Powders

Powders are magical items used to improve armour and weapons. They are based around one of the five Elements in Wynncraft: ', ', ', ', and . There are six tiers for each of the five types of elemental Powders, with Tier 1 being the weakest and Tier 6 being the strongest.

When applied to a weapon, Powders add a certain amount of elemental damage, as well as converting a portion of the natural damage of the weapon into elemental damage. When applied to armour, Powders boost defense to their respective elements, but carry a penalty to defense against another element. The number of Powders that can be applied to a given item is based on the item's Powder Slots; adding multiple Powders causes their bonuses to stack.

For a comprehensive table of statistics for all thirty Powder variants and tiers, see here.

Obtaining Powders
The primary methods of obtaining Powders are from mobs, most of which will occasionally drop low-tier Powders, as well as from Loot Chests. Tier 4 Powders and lower can be found in all Loot Chests. Tier 5 and 6 Powders can only be obtained by upgrading them at a Powder Master or by trading with other players.

Similar to the Emerald Imp, there are five variants of Powder Spirits, one for each elemental Powder. Spirits are somewhat rare, but can be found throughout the world, and if they are killed before they run away will drop several Powders of their respective element from Tier 1 to Tier 3. Elemental mobs called Flarelings are also very rarely found in the Molten Heights; similarly to Powder Spirits, Flarelings drop various Powders of their element up to Tier 4, though they are hostile.

Tier 1 Powders are available from the Decrepit Sewers Dungeon Merchant, in exchange for Decrepit Sewers Fragments, while Tier 4 Powders can be bought from the Undergrowth Ruins Merchant.

Four Tier 4 Blank Powders are also given during The Envoy Part I.

Specials
A powder special is unlocked on a given weapon or armour piece when two Powders of the same element and of at least Tier 4 are applied to that item. Each element has unique themed special effects which differ between weapons and armour, but which provide useful bonuses and abilities in combat. Specials cannot be unlocked on items with fewer than 2 Powder slots, and only one special can be unlocked per item.

Most bonuses for each special increase according to the tiers of Powders used: applying two Tier 4 Powders to an item provides the minimum bonuses, while applying two Tier 6 Powders maximizes its bonuses.


 * Level 1: Unlocked when two Tier 4 Powders of the same element are used on an item.
 * Level 2: Unlocked when one Tier 4 Powder and one Tier 5 Powder are used together.
 * Level 3: Unlocked when two Tier 5 Powders are used, or when one Tier 4 Powder and one Tier 6 Powder are used. Note that using two Tier 5s over one Tier 4 and Tier 6 is way cheaper then using a Tier 4 and Tier 6.
 * Level 4: Unlocked when one Tier 5 Powder and one Tier 6 Powder are used.
 * Level 5: Unlocked when two Tier 6 Powders are used.

The numbers described below are the respective maximum values of each bonus for any given special. Keep in mind all powder specials (armor and weapons) are additive, so they are like the elemental damage ids you'd see on armor.

Weapon Effects
When a special is unlocked on a weapon, it will charge up while in use, shown by an indicator near the bottom of the screen. When the indicator reaches 100%, you are able to Shift-Click to activate the weapon's special.

The following maximum values are based off of the effects of double Tier 6 Powders, or the highest tier of weapon powder specials.


 * ✤ Earth : Quake. Deals up to 415% damage and slightly stuns all enemies in a radius up to 7 blocks from the player.
 * ✦ Thunder : Chain Lightning. Chains and damages up to 9 nearby enemies one after the other for up to 240% damage.
 * ❉ Water : Curse. Creates rain over the enemy's head, weakening its defense for up to 9 seconds. If hit, it will take up to 210% extra damage.
 * ✹ Fire : Courage. Releases a shockwave around the player, dealing up to 125% damage to enemies. After that, the Powder Special gives a buff of up to 150% spell and main attack damage to the caster for up to 8 seconds.
 * ❋ Air : Wind Prison. Holds the enemy in place for up to 5 seconds. If hit, it will take up to 600% extra damage and be knocked back, up to 24 blocks.

Armour Effects
When Powders are applied to armour pieces, the special effects are passive, rather than being activated. You can put armor specials on each piece of armor, meaning that at max, the effect of any armor special may be multiplied by four.

