Identifications
Identifications, or IDs, are bonuses found on a variety of items that can boost or hinder the player in various ways. Identifications can affect damage, defense, mobility, XP gain, and more. Major Identification provide even greater changes to gameplay.
The most common source of identifications is from weapons, armor, and accessories. Armor and accessory identifications are applied as long as they are equipped, while weapon identifications are gained as long as you are holding the weapon. You can also obtain identifications through the effects of potions, tomes, and crafted consumables from the Alchemism, Cooking, and Scribing professions.
You can view the identifications you currently have at any time by looking at your Character Info menu.
List of identifications
This is a full list of each available identification in-game, separated by category. For further explanation on identifications marked with a *, see the section below. All identifications can be either positive or negative, though not all identifications have an actual effect if they are negative. For example, negative damage IDs cannot make you deal negative damage, while negative health regen will cause you to lose health over time instead of gaining it.
Skill Points
Skill Point identifications add or subtract a value from one of your skill points. Skill point identifications on weapons or crafted items do not contribute towards the skill point requirements on your gear.
Name | Format | Effects |
---|---|---|
Strength | +X | Adds or subtracts a value from your Strength skill point count. |
Dexterity | +X | Adds or subtracts a value from your Dexterity skill point count. |
Intelligence | +X | Adds or subtracts a value from your Intelligence skill point count. |
Defense | +X | Adds or subtracts a value from your Defense skill point count. |
Agility | +X | Adds or subtracts a value from your Agility skill point count. |
Attack
Name | Format | Effects |
---|---|---|
Attack Speed* | +X tier | Increases or decreases your weapon's attack speed by an amount of tiers. See this section for more info on attack speed tiers. |
Main Attack Damage (Raw) | +X | Adds or subtracts an amount of damage to all main attack damage you deal. The damage affected converts proportionally to the elements on your weapon. |
Main Attack Damage | +X% | Increases or decreases your main attack damage by a percentage of your weapon's base damage. Does not affect the Neutral Main Attack Damage ID. |
Spell Damage (Raw) | +X | Adds or subtracts an amount of damage to all spell damage you deal. The damage affected converts proportionally to the elements on your weapon. This damage is affected by the ability's spell multiplier. See each class page for more info on each ability's spell multiplier. |
Spell Damage | +X% | Increases or decreases your spell damage by a percentage of your weapon's base damage per second. Does not affect the Neutral Spell Damage ID. |
Health and Mana
Name | Format | Effects |
---|---|---|
Health | +X | Changes your base health by a raw number. Also known as Health Bonus, to avoid confusion with the Health stat on armor and accessories. |
Raw Health Regen | +X | Changes your health regeneration amount by a raw value. Health regeneration occurs every 4 seconds. Negative values cause you to lose health over time instead of gain it. |
Percent Health Regen* | +X% | Changes your Raw Health Regen ID by a percent value. Does not affect natural health regeneration. See this section for more information on how this affects regeneration. |
Life Steal* | +X/3s | Changes the amount of health you may gain or lose when using your main attack. See this section for more info on the mechanics of life steal. |
Mana Regen | +X/5s | Increases or decreases the amount of mana you constantly regenerate. |
Mana Steal* | +X/3s | Changes the amount of mana you may gain or lose when using your main attack. See this section for more info on the mechanics of mana steal. |
Elemental Damage
Name | Format | Effects |
---|---|---|
Earth Damage | +X% | Increases or decreases all Earth damage you deal by a percentage. |
Thunder Damage | +X% | Increases or decreases all Thunder damage you deal by a percentage. |
