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, raid buffs, lootrun boons, 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 |
---|---|---|
Raw Damages | +X | Adds or subtracts an amount of damage to all attack damage you deal. The damage is affected by Attack Multipliers, and only takes effect if the multiplier has a matching conversion type or deals neutral damage. |
Percent Damages | +X% | Changes your damage by a percentage of your weapon's base damage. Does not affect Raw Damage Ids. |
Attack Speed* | +X tier | Changes your weapon's attack speed by an amount of tiers. See this section for more info on attack speed tiers. |
Main Attack Range | +X% | Changes the range of your main attack by some percentage. |
Knockback | +X% | Changes the knockback valid attacks deal by some percentage. Having Knockback past -100% will cause enemies to be pulled towards the player. The Knockback Id is capped between -300% and 300%. |
Critical Damage Bonus | X% | Changes the damage of a critical hit by some percentage. |
Health and Mana
Name | Format | Effects |
---|---|---|
Health | +X | Changes your base health by a raw number. Also known as Raw Health, to avoid confusion with the Health (Base Health) stat on armour 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. |
Healing Efficiency | +X% | Increases the amount of healing you heal to other players and yourself by a % value. This affects every healing source except potions, regeneration, and life steal. |
Mana Regen | +X/5s | Changes 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. |
Max Mana* | +X | Changes the amount of mana available by a raw amount. See this section for more info on the mechanics of max mana. |
Elemental Defence
Name | Format | Effects |
---|---|---|
Earth Defence | +X% | Changes your Earth defence by a percentage. |
Thunder Defence | +X% | Changes your Thunder defence by a percentage. |
Water Defence | +X% | Changes your Water defence by a percentage. |
Fire Defence | +X% | Changes your Fire defence by a percentage. |
Air Defence | +X% | Changes your Air defence by a percentage. |
Elemental Defence | +X% | Changes your elemental defence by a percentage. |
Passive Damage
Name | Format | Effects |
---|---|---|
Exploding | +X% | Changes 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. More than 100% Exploding has no effect. |
Poison | +X/3s | Changes 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% | Changes the chance of the attacker taking damage when you take melee damage. See this section for more info on thorns and reflection. |
Reflection* | +X% | Changes 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 |
---|---|---|
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 |
---|---|---|
Percent Spell Cost* | -X% | Changes the mana cost of a specific spell by a percent value. |
Raw Spell Cost* | -X | Changes 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% |
Max Mana
Max Mana caps at 400, including the bonuses provided by Intelligence and Base Mana (100).
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 16% of your max HP instead of 8%).
In addition to items, Major IDs can be obtained from Raid Buffs.
ID Name | Effect | Class (Archetype) | Sources |
---|---|---|---|
Alter Ego | Awakened can be activated after saving 40% less mana, but its duration is reduced by 25%. | Shaman (Ritualist) | Phantasmal Remnants, Apex |
Altruism | Nearby players gain 100% of the health you gain from Health Regen and Life Steal. | - | Vulcan, Ignis, Bedrock III, Intrepid I, Fading I |
Brachiate | Grappling Hook has 25% increased range and increased velocity, but no longer pulls enemies. | Archer | Jungle Rogue |
Cannulate | Sacrificial Shrine costs -5 Blood Pool to cast, but health drain is reduced by half. | Shaman (Acolyte) | Phlebotomy |