The following maximum values are based off of the effects of double Tier 6 Powders, or the highest tier of armor powder specials per armor piece.


 * ✤ Earth : Rage. Gives up to 1% additional  damage for every percent of missing health you have. There is no cap on Rage, so it's possible to have 396% extra earth damage (with all four armor pieces) at 1 health point.
 * ✦ Thunder : Kill Streak. Gives up to 9% additional damage for every mob killed for 5 seconds per mob. If you killed a mob and then another mob 2 seconds later, for 2 seconds, you have 9% more thunder damage for 2 seconds, 18% more thunder damage for 3 seconds, and 9% more thunder damage for 2 seconds. Caps at 200% bonus thunder damage.
 * ❉ Water : Concentration. Gives up to 5% additional damage per mana point spent on spells. Duration in seconds is equal to the amount of Mana used as well for each boost from a spell. For example, if you use a 2 cost spell and a 1 cost spell around 0.5 seconds later, for 0.5 seconds, you have 10% more water damage, for one second, you have 15% more Water damage, and for 0.5 seconds you have 10% more Water damage. This special caps at 150% extra water damage.
 * ✹ Fire : Endurance. Gives up to 6% additional damage for 8 seconds for every hit taken. If you took a hit, and another hit 3 seconds later, for 3 seconds, you have 6% extra fire damage for 3 seconds, 12% extra fire damage for 5 seconds, and 6% more fire damage for 3 seconds. Caps at 200% bonus fire damage. Note: Endurance will not proc if you dodge the damage from mobs.
 * ❋ Air : Dodge. Gives up to 6% additional damage for every second spent near mobs, for 6 seconds, per second near mobs. If you stay 2 seconds near a mob, for 1 second, you have 6% more air damage, for 5 seconds, you have 12% more air damage, and for 1 second, you have 6% more air damage, then the boost is gone. Caps at 150% extra air damage.

Use as Crafting Ingredients
In addition to their regular use, all Powders can be used as Crafting Ingredients as of the 1.18 Economy Update. Powders can only be used in the Weaponsmithing, Woodworking, Armouring, Tailoring, and Jeweling professions. They cannot be used for crafted consumables.

When used as a crafting ingredient, Powders apply their effects similarly to how they would normally. However, they also add a durability cost, and higher-tier Powders will add skill point requirements on top of durability.

Powder Master
The Powder Master is a special merchant found in most major cities who allows the application and manipulation of Powders. It has three main functions, all of which require a certain amount of Emeralds per transaction:


 * Applying Powders to weapons or armour.
 * Removing Powders from items. When Powders are removed, they are lost forever.
 * Combining and upgrading four Powders of the same tier into a single Powder of the next tier. Alternatively, Powders of different tiers and elements can be combined. Upgrading different-element powders gives a random element from those given as a result, and using different tiers may or may not upgrade the powder.

Powder Masters generally also have at least part of the Powder Manual, a three-chapter book which explains many of the mechanics around Powders.

Powder Exchange
The Powder Exchange is a market located in Corkus City that allows players to trade Powders of Tier 4 or higher for Powders of the same tier but of a different element, for a fee.

Elemental Powders may be exchanged for Blank Powders (at the cost of one Nii Rune for Tier 4, one Uth Rune for Tier 5, or one Tol Rune for Tier 6), and Blank Powders may be exchanged for any equivalent elemental Powder afterwards, or traded with other players. Four Tier 4 Blank Powders are acquired as a quest reward from The Envoy Part I. This is useful if you want to have flexibility in your Powder options.

List of Powders
Earth =

Thunder =

Water =

Fire =

Air =

Trivia

 * In early versions of Wynncraft, there were only Red, Green and Blue Powders, each of which had two tiers. These Powders were used to apply vanilla Minecraft enchantments to weapons and armour.
 * Green Powders provided Sharpness on weapons and Thorns on armour, Blue Powders provided Knockback on weapons and Feather Falling on armour (useless at the time, as this was before fall damage had been introduced), and Red Powders provided Fire Aspect on weapons and Blast Protection on armour.
 * Until the 1.17 Dungeons & Discoveries Update, in which Relics were replaced by Discoveries, Powders could be obtained from the various Powder Relics spread across Wynn and Gavel.
 * Some other items including Creeper Powder and Blaze Powder resembled the old elemental Powders, but are unrelated.