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.
- 1 List of Identifications
- 2 Identification Notes
- 3 Major Identifications
- 4 Minimum/Maximum Identification Values
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.
|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 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
|Health||+X||Adds a value to your base health.|
|Health Regen||+X||Increases health regeneration amount by a raw value.|
|Health Regen||+X%||Adds an additional percent value every time you naturally regenerate health.|
|Life Steal*||+X/4s||Increases the amount of health you may gain when dealing melee damage.|
|Mana Regen||+X/4s||Adds an additional value when you regenerate mana every 4 seconds.|
|Mana Steal*||+X/4s||Increases the amount of mana you may gain when dealing melee damage.|
|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.|
|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.|
|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.|
|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
|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*||-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.|
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|
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|
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.
|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|
|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 any spell from any class, 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 (Version 1.20.1).||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||Maximum Value Item|
|Health Regen||-280%||+1000%||Warp||Amulet of Rejuvenation|
|Mana Regen||-86/4s||+8/4s||Lunar Spine||Resurgence|
|Spell Damage||-22750%||+88000%||Silent Ballet||The Nothing|
|Main Attack Damage||-1300%||+20000%||Necrosis||The Nothing|
|Mana Steal||-52/4s||+29/4s||Knucklebones||Lunar Spine|
|XP Bonus||-32%||+42%||Waking Vigil||Sage|
|Walk Speed||-300%||+234%||Amulet of Rejuvenation||Warp|
|Attack Speed Bonus||-129 tier||+9 tier||Stinger||Overdrive, Skien's Madness|
|Poison||-1300000/3s||+13000/3s||King of Hearts||Toxoplasmosis|
|Soul Point Regen||-195%||+100%||Bete Noire||Peaceful Rest, Conduit of Spirit|
|Raw Health Regen||-520||+930||Warp||Guardian|
|Main Attack Neutral Damage||-1300000||+6500||King of Hearts||Dawnbreak|
|Raw Spell Damage||-1300000||+1950||King of Hearts||Glissando|
|✤ Earth Damage||-195%||+1300%||Blade of Purity||The Specialist|
|✤ Earth Defense||-99%||+500%||Event Horizon||Achilles|
|✦ Thunder Damage||-195%||+1156%||Blade of Purity||The Specialist|
|✦ Thunder Defense||-99%||+433%||Event Horizon||Praesidium|
|✽ Water Damage||-715%||+1734%||Divzer||The Specialist|
|✽ Water Defense||-100%||+433%||Achilles||Praesidium|
|✹ Fire Damage||-715%||+1529%||Divzer||The Specialist|
|✹ Fire Defense||-195%||+433%||Niflheim||Praesidium|
|❋ Air Damage||-195%||+1529%||Blade of Purity/Prismatic Pendulum||The Specialist|
|❋ Air Defense||-99%||+433%||Event Horizon||Praesidium|