Cavalryman | You may cast spells and attack with a -30% damage penalty while on a horse. | - | Galloping Spurs, Equites |
Cherry Bombs | Turns Smoke Bomb into firecrackers that fly farther, tighter, and deal 85% 25% 25% instantly. |
Assassin | Conspirator's Trickpockets, Blossom Haze |
Coagulate | Blood Connection and Eldritch Call's teleports launch you further and higher. | Shaman (Acolyte) | Bloodborne |
Combo Stomp | Landing directly on an enemy with Fierce Stomp sends you back into the air and resets Escape. | Archer (Boltslinger) | Buoyant Balmorals |
Dauntless Inferno | Courage casts a series of 5 infernos that expand after the last, dealing 125% damage each, and grants 20% resistance instead of a damage boost. |
- | Titanomachia |
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) | Pristine Antiquity, Veritas, Empyreal Emberplate |
Earthen Splinter | Quake channels nature energy into a powerful root, travelling underground and emerging under the nearest mob for 1200%. |
Mage | Gaia |
Efflorescence | Jasmine Bloom deals 15% 15% 15% 15% 15% 15% at the cost of 6 blocks of vertical range. Swan Dive with a maximum size Jasmine Bloom deals 450% 150% 150% 150% 150% 150%. |
Assassin (Acrobat) | Hanafubuki |
Entropy | Meteor falls three times faster. | Mage | Crumbling Foundation, Violet-Shift, Shattered Horizon, Lachesism |
Ergosphere | Storm Dance instead lets your Totems pull enemies within their radius. Totem duration is decreased. | Shaman (Ritualist) | Grand Design |
Escape Route | Frenzy and Time Dilation charge twice as fast, but to a halved maximum. | Archer (Boltslinger), Mage (Riftwalker) |
The Scavenged, Tachyon |
Evershot | Arrow Hurricane becomes a consistent, straight stream of arrows with a slower fire rate, dealing greater knockback and triple damage per arrow. | Archer (Boltslinger) | Infinity |
Explosive Impact | Your Exploding ID can trigger when hitting mobs with your Main Attack. | - | Scarlet Veil, Berserk I, Anti III, Stonewalker III |
Expunge | When using Heal, cast one instant pulse that heals 15% of your max health. | Mage | Psionic Pretense |
Faustian Gambit | Frog Dance triggers once with increased vertical velocity and knockback, and deals +400%. |
Shaman (Ritualist) | Mephistophelian |
Fallout | Bomb Arrow gains +7.5 range, +50%, severely increased recoil, and 25% self-damage. |
Archer | Viscera Burst, Herald of Ruin |
Festive Spirit | Plays the Wynncraft OST track "Craftmas Carol" while worn. | - | Santa Earmuffs |
Find Thyself | Masquerade now grants 75 Mana after switching between Masks 3 times. | Shaman (Ritualist) | Black Space |
Fission | Explosions from your Exploding ID are twice as big and twice as strong. | - | Hesperium, Collapse, Hopeless II |
Fixate | Winded damage effects are multiplied by 1.33 and Devitalize gains 0.5% weaken per stack. Winded cooldown is increased by 0.25s. | Mage (Riftwalker) | Trance |
Flashfreeze | Ice Snake is instant and freezes for +1s. | Mage | Heat Death, Impact Winter, Cold Wave |
Flurry of Blows | Turn Double Slice into a 10-hit pummeling of 16% damage per hit. | Assassin | Omnia Mors |
Forest's Blessing | Your hound gains increased movement speed, attack speed, and vision. Arrow Bomb's damage is reduced by -30%. |
Archer (Trapper) | Briars' Embrace |
Freerunner | When your sprint bar is under 30% full, increase your sprint speed by +150%. | - | Panic Attack, Ornithopter, Air in a Can, Sojourner II |
Frenetic Spirit | Guardian Angels damage is set to 10%, but shoot 40% faster and last 5 times longer. Frenzy's cap is increased by 55. | Archer (Boltslinger) | Blighted Seraph |
Fright or Flight | Plays the Wynncraft OST track "Bumps in the Night" while worn. | - | Never-Ending Nightmare |
Furious Effigy | Totem effects are twice as fast, but duration is halved. | Shaman | Tachypsychia, Panic Zealot |
