped. This may also happen when the player enters a new map or logs on while wearing the tutelary angel. In addition, with the following tutelary angels:

  • Str: If the player's load is above the normal maximum load (Str * 5 + level * 5), the player will not be able to unequip the tutelary angel.
  • Int: Although the Dark Mage Magic Wand and the Dragon Wand of Legends require 112 Int to hold, it is impossible to equip them at all if the normal Int is below 112. Also, if the player knows any spell which requires more Int than his normal Int, the spell is permanently lost (until learned again). This includes spells learned from manuals.

The stat bonus from tutelary angels does not apply to increase the maximum skill % a player can have in any skill.

Written by Rowechelon

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