Water Damage | +X% | Increases or decreases all Water damage you deal by a percentage. |
Fire Damage | +X% | Increases or decreases all Fire damage you deal by a percentage. |
Air Damage | +X% | Increases or decreases all Air damage you deal by a percentage. |
Elemental Damage | +X% | Increases or decreases all elemental damage you deal by a percentage. |
Elemental Defence
Name | Format | Effects |
---|---|---|
Earth Defence | +X% | Increases or decreases your Earth defence by a percentage. |
Thunder Defence | +X% | Increases or decreases your Thunder defence by a percentage. |
Water Defence | +X% | Increases or decreases your Water defence by a percentage. |
Fire Defence | +X% | Increases or decreases your Fire defence by a percentage. |
Air Defence | +X% | Increases or decreases your Air defence by a percentage. |
Elemental Defence | +X% | Increases or decreases your elemental defence by a percentage. |
Passive Damage
Name | Format | Effects |
---|---|---|
Exploding | +X% | Increases or decreases the chance of an enemy exploding on death, dealing damage to other nearby mobs. Explosion damage is equal to the damage of your main attack. |
Poison | +X/3s | Increases or decreases the amount of additional damage over time to an enemy after you damage them. Amount refers to the total damage over 3 seconds. |
Thorns* | +X% | Increases or decreases the chance of the attacker taking damage when you take melee damage. See this section for more info on thorns and reflection. |
Reflection* | +X% | Increases or decreases the chance of the attacker taking damage when you take spell or ranged projectile damage. See this section for more info on thorns and reflection. |
Movement
Name | Format | Effects |
---|---|---|
Walk Speed | +X% | Changes your base movement speed. This ID has a maximum effect at +400% Walk Speed. |
Sprint | +X% | Changes maximum sprint time before the bar is depleted. |
Sprint Regen | +X% | Changes regeneration of the sprint bar. |
Jump Height | +X | Changes maximum jump height. |
XP and Gathering
Name | Format | Effects |
---|---|---|
Soul Point Regen | +X% | Increases the chance of gaining an extra Soul Point per day. No effect past +100%. |
Loot Bonus* | +X% | Increases the chance of finding weapons, armour, ingredients, and more, from mobs and loot chests. See this section for more info on loot bonus and loot quality. |
Loot Quality* | +X% | Currently found only on ingredients. Increases the chances of rarer loot from mob and loot chests. See this section for more info on loot bonus and loot quality. |
Stealing* | +X% | Increases the chance of mobs dropping an Emerald when hit. See this section for more info on stealing. |
XP Bonus | +X% | Increases the amount of XP you gain from mobs and dungeons. Experience from Quests, Discoveries, and Raids is not affected. |
Gather XP Bonus | +X% | Currently found only on ingredients. Increases the amount of Gathering XP gained from gathering resources. |
Gather Speed | +X% | Currently found only on ingredients. Increases your gathering power when gathering resources. |
Spell Cost
Name | Format | Effects |
---|---|---|
Spell Cost* | -X% | Increases or decreases the mana cost of a specific spell by a percent value. |
Raw Spell Cost* | -X | Increases or decreases the mana cost of a specific spell by a raw value. |
Identification Notes
Loot Bonus and Quality
Loot bonus increases the quantity of items found from mob drops and loot chests, while loot quality increases the chance of getting rarer items while reducing the rates of getting common items. The mechanics of each are different depending on whether it is loot from a chest or loot from a mob.
On Chests
Loot bonus and loot quality have a soft cap on boosting loot from chests. Loot bonus softcaps at 80% while loot quality softcaps at 40%. This means that past these points, the effectiveness of gaining more loot bonus or loot quality will be greatly diminished.
Each interval of loot bonus becomes less effective the more you have. So, if you have 80% loot bonus, then the total real effectiveness of it on chests would be 50% more loot. If you have 40% loot quality, then the total real effectiveness of it would be 25% better loot.