Gentle Glow | Orphion's Pulse restores 20% more health to allies, but heals at a slower rate. Fluid Healing's effectiveness is increased by 150%. | Mage (Light Bender) | Helios Lux, Pyrrhic Respite |
Geocentrism | Aura radiates from you instead of your Totem and can be cast any time.[1] | Shaman | Infernus Aeterna, Gnossis, Narcissist |
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.[2] | - | The Jingling Jester, Old Keeper's Ring, The Exploited, Intrepid II |
Gruesome Knots | Bleeding and Twisted Tether deal double damage, but Bleeding duration is reduced. | Shaman (Acolyte) | Decaybound Spindle, Pain Cycle |
Guardian | 35% of damage taken by nearby allies is redirected to you. | - | Guardian, Ophanim III, Intrepid III, Hollowed II |
Hawkeye | Condense Arrow Storm into a tight beam. Arrows deal 10% 1% 1%. |
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 |
Hellfire | Bash is replaced by a single hit, gaining +3 radius and dealing 225% 40% 60%. Boiling Blood burns faster for +40% +50% but can't slow. |
Warrior (Fallen) | Apocalypse |
Hurricane's Eye | Violent Vortex applies 2 marks to every enemy it hits. | Assassin (Shadestepper) | Monsoon, Whirling Gyre, Animosity |
Insoluble | Dissolution now lasts 2.5 seconds, but grants only 35% resistance. | Assassin (Shadestepper) | Alkali |
Intangible | The knockback you take is drastically reduced, and reflected damage deals large knockback. | - | Dark Matter |
Inversion | Teleport will grant you 3 seconds of levitation. | Mage | Suspended Soliloquy |
Juggle | Stronger Multihit adds an additional 12 hits. All hits are reduced by -10%. |
Assassin | Funambulist, Roiling Ruckus |
Last Resort | Bloodlust has doubled corrupted scaling and knockback, but deals -100% -60%. |
Warrior (Fallen) | Desperate Facsimile |
Lifestream | Blood Sorrow deals 500% and grants 4 times the overhealth, but shortens its duration by 75%. |
Shaman (Acolyte) | Resonance |
Lightweight | You no longer take fall damage. | - | Seven-League Boots, Passus Lux, Double Vision, Steamjet Walkers, Freefall Clutch |
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, Takeoff, Daredevil |
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.[3] | - | 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 deals +15% +10%, and gains +6 radius, but lasts half as long. |
Mage (Arcanist) | Singed Regrets, Cerberus |
Methodical | Initiator's reset time is reduced by 75%. Arrow Bomb area damage is halved, but direct hit damage is doubled. | Archer (Sharpshooter) | Attrition |
Napalm | Fire Creep increases Arrow Bomb damage by +15%, but deals 15 times the self-damage and lowers velocity. Scorched Earth radius is increased and deals +65%. |
Archer (Trapper) | Nuclear Emesis |
Orbital Chain | Chain Lightning hits slower, rebounds, adds 6 chains, and pulls mobs closer for a 750% explosion spell. |
Mage | Singularity |
Overwhelm | Bash will hit +2 times. | Warrior | Overreach |
Paragon | Shield Strike deals 300%. Mantle of the Bovemist's cooldown is reduced by 15s, but is limited to one shield 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 |
Phoenix-Born | Health Regeneration is increased by 1% for every 1% Health missing. | - | Firebird |
Pioneer's Echo | Phantom Ray deals two bursts of 150%, 60% over 1.1 seconds. Decimator's increase and cap are raised to 100%. |
Archer (Sharpshooter) | Song of Solitude |
Plague | Poisoned mobs spread their poison to nearby mobs. | - | Plague Staff, Stifling Spores, Uranium Aegis, Cytotoxic Striders, Pestilent III |
Pounce | Escape becomes a forward lunge. | Archer | Spring-Coiled Cataphract, Fool's Errand |
Power Fist | Striking enemies with an empty hand greatly knocks them back. | - | Soqueira |
Punishment | Reflected damage blinds enemies for 1s and makes them 10% more vulnerable to attacks for 3s. | Assassin | Nullification |
