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An Unidentified Legendary Dagger (Outdated)

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.

Skill Points[]

Name Format Effects
Defense +X Adds a value to your Defense skill point count.
Intelligence +X Adds a value to your Intelligence skill point count.
Agility +X Adds a value to your Agility skill point count.
Dexterity +X Adds a value to your Dexterity skill point count.
Strength +X Adds a value to your Strength skill point count.

Attack[]

Name Format Effects
Attack Speed* +X tier Increases the tier of your weapon's attack speed.
Raw Neutral Melee Damage +X Adds a raw value to all basic (melee) damage you deal.
Melee Damage +X% Adds a percent value of your weapon's base damage to your basic melee attack. This does not affect the bonus from Raw Neutral Melee Damage IDs.
Raw Neutral Spell Damage +X Adds a raw value to all spell damage you deal. The amount of damage added varies per spell, and can be added multiple times if the spell hits more than once.
Spell Damage +X% Adds a percent value of your weapon's base damage to your spell attacks. This does not affect damage from Raw Neutral Spell Damage IDs.

Health and Mana[]

Name Format Effects
Health +X Changes your base health by a raw number.
Raw Health Regen +X Changes your health regeneration amount by a raw value.
Percent Health Regen +X% Changes your health regeneration by a percent value.
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 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% Adds a percent value to all Earth damage you deal.
Thunder Damage +X% Adds a percent value to all Thunder damage you deal.
Water Damage +X% Adds a percent value to all Water damage you deal.
Fire Damage +X% Adds a percent value to all Fire damage you deal.
Air Damage +X% Adds a percent value to all Air damage you deal.

Elemental Defense[]

Name Format Effects
Earth Defense +X% Adds a percent value to your Earth defense.
Thunder Defense +X% Adds a percent value to your Thunder defense.
Water Defense +X% Adds a percent value to your Water defense.
Fire Defense +X% Adds a percent value to your Fire defense.
Air Defense +X% Adds a percent value to your Air defense.

Passive Damage[]

Name Format Effects
Exploding +X% Increases the chance of a defeated enemy exploding on death, dealing AoE damage.
Poison +X/3s Deals additional damage over time to an enemy after you damage them.
Thorns* +X% Increases the chance of the attacker taking damage when you take melee damage.
Reflection* +X% Increases the chance of the attacker taking damage when you take spell or ranged projectile damage.

Movement[]

Name Format Effects
Walk Speed +X% Increases your base movement speed.
Sprint +X% Increases maximum sprint time before the bar is depleted.
Sprint Regen +X% Increases regeneration of the sprint bar.
Jump Height +X Increases maximum jump height.

XP and Gathering[]

Name Format Effects
Soul Point Regen +X% Increases the chance of gaining an extra Soul Point per day. Negative amounts increase the chances of getting 0 Soul Points per day.
Loot Bonus* +X% Increases the chance of finding weapons, armour, ingredients, and more.
Loot Quality* +X% Currently found only on ingredients. Increases the chances of rarer loot from mob drops and loot chests.
Stealing +X% Increases the chance of mobs dropping an Emerald per hit. NOTE: Max emeralds per mob is 5.
XP Bonus +X% Increases the amount of XP you gain from most sources, except Quests.
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 the speed at which you gather resources.

Spell Cost[]

Name Format Effects
Spell Cost* -X% Reduces the mana cost of a specific spell by a percent value.
Raw Spell Cost* -X Reduces 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. 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.".

Loot Bonus and Loot Quality do NOT affect the rewards received at the end of a Raid.

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:

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.

Attack Speed Chance for Activation Chances for Shaman
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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