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A Tier 5 Water Powder.

Powders are items used to improve armour and weapons. They are based around one of the five Elements in Wynncraft: Earth, Thunder, Water, Fire, and Air. 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.

Powders have a multitude of uses: they can be applied to weapons and armor to give them elemental damage and defense, respectively, and grant powerful powder special effects; they can be upgraded, sold to other players, and transformed into different elements at the Powder Exchange.

For a comprehensive list of all 30 Powders, see here.

Obtaining Powders[]

The primary methods of obtaining Powders are from Mobs and Loot Chests, both of which can drop up to Tier 4 Powders. Tier 5 and 6 Powders can only be obtained by upgrading them at a Powder Master, completing raids, or by trading with other players.

There are also two types of special mobs that specifically drop powders: Powder Spirits are passive mobs found all throughout the world and can drop up to tier 3 powders, while Flarelings are found in the Molten Heights and can drop up to tier 4 powders.

There are several merchants that sell powders too:

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

Using Powders[]

Powders are primarily used at a Powder Master. It has three main functions, all of which require a certain amount of Emeralds per action:

  • Applying powders to weapons or armour. The item must have powder slots in order to receive powders.
  • Removing powders from weapons or armour. 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. 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.

Applying Powders[]

When you apply powders at a Powder Master, they are applied in the order they were added to the menu. While this does not matter for powdering armour, it influences the percentage of Neutral damage converted to elemental damage. 4 powders may be added at a time. Items with more than 4 powder slots can have more powders added to them by returning to the "Add Powders" menu.

Powder ordering also influences which powder special is applied to the weapon. The first powder you add will determine the type of special the weapon will receive. For example, a weapon that is powdered Water, Thunder, Thunder, Water, will have the Curse powder special.

Powder Specials[]

A powder special is unlocked on a given weapon or armour piece when two Tier 4 powders or higher of the same element are applied to that item. Each element has a unique special effect which differ between weapons and armour that 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.

The power of each special increases according to the tiers of the powders used: applying two Tier 4 Powders to an item provides the minimum bonus, while applying two Tier 6 Powders gives the most powerful bonus. There are 5 different levels a special can be, ranging from an average powder level of 4, 4.5, 5, 5.5, and 6.

Weapon Effects[]

When a special is unlocked on a weapon, hitting mobs with your main attack will charge the special. Once the indicator reaches 100%, you are able to Shift-Click to activate the weapon's special. Activating a powder special counts as an attack and can be repeated by the Sorcery Major ID if you have it.

Name Element Effect Notes
Quake Earth Deals 155%/220%/285%/350%/415% Earth damage and slightly stuns all enemies in a radius up to 4.4/4.9/5.4/5.9/6.4 blocks from the player. The damage multiplier applies to your weapon's base damage, unlike spells that use base DPS, so weapons with higher damage per hit will deal more damage with Quake. 100% of the Neutral damage Quake would deal will be converted to Earth damage. It does not affect the damage of other elements.
Chain Lightning Thunder Deals up to 200%/225%/250%/275%/300% Thunder damage to a mob, chaining to 5/6/7/8/9 other enemies nearby while losing damage for each bounce. The damage multiplier applies to your weapon's base damage, unlike spells that use base DPS, so weapons with higher damage per hit will deal more damage with Chain Lightning. 100% of the Neutral damage Chain Lightning would deal will be converted to Thunder damage. It does not affect the damage of other elements. Chain Lightning's damage multiplier decreases by 20% per bounce.
Curse Water Creates rain over an enemy's head, causing it to take 90%/120%/150%/180%/210% more damage from all sources for 7/7.5/8/8.5/9 seconds. Curse can be cast multiple times on one mob, stacking the damage boost additively. Curse boosts all damage the enemy receives, including main attack, spell, and poison damage.
Courage Fire Deals 75%/87.5%/100%/112.5%/125% Fire damage to nearby enemies and gain a 70%/90%/110%/130%/150% damage boost to all damage dealt for up to 6/6.5/7/7.5/8 seconds. The damage multiplier applies to your weapon's base damage, unlike spells that use base DPS, so weapons with higher damage per hit will deal more damage with Courage's initial flare. 100% of the Neutral damage Courage's flare would deal will be converted to Fire damage. Courage boosts all damage that you deal, including main attack, spell, and poison damage.
Wind Prison Air Holds an enemy in place for up to 3/3.5/4/4.5/5 seconds. The next hit dealt to it deals 400%/450%/500%/550%/600% more Air damage and knocks it back 8/12/16/20/24 blocks. Wind Prison will fail if used on a mob with Knockback Crowd Control Immunity. Its damage boost only triggers on the next source of damage it takes and only boosts Air damage.