Loot Bonus | Real Effectiveness on Loot | Total Real Effectiveness |
---|---|---|
First 20% (1-20%) | 20% | 20% |
Second 20% (21-40%) | 15% | 35% |
Third 20% (41-60%) | 10% | 45% |
Fourth 20% (61-80%) | 5% | 50% |
Every 5% Loot Bonus after 80% | +1% | >50% |
Loot Quality | Real Effectiveness on Loot | Total Real Effectiveness |
---|---|---|
First 10% (1-10%) | 10% | 10% |
Second 10% (11-20%) | 7.5% | 17.5% |
Third 10% (21-30%) | 5% | 22.5% |
Fourth 10% (31-40%) | 2.5% | 25% |
Every 5% Loot Quality after 40% | +0.5% | >25% |
On Mobs
On mobs, loot bonus and loot quality do not have softcaps, and they have the same effect on drop rates. 1% of loot bonus gives the same effect as 1% of loot quality. Both increase the drop rate of items from mobs by a percentage, so having 100% loot bonus would mean that items from the mob have double the regular drop chance, 200% for triple the drop chance, and so on.
Thorns and Reflection
Both thorns and reflection deal damage back to enemies that hit you. Thorns activates on melee hits, while reflection activates on projectiles and spells. If the attacker is a mob, it takes 150% of the final damage you took. If the attacker is another player, then they take 50% of the final damage you took.
Neither thorns or reflection decrease the amount of damage you take. The percent value of the ID only represents the chance that it activates upon any given hit. Having more than 100% thorns or reflection has no extra effect.
Mana and Life Steal
These two IDs allow you to gain mana or health when you hit mobs with your main attack. For each mob you hit, you gain a portion of your life and mana steal value. The portion of the value gained depends on your attack speed. Slower attack speeds will gain more health and mana per hit since they attack slower, while faster attack speeds will gain less health and mana per hit, since they can hit faster. However, it all balances out so that no matter your attack speed, you will gain the value of your life and mana steal by constantly attacking a mob for 3 seconds.
Additionally, life and mana steal triggers on weapon powder specials too. Hitting mobs with Quake and Courage's flare will trigger life and mana steal on each mob hit. Chain Lightning will trigger life and mana steal each time it chains to a mob.
Life and mana steal will not trigger when you hit passive mobs.
Attack Speed | Single Attack | Double Attacks | Triple Attacks | Quintuple Attacks |
---|---|---|---|---|
Most main attacks | Archer's Double Shots Assassin's Double Slice |
Shaman's Main Attack Archer's Triple Shots |
Shaman's Hand of the Shaman | |
Super Fast | 7.8% | 3.9% | 2.6% | 1.56% |
Very Fast | 10.7% | 5.35% | 3.57% | 2.14% |
Fast | 13.3% | 6.65% | 4.43% | 2.66% |
Normal | 16.3% | 8.15% | 5.43% | 3.26% |
Slow | 22.2% | 11.1% | 7.4% | 4.44% |
Very Slow | 40.2% | 20.1% | 13.33% | 8.04% |
Super Slow | 65.4% | 32.7% | 21.8% | 13.08% |
Spell Cost
Percent spell cost and raw spell cost are groups of four "sub-identifications" each: one for each spell, encoded as 1st, 2nd, 3rd and 4th. These are displayed based on the class being played, which might cause some confusion in the cases of weapons; a Spear that reduces the cost of the Bash spell by 1, if viewed by a Mage, will instead show that it reduces the cost of the Mage's Heal (despite the fact that Mages cannot use Spears) because Bash and Heal are both the 1st spell for their respective classes.
The mana cost to cast a spell is calculated in the following steps:
- Base cost: This is determined by the spell, the class and the combat level (see a given class' specific page for these values).
- Intelligence bonus: The base cost is modified based on your total Intelligence stat. This bonus ranges from 0% cost reduction at 0 Intelligence to a maximum of 80.8% reduction at 150 Intelligence.
- The cost is then modified further by your spell cost IDs.
- Raw spell cost: Raw bonuses and penalties are calculated first, and are relatively straightforward. A -1 bonus will reduce the total cost by 1, a +2 penalty will increase the cost by 2, and so on.
- Percent spell cost: Finally, percent spell cost bonuses or penalties are applied. Any bonus, even -1%, will reduce the cost by at least 1, while any penalty will increase it by at least 1. Beyond that, the percent thresholds required to modify the final mana cost by a whole point are dependant on the result of the previous step, with higher total costs having lower per-point thresholds. A percent spell cost bonus of -89% is currently the maximum required to reduce the cost of any spell to 1.
