Blessed Necklace of Freya
Passive · 1 level · ID 8460
Max MP +50, MP Regen +0.46, Bleed Resist +25, Paralyze Resist +20, Stun Resist +20, Sleep Resist +20, Water Resistance +15, M. Skill Reuse -5%, Reflect Dmg +4%, M. Skill MP Cost -5%, Mental Resist +10, Your Healing Power (per target) +15, MEN +2, CON +1, STR -1.
Mechanics
«Blessed Necklace of Freya»
adds 15 HP to every heal you cast: on every target, including yourself. This skill does not change the healing you receive from others.
On this page
# How it works
Source: the passive skill of «Blessed Necklace of Freya»
together with its other properties.
The bonus is added to the power of your healing skills while you have the skill. It applies to every heal for a number of HP: single, group, on yourself. In a group heal each target gets the bonus once, and you yourself also once, not twice.
Bonus by skill level
| Level | Healing bonus, HP per target |
|---|---|
| 1 | +15 |
# How healing is calculated
Healing for a number of HP is calculated in steps:
- The power of the healing skill.
- Plus all the bonuses of the HEALER: weapon, talismans, tunic, necklace, effects on the healer. They add up.
- Plus the bonus from M. Atk. and spiritshots.
- Multiplied by the TARGET's multipliers: received healing is higher (Shield Master sets, prayers) or lower (curses, healing reduction).
- Critical heal - × 3.
- No more than the target is missing up to its max HP.
The bonus comes before the target's multipliers, so the target's multiplier also applies to it.
Example: «Major Heal»
on another player heals for 1080
| Case | Healing, HP |
|---|---|
| healing without the bonus | 1080 |
| 1080 + 15 = 1095 | |
| 1080 + 15 + 1000 = 2095 | |
| (1080 + 15) × 0.5 = 547.5 | |
| (1080 + 15) × 1.03 = 1127.9 | |
| critical heal | (1080 + 15) × 3 = 3285 |
# Which healing it affects
Applies or not
| Healing | Bonus |
|---|---|
| yes, on each target | |
| yes, on each target, on yourself - once | |
| none | |
| healing over time (by ticks) | none |
| CP and MP recovery | none |
| instant healing potions | yes - you are both the healer and the target, as before |
# Tested on the server
The rule has been checked by a test on the real server code: a level 85 Cardinal heals another player and themselves with single and group heals, with and without bonuses, and the targets are under received healing multipliers.
«Greater Heal»
without a shot, without gear
| Case | Healing, HP |
|---|---|
| healer without bonuses, on another player and on themselves | 472 |
| 509 (472 + 37) | |
| 509, the bonus is not doubled | |
| 472 | |
| 1472 (472 + 1000) | |
| 378 / 415, 415, 415 | |
| 254.5 = (472 + 37) × 0.5 |
# Specifics of our server
As on the official High Five servers (PTS): all these skills have one effect - a healing power bonus in HP, and the PTS description says: increases the power of one's own recovery magic. So on our server the rule is set like this:
- A bonus in HP is the healing power of the one who heals. It applies to each target of their healing.
- A bonus in percent (received healing) is a property of the target.
- A bonus that the target has does not apply to someone else's healing.
Until 16.10.2026 the bonuses worked the other way round - only when their owner was being healed.
Updated: