Identifications



Identifications are ways to increase the effectiveness of weapons and armor. Only Unique, Rare, Legendary, Fabled, Mythic, and Set Items can be Identified. In total, there are 43 different possible identification bonuses, ranging from damage, to defense, to movement, and many more.

When items are first found they are usually unidentified, as shown in the picture. However, the item can be identified in exchange for Emeralds at an Item Identifier. Doing so will reveal the item's name, stats, requirements, identification bonuses, and powder slots. There are also items that are pre-identified, such as Bob's Mythic Weapons, Infused Hive Weapons, or any item bought at a weapon, armour, or accessory merchant where the item will have predetermined identifications.

The possible identification bonuses are listed below.

List of Identifications
A full list of each available identification in game separated by categories. For further explanation on identifications marked with a *, see below. Note that all identifications have opposites to them; negative skill points, damage decreasing, spell cost increasing, etc.

Loot Bonus and Quality
Loot bonus increases the quantity of items found from mob drops and loot chests. However, it works slightly differently for chest loot decreasing to a soft cap, for balance reasons (as explained by Jpresent): "The first 20% loot bonus give 20% bonus as it always did. The second 20% loot bonus, however, gives only 15% actual loot bonus. The third 20% adds only 10% loot bonus, the fourth only 5%. This makes the first 80% loot bonus give only 50% actual loot bonus. After that every 5% loot bonus give 1% extra actual loot."

Loot quality increases the chance of getting rarer items from mob drops and loot chests, and reduces the chance of getting more common (Normal- or Unique-tier) items. It does not affect other loot, like Potions, Emeralds and Powders. Similar to loot bonus, loot quality has diminishing returns on chests with an effective softcap, however, the effects begin sooner (as explained by xSuper_Jx): "The first 10% loot quality gives 10% effective loot quality

The second 10% loot quality gives 7.5% loot quality

The third 10% loot quality gives 5% loot quality.

The fourth 10% loot quality gives 2.5% loot quality

For every 5% loot quality past 40%, 0.5% loot quality is given

As a few examples, 40% loot quality has 25% effective loot quality and 80% loot quality has 29% effective loot quality.".

Thorns and Reflection
Both thorns and reflection deal damage back to enemies that hit you (thorns for melee attacks, reflection for projectiles and spells). If the attacker is a mob, it takes 150% of the damage dealt. If the attacker is another player, then they take 50% of the damage dealt.

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.

Mana and Life Steal
These two IDs allow you to gain mana or health (respectively). Negative values take mana/health away. You gain/lose the same value as you have on your gear (meaning the "/4s" can be ignored).

However, mana steal and life steal do not activate on every damaging attack. There is actually a random chance of activating these IDs by hitting an enemy by your main (melee) attack. This chance depends on your weapon's attack speed:

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.

Major Identifications
Major IDs are a new 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. For example, the Major ID Explosive Impact can only be obtained via Raid Buffs.

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.