The absolute minimum final cost to cast any spell is 1 mana (except in the cases of certain Major IDs; see below).
Also, note that when casting the same spell several times in quick succession, the cost will increase each time, and even with extreme spell cost bonuses (such as when teleporting with Warp) the increasing mana cost will eventually become unsustainable.
Attack Speed Bonus
This ID allows a weapon to attack faster (or slower for negative values).
One tier is equivalent to one step up or down the list of attack speeds. Attack speed is always bound between Super Slow and Super Fast, so a -20 tier attack speed ID would only result in a Super Slow attack speed.
Attack Speed | Hits per Second |
---|---|
Super Fast | 4.3 |
Very Fast | 3.1 |
Fast | 2.5 |
Normal | 2.05 |
Slow | 1.5 |
Very Slow | 0.83 |
Super Slow | 0.51 |
Major Identifications
Major IDs are a type of special identification introduced in the 1.19 Silent Expanse Update. Major IDs are only present on specific items, are not randomly rolled, and provide a wide range of effects that cannot be acquired elsewhere. Because of this, some of these IDs are only available with certain Classes. Major IDs stack with each other (meaning you can have both Hawkeye and Greed at the same time) but don't stack with themselves (meaning having two items with the Greed Major ID won't heal you for 30% of your max HP instead of 15%).
In addition to items, Major IDs can be obtained from Raid Buffs.
ID Name | Effect | Class (Archetype) | Items |
---|---|---|---|
Alter Ego | Awakened can be activated after saving 40% less mana, but its duration is reduced by -25% | Shaman (Ritualist) | Apex, Phantasmal Remnants |
Cavalryman | You may cast spells and attack with a -30% damage penalty while on a horse | - | Galloping Spurs, Equites |
Cherry Bombs | Smoke Bomb becomes three firecrackers that fly farther and tighter and explode instantly, dealing 85% 25% 25% |
Assassin | Blossom Haze, Conspirator's Trickpockets |
Coagulate | Blood Connection launches you further and higher upon teleporting to a nearby totem | Shaman (Acolyte) | Bloodborne |
Dead Weight | Totem's horizontal velocity is greatly increased at the cost of vertical movement | Shaman | Repurposed Vessels, Tremorcaller |
Displace | Wind Slash deals massive knockback to enemies hit by Teleport | Mage (Riftwalker) | Carnage Agglomerate |
Divine Honor | Increases the bonus from Radiance by 10%. Bash deals -15% per hit |
Warrior (Paladin) | Veritas, Empyreal Emberplate, Pristine Antiquity |
Efflorescence | Jasmine Bloom deals 15% 15% 15% 15% 15% 15%, but its vertical range is reduced to 6 blocks |
Assassin (Acrobat) | Hanafubuki |
Entropy | Meteor falls three times faster | Mage | Violet-Shift, Lachesism, Crumbling Foundation, Shattered Horizon |
Escape Route | Frenzy and Time Dilation charge twice as fast, but to a halved maximum | Archer (Boltslinger), Mage (Riftwalker) |
Tachyon, The Scavenged |
Evershot | Arrow Hurricane becomes a consistent, straight stream of arrows with a slower fire rate, dealing greater knockback and 2x damage per arrow | Archer (Boltslinger) | Infinity |
Explosive Impact | Your "Exploding" ID can trigger when hitting mobs with your main attack | - | Scarlet Veil |
Expunge | When using Heal, cast one instant pulse that heals 20% of your max health | Mage | Psionic Pretense |
Fallout | Bomb Arrow deals +50% damage and +25% self-damage, and its radius and recoil are greatly increased |
Archer | Viscera Burst, Herald of Ruin |
Festive Spirit | Plays wintery tunes[1] | - | Santa Earmuffs |
Find Thyself | Masquerade now grants 75 Mana after switching between Masks three times | Shaman (Ritualist) | Black Space |
Fission | Explosions from your "Exploding" ID are twice as big and twice as strong | - | Collapse, Hesperium |