Rally | Charge heals you by 10% and nearby allies by 15% on impact, but becomes harmless. | Warrior | Catamaran, Infernal Impulse, Rhythm of the Seasons |
Reckless Abandon | Sacrifice War Scream's defense bonus to give Tempest +5% +15% +5% and 2 extra hits. |
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 cooldown is reduced by 0.5s and inflicts 40% slowness, but deals no damage. | Warrior (Fallen) | Reliquiae |
Saviour's Sacrifice | While under 50% maximum health, nearby allies gain 15% bonus damage and defense.[4] | - | Eleventh Hour, Hero |
Scarce Comfort | When Generalist acts on Whirlwind Strike, it gains +30%, +30%, and +3 radius. When it acts on Charge, it reduces the vertical velocity decay of Aerodynamics. |
Warrior (Battle Monk) | Forlorn Pursuit |
Seeking Module | Homing Shots track towards nearby enemies much more aggressively | Archer (Sharpshooter) | Wanderer's Purpose |
Self-sufficient | Powder Specials can no longer be charged manually, but accumulate 7% charge every second. | - | Auxetic Capacitor |
Snowy Steps | Leaves a trail of snow behind you.[5] | - | Snowtread Boots |
Sorcery | 25% chance for spells and attacks to cast a second time at no additional cost.[6] | - | Rewind, Runebound Chains, Echoes of the Lost, Time Rift, Malevolent Urge, Seraphim III, Insidious III |
Soul Eater | Devour and Harvester grant double mana. Decreases maximum marks by 1. | Assassin (Shadestepper) | Keeper of Souls, Ysengrim |
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 Shatter heals 75% of Regeneration's usual amount at the cost of 2 blocks of radius. | Shaman | Triple Point, H-215 Plasmatic Exograft |
Sun Eater | Failing to backstab an enemy from behind blinds them for 2s and slows them by 20% for 5s. | Assassin (Shadestepper) | Minokawa's Grasp |
Superconductor | Chain Lightning channels three massive lightning bolts through you, arcing to enemies within 8 blocks for 225% and stunning them for 1s. You take 10% more damage for 4s. |
- | Insignia |
Tackle | Flying Kick deals much more knockback and increases Collide damage by an additional +150% +60% +10%. |
Warrior (Battle Monk) | Terminal Velocity |
Taunt | Provoke's cooldown is lowered by -3s. | Warrior | Strobelight, Signal Flare |
Temblor | Bash gains +1 Area of Effect and is 25% faster. | Warrior | Fissure, Molten Fleshmass, Iosis |
Totemic Fuse | Totemic Smash deals +40% +90% +90% +60% at the cost of half of Totem's duration. |
Shaman | A16-L31 Handheld Mortar |
Transcendence | 30% chance for spells to cost no mana when casted. | - | Nirvana, Quilted Carapace, Lightbearer III, Throne III |
Troll Barge | Quake allows you to charge forth, dealing 80% 20% to any mobs hit, and ending with a powerful stomp for 400% 150%. This will leave you vulnerable. |
Warrior | Shredder Club |
Twisting Threads | Tangled Traps ropes gain +1 range, can overlap up to 4 times, and deal 40%. Gain +12 traps that cannot be triggered by enemies. |
Archer (Trapper) | Labyrinth |
Vedette | Focus gets +10% damage per stack, but 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 |
Vitriol | Uncontainable Corruption decreases Corrupted duration by 75% and gives drastically more damage, but disables Enraged Blow. Massacre has no cooldown. | Warrior (Fallen) | Blunt Force |
Windsurf | Righting Reflex lasts twice as long and is affected stronger by movement speed. | Assassin (Acrobat) | Aviform, Propeller Hat |
Wormhole | Last Laugh instead casts a meteor.[7] | Assassin (Trickster) | The Incomprehensible |
- ↑ Aura can be cast without an active Totem.
- ↑ 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. Does not affect spells cast by Sorcery.
- ↑ Identical to Mage's base Meteor spell with the Shooting Star upgrade, dealing
330%
70%.
