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An Unidentified Legendary Dagger (Outdated)

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[]

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.
Neutral Main Attack Damage +X Adds or subtracts an amount of neutral damage to all main attack damage you deal.
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.
Neutral Spell Damage +X Adds or subtracts an amount of neutral damage to all spell damage you deal. This damage is affected by the spell's spell multiplier. See each class page for more info on each spell'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. 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 Adds or subtracts an additional value when you regenerate mana every 5 seconds.
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 Defense[]

Name Format Effects
Earth Defense +X% Increases or decreases your Earth defense by a percentage.
Thunder Defense +X% Increases or decreases your Thunder defense by a percentage.
Water Defense +X% Increases or decreases your Water defense by a percentage.
Fire Defense +X% Increases or decreases your Fire defense by a percentage.
Air Defense +X% Increases or decreases your Air defense 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. Poison damage is boosted by the Strength skill.
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 have a certain chance to trigger life and mana steal independently. The chance to trigger depends on your weapon's attack speed. Faster attack speeds will have a lower chance of triggering it, while slower attack speeds have a higher chance of triggering it.

Due to the nature of the Shaman's main attack, its chances are 33% of the normal odds, but it has three separate chances to trigger for each beam of its main attack.

Additionally, life and mana steal can trigger on weapon powder specials too. Hitting mobs with Quake and Courage's flare has a chance to trigger life and mana steal. Chain Lightning will have a chance to trigger life and mana steal for each time it bounces to a mob.

Attack Speed Chance for Activation Chances for Shaman per Beam
Super Fast 7.8% 2.6%
Very Fast 10.7% 3.57%
Fast 13.3% 4.43%
Normal 16.3% 5.43%
Slow 22.2% 7.4%
Very Slow 40.2% 13.33%
Super Slow 65.4% 21.8%

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 Additional Notes Item(s)
Cavalryman You may cast spells and attack with a 70% damage penalty while on a horse Galloping Spurs
Cherry Bombs Your Smoke Bombs explode instantly on contact, dealing 110% damage each Blossom Haze, Conspirator's Trickpockets
Entropy Meteor falls three times faster Pure
Explosive Impact Your "Exploding" ID can trigger when hitting mobs with your basic attack Scarlet Veil
Fission Explosions from your "Exploding" ID are twice as big and twice as strong Collapse, Hesperium
Flashfreeze Ice Snake is instant and freezes for longer at a reduced range Heat Death, Cold Wave, Impact Winter
Freerunner Double your sprint speed when your sprint bar is under 30% Panic Attack, Ornithopter
Furious Effigy Totem effects are twice as fast, but duration is halved Tachypsychia, Panic Zealot
Geocentrism Aura radiates from you instead of your Totem and can be cast at any time Aura can be cast without an active Totem. The Enclosure upgrade remains at your totem's location if it is placed. Haul is unchanged. Narcissist
Guardian 50% of damage taken by nearby allies is redirected to you Guardian
Greed Picking up emeralds heals you and nearby players for 15% max health Does not work with self-dropped emeralds. Old Keeper's Ring, The Exploited, The Jingling Jester
Hawkeye Arrow Storm fires 5 arrows each dealing 80% damage Deadeye, Nighthawk
Heart of the Pack Nearby players gain 35% of the health you naturally regen Ignis
Lightweight You no longer take fall damage Steamjet Walkers, Seven-League Boots, Passus Lux, Double Vision
Madness Casts a random ability every 3 seconds No mana cost. Can cast spells from any class (except movement spells), plus main attacks and Powder specials. Pandemonium
Magnet Pulls items within an 8 block radius towards you Vindicator, Gravity
Peaceful Effigy Your totem will last twice as long Philosopher, Procrastination
Plague Poisoned mobs spread their poison to nearby mobs Plague Staff, Uranium Aegis
Rally Charge heals you by 10% and nearby allies by 15% on impact, but becomes harmless Infernal Impulse, Rhythm of the Seasons
Roving Assassin Vanish no longer drains mana while invisible Weathered
Saviour's Sacrifice While under 50% maximum health, nearby allies gain 30`% bonus damage and defense Affects the wielder as well, not just nearby allies. Hero
Sorcery 30% chance for spells and attacks to cast a second time at no additional cost Second cast is delayed 2 seconds. Affects random spells cast by Madness. Rewind, Time Rift
Taunt Mobs within 12 blocks target you upon casting War Scream Strobelight, Signal Flare
Transcendence 50% chance for spells to cost no mana when cast Nirvana

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 +75 Dragon Dance Black Abyss
Dexterity -100 +100 Black Abyss Skaxis
Intelligence -100 +55 Ambivalence Graviton Lance
Defense -99 +50 Phantasmagoria Immolation, Praesidium
Agility -550 +60 Divzer Moontower
Attack Speed Bonus -129 tier +9 tier Stinger Overdrive, Skien's Madness
Main Attack Damage -1300% +14000% Necrosis The Nothing
Main Attack Neutral Damage -32500 +3510 King of Hearts Dawnbreak
Spell Damage -52000% +61600% Silent Ballet The Nothing
Raw Spell Damage -52000 +1521 Silent Ballet Glissando
Health Bonus -7800 +7800 Cataclysm Guardian
Health Regen -260% +195% Warp Phoenix Wing
Raw Health Regen -858 +761 Rhythm of the Seasons Guardian
Life Steal -2385/4s +1850/4s Knucklebones Quetzalcoatl
Mana Regen -86/4s +8/4s Lunar Spine Hadal, Resurgence
Mana Steal -52/4s +29/4s Knucklebones Lunar Spine
Earth Damage -195% +1300% Blade of Purity The Specialist
Thunder Damage -195% +1156% Blade of Purity The Specialist
Water Damage -1300% +1734% Immolation The Specialist
Fire Damage -715% +1529% Divzer The Specialist
Air Damage -195% +1529% Blade of Purity The Specialist
Earth Defense -130% +500% Scarlet Veil Achilles
Thunder Defense -130% +186% Scarlet Veil Nullification
Water Defense -130% +186% Scarlet Veil Nullification
Fire Defense -130% +186% Scarlet Veil, Nona Nullification
Air Defense -130% +186% Scarlet Veil Nullification
Exploding -650% +433% Bonder Zero
Poison -32500/3s +13000/3s King of Hearts Toxoplasmosis
Thorns -100% +433% Desperation Sreggad, About-Face
Reflection -100% +433% Desperation Sreggad, About-Face
Walk Speed -300% +234% Amulet of Rejuvenation Warp
Sprint -149% +91% Ornithopter Epoch
Sprint Regen -10% +416% Burnout Ornithopter
Jump Height -1 +8 Rusted Root Olympic
Soul Point Regen -195% +100% Bete Noire Peaceful Rest, Sigil of Existence
Loot Bonus -39% +200% Shimmersight Discoverer
Stealing -6% +20% Templar Vandalizer, Galleon
XP Bonus -32% +42% Waking Vigil, Jester Set Sage, Bad Wolf
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