Fixate | Winded damage is increased by 33%, but cooldown is increased to 0.5s; Devitalize's cap is increased to 25.5% reduced damage | Mage (Riftwalker) | Trance |
Flashfreeze | Ice Snake is instant and freezes for +1s | Mage | Heat Death, Cold Wave, Impact Winter |
Flurry of Blows | Turn Double Slice into a 10-hit pummeling of 16% damage per hit | Assassin | Omnia Mors |
Forest's Blessing | Call of the Hound's summons gain +50% vision, speed, and attack speed; Bomb Arrow's damage is reduced by -30% |
Archer (Trapper) | Briars' Embrace |
Freerunner | Double your sprint speed when your sprint bar is under 30% | - | Panic Attack, Ornithopter, Air in a Can |
Frenetic Spirit | Guardian Angels' fire rate is increased by 2.5x and total hits are increased by 5x, but damage is reduced by 90%; Frenzy's cap is increased to 125% | Archer (Boltslinger) | Blighted Seraph |
Furious Effigy | Totem effects are twice as fast, but duration is halved | Shaman | Tachypsychia, Panic Zealot |
Gentle Glow | Orphion's Pulse restores more health, with an increased rate to allies and Fluid Healing effectiveness. Health is restored much slower | Mage (Light Bender) | Pyrrhic Respite, Helios Lux |
Geocentrism | Aura radiates from you instead of your Totem and can be cast at any time[2] | Shaman | Narcissist, Gnossis, Infernus Aeterna |
Gravity Well | Meteor's radius is increased by 3 blocks, and it pulls enemies instead of dealing knockback | Mage | Pure |
Greed | Picking up emeralds heals you and nearby players for 8% max health[3] | - | Old Keeper's Ring, The Exploited, The Jingling Jester |
Gruesome Knots | Twisted Tether spends 3x as much of your Blood Pool to deal 2x damage | Shaman (Acolyte) | Pain Cycle, Decaybound Spindle |
Guardian | 75% of damage taken by nearby allies is redirected to you | Warrior | Guardian |
Hawkeye | Arrow Storm becomes a tight beam, and each arrow deals 10% 1% 1% damage |
Archer | Deadeye, Nighthawk |
Heat Shimmer | Your Clones are reduced to a maximum of 1 with no damage penalties and Mirror Image's cooldown is greatly shortened | Assassin (Trickster) | Syncope |
Heart of the Pack | Nearby players gain 75% of the health you naturally regen | - | Ignis, Vulcan |
Hellfire | Bash becomes a single hit that deals 250% damage; Boiling Blood burns faster and stronger but inflicts no slowness | Warrior (Fallen) | Apocalypse |
Hurricane's Eye | Violent Vortex applies 2 marks to every enemy it hits | Assassin (Shadestepper) | Monsoon, Whirling Gyre |
Insoluble | Dissolution now lasts 2.5 seconds, but grants only 35% resistance | Assassin (Shadestepper) | Alkali, Animosity |
Juggle | Stronger Multihit adds an additional 12 hits. All hits are reduced by -10% |
Assassin | Roiling Ruckus, Funambulist |
Last Resort | Bloodlust has doubled corrupted scaling and knockback, but deals -50% -30% |
Warrior (Fallen) | Desperate Facsimile |
Lifestream | Increase Blood Sorrow's damage and overhealth, but shorten its duration | Shaman (Acolyte) | Resonance |
Lightweight | You no longer take fall damage | - | Steamjet Walkers, Seven-League Boots, Passus Lux, Double Vision |
Lockdown | Meteor will snap onto a target in range, regardless of aim | Mage | Warden |
Lunge | Hop and Leap's horizontal velocity is greatly increased | Archer (Boltslinger), Assassin (Acrobat) |
Lurking Peril, Daredevil, Takeoff |
Lustrate | Heal restores health at a slower rate, but Stronger Sunshower deals +80% +40% +10% |
Mage (Light Bender) | Deliverance |
Madness | Casts a random spell of your class every 3 seconds[4] | - | Pandemonium |
Magnet | Pulls items within an 8 block radius towards you | - | Vindicator, Gravity |
Mangle | Lacerate will deal +1 slash | Assassin (Acrobat) | Disfigured Vessel |
Meteor Crash | Burning Sigil lasts half as long, but damage is increased by +15% +10% and radius is increased by 6 blocks |
Mage (Arcanist) | Singed Regrets, Cerberus |