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 | -99 | +100 | Dragon Dance | Pyroclastic Flow |
Earth Damage % | -187% | +1156% | Thunderbolt | The Specialist |
Earth Defence | -350 | +350 | Second Wind | Gravity |
Earth Main Attack Damage | +3% | +52% | Apex Predator | Serrae |
Earth Spell Damage % | +5% | +46% | Shattered Horizon, Stronghold | Decaying Headdress |
Raw Earth Spell Damage | +18 | +104 | Overreach | Decaying Headdress |
Dexterity | -100 | +100 | Black Abyss | Skaxis |
Thunder Damage % | -194% | +1154% | Return to Ether | Roulette |
Thunder Defence | -350 | +350 | Second Wind | Gravity |
Thunder Main Attack Damage % | +5% | +23% | Despondence | Terminal Velocity |
Raw Thunder Main Attack Damage | -1300 | +1625 | Timeworn Tassets | Darksteel Centrifuge |
Thunder Spell Damage % | +5% | +33% | Infernus Aeterna | Psionic Pretense |
Raw Thunder Spell Damage | +46 | +425 | Hollow Virtue | The Nothing |
Raw Thunder Damage | -1300 | +280 | Expedition's End | H-215 Plasmatic Exograft |
Intelligence | -100 | +55 | Ambivalence | Gravitation Lance |
Water Defence | -850 | +350 | Achilles | Gravity |
Water Damage % | -715% | +1529% | Divzer | The Specialist |
Raw Water Spell Damage | +4 | +147 | Hydrogen | The Forsaken |
Water Spell Damage % | +2% | +65% | Brook Keeper | Watchman's Vendetta |
Raw Water Damage | +30 | +150 | Expedition's End | Schadenfreude |
Defence | -100 | +75 | Carnage Agglomerate | Immolation |
Fire Damage % | -715% | +1300% | Divzer | The Specialist |
Fire Defence | -200 | +350 | Eradian Cuissards | Fire Sanctuary & Gravity |
Raw Fire Spell Damage | +6 | +425 | Cremation | The Nothing |
Raw Fire Main Attack Damage | +12 | +1105 | Empathy Purge | Cinnamon |
Fire Spell Damage % | +2% | +30% | Blazing Bangle | Syncope & Iosis |
Agility | -550 | +75 | Divzer | Immolation |
Air Damage % | -150% | +1300% | Orange Lily | The Specialist |
Air Defence | -300 | +375 | Vulcan | Boreal |
Raw Air Spell Damage | +40 | +425 | Sea Breeze | The Nothing |
Raw Air Main Attack Damage | +9 | +2600 | Darting Blur | Timeworn Tassets |
Air Main Attack Damage % | +6% | +46% | Wind Spine | Echoes of the Lost |
Air Spell Damage % | +2% | +46% | Bloodborne | Propeller Hat |
Raw Elemental Spell Damage | -104 | +1275 | Roiling Ruckus | Forest Aconite |
Elemental Damage % | -195% | +333% | Blade of Purity | Hanafubuki |
Raw Elemental Damage | +80 | +235 | Prologue | Satellite |
Raw Elemental Main Attack Damage | +5 | +1225 | Overreach | Splintered Dawn |
Elemental Spell Damage % | -78% | +38% | Sulfur Expulser | Violet-Shift |
Elemental Defence % | -186% | +200% | Fool's Errand | Nullification |
Main Attack Damage % | -500% | +195% | Amulet of Rejuvenation | Helm Splitter |
Raw Attack Speed | -129 Tiers | +16 Tiers | Stinger | Panic Zealot |
Raw Main Attack Damage | -46429 | +3510 | King of Hearts | Dawnbreak |
Poison | -100,000/3s | +50700/3s | Amulet of Rejuvenation | Toxoplasmosis |
Spell Damage % | -52000% | +1268% | Silent Ballet | Overdrive |
Raw Spell Damage | -52000% | +1521% | 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 | -185 | +231 | Valse Vaincue | Violet-Shift |
Raw 1st Spell Cost | +72 | -520 | Lower | Silent Ballet |
1st Spell Cost % | +390% | -186% | Shine Suffacator | Panic Zealot |
Raw 2nd Spell Cost | +20 | -389 | Blightsaber | Warp |
2nd Spell Cost % | +100% | -180% | Ambivalence | Panic Zealot |
Raw 3rd Spell Cost | +12 | -52 | Third Wish | Silent Ballet |
3rd Spell Cost % | +100% | -180% | 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 | -2385/3s | +1300/3s | 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 |
Exploding | -650% | +801% | Bonder | Apocalypse |
Healing Efficiency | -650% | +100% | Immolation | Absolution |
Reflection | -100 | +433% | Black Abyss | About-Face & Sreggad |
Slow Enemy | +2% | +18% | Payment Day, Herald of Ruin, Scumlord, Vapor Fang | Mephistophelian |
Thorns | -100% | +433% | Desperation | About-Face & Sreggad |
Weaken Enemy | +2% | +25% | Diaminar | Spring |