Armour Effects[]

Armour special effects are passive, rather than being activated. All of them grant the player temporary elemental damage bonuses and have a cap on how much they can give. Having the same powder special on multiple pieces cannot allow the boosts to exceed this cap, only reach them at a faster rate. The extra elemental damage stacks additively with other identification boosts.

Name Element Effect Notes
Rage Earth Increases your Earth damage by 0.3%/0.4%/0.5%/0.7%/1.0% for each percent of missing health you have. Rage has no artificial cap as it is naturally limited by your missing health. Therefore, the maximum effect Rage can provide is +396% Earth damage, provided by four armour pieces powdered with Tier 6 Earth Powders, all while you are at 1% HP.
Kill Streak Thunder Increases your Thunder damage by 3%/4.5%/6%/7.5%/9% for 5 seconds when you kill a mob. The cap for Kill Streak is +200% Thunder damage.
Concentration Water Increases your Water damage by 1%/2%/3%/4%/5% for 1 second when you cast a spell. The cap for Concentration is +150% Water damage.
Endurance Fire Increases your Fire damage by 2%/3%/4%/5%/6% for 8 seconds when you take damage. The cap for Endurance is +200% Fire damage. Endurance does not trigger if you dodge a hit due to agility.
Dodge Air Increases your Air damage by 2%/3%/4%/5%/6% for 2/3/4/5/6 seconds each second spent near a hostile mob. The cap for Dodge is +150% 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, and Tailoring professions. They cannot be used for crafted consumables or accessories.

When used as a crafting ingredient, powders apply their effects similarly to how they would normally, adding elemental damage and defense. However, they also add a durability cost, and Tier 3 Powders and higher will add a skill point requirement to the crafted item.


Powder Exchange[]


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

Elemental powders may be exchanged for Blank Powders with the additional cost of of runes:

  • Converting a Tier 4 Powder to a Blank Powder:
    1 Nii Rune
  • Converting a Tier 5 Powder to a Blank Powder:
    1 Uth Rune
  • Converting a Tier 6 Powder to a Blank Powder:
    1 Tol Rune

Blank Powders may then 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[]

Powder Effect on Weapons Effect on Armour Additional Effects When Crafting

Earth Powder I
+3-6 Earth Damage
+17% Neutral to Earth
+2 Earth Defense
-1 Air Defense
-35 Durability

Earth Powder II
+5-8 Earth Damage
+21% Neutral to Earth
+4 Earth Defense
-2 Air Defense
-52.5 Durability

Earth Powder III
+6-10 Earth Damage
+25% Neutral to Earth
+8 Earth Defense
-3 Air Defense
+10 Strength Min.
-70 Durability

Earth Powder IV
+7-10 Earth Damage
+31% Neutral to Earth
+14 Earth Defense
-5 Air Defense
+20 Strength Min.
-91 Durability

Earth Powder V
+9-11 Earth Damage
+38% Neutral to Earth
+22 Earth Defense
-9 Air Defense
+28 Strength Min.
-112 Durability

Earth Powder VI
+11-13 Earth Damage
+46% Neutral to Earth
+30 Earth Defense
-13 Air Defense
+36 Strength Min.
-133 Durability

Powder Effect on Weapons Effect on Armour Additional Effects When Crafting

Thunder Powder I
+1-8 Thunder Damage
+9% Neutral to Thunder
+3 Thunder Defense
-1 Earth Defense
-35 Durability