Napalm | Fire Creep increases Arrow Bomb damage and self-damage, but reduces velocity. Fire Creep damage and radius are increased | Archer (Trapper) | Nuclear Emesis |
Overwhelm | Bash will hit +2 times | Warrior | Overreach |
Paragon | Shield Strike's damage is increased by +300%; Mantle of the Bovemist's cooldown is reduced by 15s, but is limited to one charge |
Warrior (Paladin) | Aphorism, Apotheosis |
Peaceful Effigy | Your totem will last twice as long | Shaman | Philosopher, Procrastination |
Perfect Recall | Memory Recollection adds 1 extra spell. Increases Chaos Explosion's mana bank requirement to 150 | Mage (Arcanist) | Third Wish |
Perilous Flare | Pyrokinesis moves much slower, but has an increased Area of Effect and +50% |
Mage (Arcanist) | Botched Experiment, Cypress Amber |
Plague | Poisoned mobs spread their poison to nearby mobs | - | Plague Staff, Uranium Aegis, Cytotoxic Striders, Stifling Spores |
Pounce | Escape becomes a forward lunge | Archer | Fool's Errand |
Power Fist | Striking enemies with an empty hand greatly knocks them back | - | Soqueira |
Rally | Charge heals you by 10% and nearby allies by 15% on impact, but becomes harmless | Warrior | Infernal Impulse, Rhythm of the Seasons, Catamaran |
Reckless Abandon | Tempest gains 2 extra hits, extra speed, and deals +5% +15% +5% damage; War Scream gives no defense bonus |
Warrior (Battle Monk) | Anti-Causality |
Rock Shield | Arrow Shield's defense is increased by 10%, but its number of charges is reduced by 1 | Archer | Granitic Mettle |
Roving Assassin | Vanish will no longer block mana and health regeneration | Assassin (Shadestepper) | Weathered |
Rusted Ichor | Boiling Blood inflicts increased slowness with a shorter cooldown, but deals no damage | Warrior (Fallen) | Reliquiae |
Saviour's Sacrifice | While under 50% maximum health, nearby allies gain 15% bonus damage and defense[5] | - | Hero, Eleventh Hour |
Seeking Module | Homing Shots track towards nearby enemies much more aggressively | Archer (Sharpshooter) | Wanderer's Purpose |
Snowy Steps | Leaves a trail of snow behind you[6] | - | Snowtread Boots |
Sorcery | 30% chance for spells and attacks to cast a second time at no additional cost[7] | - | Rewind, Time Rift, Echoes of the Lost |
Soul Eater | Devour and Harvester grant double mana. Decreases maximum marks by 1 | Assassin (Shadestepper) | Ysengrim, Keeper of Souls |
Strings of Fate | Your puppets have a lifetime of 3 seconds, and deal double damage with attacks and explosions | Shaman (Summoner) | Marionette, Schadenfreude |
Sublimation | Totemic Smash heals 75% of Regeneration's usual amount, with reduced Totem area of effect | Shaman | Triple Point, H-215 Plasmatic Exograft |
Tackle | Flying Kick deals much more knockback; Collide deals +150% +60% +10% damage on impact |
Warrior (Battle Monk) | Terminal Velocity |
Taunt | Mobs within 12 blocks target you upon casting War Scream | Warrior | Strobelight, Signal Flare |
Temblor | Bash gains +1 block radius and is 20% faster | Warrior | Fissure, Iosis, Molten Fleshmass |
Totemic Fuse | Totemic Smash doubles in radius and deals extra damage but Totem's duration is greatly shortened | Shaman | A16-L31 Handheld Mortar |
Transcendence | 30% chance for spells to cost no mana when cast | Assassin | Nirvana |
Twisting Threads | Tangled Trap ropes are much stronger, and max traps increase by 12, but traps and bomb effects are weakened | Archer (Trapper) | Labyrinth |
Vedette | Focus is stronger, and caps at 2. Crepuscular Ray can be cast at 2 Focus with decreased Focus drain, launching you into the air and immobilizing you | Archer (Sharpshooter) | Watchman's Vendetta |
Windsurf | Righting Reflex lasts twice as long and is affected stronger by movement speed | Assassin (Acrobat) | Propeller Hat, Aviform |
- ↑ Plays the OST track Craftmas Carol, which is played on Craftmas Island, when worn.
- ↑ Aura can be cast without an active Totem. The Enclosure upgrade remains at your totem's location if it is placed. Haul is unchanged.
- ↑ Does not work with self-dropped emeralds.
- ↑ No mana cost.
- ↑ Affects the wielder as well, not just nearby allies.
- ↑ Snow particles appear at your feet while worn.
- ↑ Second cast is delayed 2 seconds. Affects random spells cast by Madness.
Minimum/Maximum Identification Values
Note that the maximum and minimum values shown below are estimated values. The maximum values are also for all current known armour and weapon items, and may change with any new releases.
Identification | Minimum Value | Maximum Value | Minimum Value Item(s) | Maximum Value Item(s) |
---|---|---|---|---|
Strength | -35 | +75 | Dissociation | Black Abyss |
Earth Damage % | -195% | +1,156% | Blade of Purity | The Specialist |
Earth Defence | -350 | +330 | Second Wind | Earth Sanctuary |
Earth Main Attack Damage | +2% | +10% | Apex Predator | |
Earth Spell Damage % | +6% | +46% | Tremorcaller | Decaying Headdress |
Raw Earth Spell Damage | +18 | +104 | Overreach | Decaying Headdress |
Dexterity | -100 | +100 | Black Abyss | Skaxis |
Thunder Damage % | -195% | +983% | Blade of Purity | The Specialist |
Thunder Defence | -350 | +320 | Second Wind | Thunder Sanctuary |
Thunder Main Attack Damage % | +4% | +20% | Despondence | |
Raw Thunder Main Attack Damage | +57 | +247 | Despondence | |
Thunder Spell Damage % | +5% | +23% | Psionic Pretense | |
Raw Thunder Spell Damage | +52 | +425 | Roiling Ruckus | The Nothing |
Raw Thunder Damage | -1,300 | -700 | Expedition's End | |
Intelligence | -100 | +55 | Ambivalence | Gravitation Lance |
Water Defence | -850 | +340 | Achilles | Water Sanctuary |
Water Damage % | -1,300% | +1,529% | Immolation | The Specialist |
Raw Water Spell Damage | +34 | +147 | Soul Ink | |
Water Spell Damage % | +6% | +26% | Ancient Waters | |
Raw Water Damage | +30 | +130 | Expedition's End | |
Defence | -99 | +50 | Phantasmagoria | Immolation & Praesidium |
Fire Damage % | -715% | +1,300% | Divzer | The Specialist |
Fire Defence | -200 | +350 | Pandemonium | Fire Sanctuary |
Raw Fire Spell Damage | +425 | The Nothing | ||
Raw Fire Main Attack Damage | +60 | +1,105 | Fire Sword Style-2 | Cinnamon |
Fire Spell Damage % | +7% | +30% | Marionette | |
Agility | -550 | +60 | Divzer | Moontower |
Air Damage % | -195% | +1,300% | Blade of Purity | The Specialist |
Air Defence | -220 | +300 | Guillotine | Eden-Blessed Guards & Air Sanctuary |
Raw Air Spell Damage | +57 | +425 | Pain Cycle | The Nothing |
Raw Air Main Attack Damage | +9 | +175 | Darting Blur | Spearmint |
Air Main Attack Damage % | +6% | +26% | Wind Spine | |