Thunder Powder II
+1-12 Thunder Damage
+11% Neutral to Thunder
+5 Thunder Defense
-1 Earth Defense
-52.5 Durability

Thunder Powder III
+2-15 Thunder Damage
+13% Neutral to Thunder
+9 Thunder Defense
-2 Earth Defense
+10 Dexterity Min.
-70 Durability

Thunder Powder IV
+3-15 Thunder Damage
+17% Neutral to Thunder
+14 Thunder Defense
-4 Earth Defense
+20 Dexterity Min.
-91 Durability

Thunder Powder V
+4-17 Thunder Damage
+22% Neutral to Thunder
+20 Thunder Defense
-7 Earth Defense
+28 Dexterity Min.
-112 Durability

Thunder Powder VI
+5-20 Thunder Damage
+28% Neutral to Thunder
+28 Thunder Defense
-10 Earth Defense
+36 Dexterity Min.
-133 Durability

Powder Effect on Weapons Effect on Armour Additional Effects When Crafting

Water Powder I
+3-4 Water Damage
+9% Neutral to Water
+3 Water Defense
-1 Thunder Defense
-35 Durability

Water Powder II
+4-6 Water Damage
+13% Neutral to Water
+6 Water Defense
-1 Thunder Defense
-52.5 Durability

Water Powder III
+5-8 Water Damage
+15% Neutral to Water
+11 Water Defense
-2 Thunder Defense
+10 Intelligence Min.
-70 Durability

Water Powder IV
+6-8 Water Damage
+21% Neutral to Water
+18 Water Defense
-4 Thunder Defense
+20 Intelligence Min.
-91 Durability

Water Powder V
+7-10 Water Damage
+26% Neutral to Water
+28 Water Defense
-7 Thunder Defense
+28 Intelligence Min.
-112 Durability

Water Powder VI
+9-11 Water Damage
+32% Neutral to Water
+40 Water Defense
-10 Thunder Defense
+36 Intelligence Min.
-133 Durability

Powder Effect on Weapons Effect on Armour Additional Effects When Crafting

Fire Powder I
+2-5 Fire Damage
+14% Neutral to Fire
+3 Fire Defense
-1 Water Defense
-35 Durability

Fire Powder II
+4-8 Fire Damage
+16% Neutral to Fire
+5 Fire Defense
-2 Water Defense
-52.5 Durability

Fire Powder III
+5-9 Fire Damage
+19% Neutral to Fire
+9 Fire Defense
-3 Water Defense
+10 Dexterity Min.
-70 Durability

Fire Powder IV
+6-9 Fire Damage
+24% Neutral to Fire
+16 Fire Defense
-5 Water Defense
+20 Dexterity Min.
-91 Durability

Fire Powder V
+8-10 Fire Damage
+30% Neutral to Fire
+25 Fire Defense
-9 Water Defense
+28 Dexterity Min.
-112 Durability

Fire Powder VI
+10-12 Fire Damage
+37% Neutral to Fire
+36 Fire Defense
-13 Water Defense
+36 Dexterity Min.
-133 Durability

Powder Effect on Weapons Effect on Armour Additional Effects When Crafting

Air Powder I
+2-6 Air Damage
+11% Neutral to Air
+3 Air Defense
-1 Fire Defense
-35 Durability

Air Powder II
+3-10 Air Damage
+14% Neutral to Air
+6 Air Defense
-2 Fire Defense
-52.5 Durability

Air Powder III
+4-11 Air Damage
+17% Neutral to Air
+10 Air Defense
-3 Fire Defense
+10 Agility Min.
-70 Durability

Air Powder IV
+5-11 Air Damage
+22% Neutral to Air
+16 Air Defense
-5 Fire Defense
+20 Agility Min.
-91 Durability

Air Powder V
+7-12 Air Damage
+28% Neutral to Air
+24 Air Defense
-9 Fire Defense
+28 Agility Min.
-112 Durability

Air Powder VI
+8-14 Air Damage
+35% Neutral to Air
+34 Air Defense
-13 Fire Defense
+36 Agility Min.
-133 Durability

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.
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