Air Spell Damage % | +2% | +46% | Bloodborne | Propeller Hat |
Raw Elemental Spell Damage | -104 | +1,275 | Roiling Ruckus | Forest Aconite |
Elemental Damage % | +6% | +26% | Aleph Null | |
Raw Elemental Damage | +80 | +235 | Prologue | Epilogue |
Raw Elemental Main Attack Damage | +4 | +18 | Overreach | |
Elemental Spell Damage % | +9% | +38% | Violet-Shift | |
Elemental Defence % | +10% | +46% | Veritas | |
Main Attack Damage % | -500% | +195% | Amulet of Rejuvenation | Helm Splitter |
Raw Attack Speed | -129 Tiers | +9 Tiers | Stinger | Overdrive & Skien's Madness |
Raw Main Attack Damage | -32,500 | +3,510 | King of Hearts | Dawnbreak |
Poison | -100,000/3s | +41,600/3s | Amulet of Rejuvenation | Toxoplasmosis |
Spell Damage % | -52,000% | +1,268% | Silent Ballet | Overdrive |
Mana Steal | -208/3s | +172/3s | Knucklebones | Lunar Spine |
Mana Regen | -70/5s | +52/5s | Recharge | Aquarius |
Raw Spell Damage | -52,000 | +1,521 | Silent Ballet | Glissando |
Raw Neutral Spell Damage | +53 | +231 | Violet-Shift | |
Raw 1st Spell Cost | +72 | -520 | Lower | Silent Ballet |
1st Spell Cost % | +390% | -150% | Shine Suffacator | Royal Hydrangea |
Raw 2nd Spell Cost | +20 | -520 | Blightsaber | Silent Ballet |
2nd Spell Cost % | +100% | -130% | Ambivalence | Panic Zealot |
Raw 3rd Spell Cost | +12 | -520 | Third Wish | Silent Ballet |
3rd Spell Cost % | +100% | -130% | Ambivalence | Panic Zealot |
Raw 4th Spell Cost | +50 | -20 | Orange Lily | Swimmer Net & Lower |
4th Spell Cost % | +100% | -58% | Ambivalence | Arbalest |
Health Regen Raw | -858 | +760 | Rhythm of the Seasons | Guardian |
Life Steal | -2,386/3s | +1,850/3s | Knucklebones | Quetzalcoatl |
Raw Health | -7,800 | +7,800 | Cataclysm | Guardian |
Health Regen % | -260% | +195% | Warp | Phoenix Wing |
Walk Speed | -300% | +234% | Amulet of Rejuvenation | Warp |
Sprint Regen | -80% | +416% | Skipjack | Ornithopter |
Jump Height | -1 | +8 | Tremorcaller & Rusted Root | Olympic |
Sprint | -150% | +100% | Ornithopter | Skipjack |
Loot Bonus | -39% | +200% | Shimmersight | Discoverer |
XP Bonus | -32% | +40% | Jester Ring, Jester Bracelet, Jester Necklace | Trench Scourer |
Stealing | -6% | +20% | Templar | Galleon & Vandalizer |
Bonus Elemental Defence | +2% | +15% | Resplendence | Boundary |
Exploding | -650% | +433% | Bonder | Zero |
Healing Efficiency | -650% | +130% | Immolation | Absolution |
Reflection | -100 | +433% | Black Abyss | About-Face & Sreggad |
Slow Enemy | +2% | +6% | Payment Day | |
Soul Point Regen | -195% | +100% | Bete Noire & Inhibitor | Peaceful Rest & Sigil of Existence |
Thorns | -100% | +433% | Desperation | About-Face & Sreggad |
Weaken Enemy | +2% | +6% | Briars' Embrace |