Identifications are ways to increase the effectiveness of weapons and armor. Only Unique, Rare, Legendary, Fabled, Mythic, and Set Items can be Identified. Items may have up to 27 identification bonuses. There are a few exceptions to this, such as Bob's Mythic Weapons or the Infused Hive Weapons, where each weapon will have set bonuses when bought. When items are first found they are usually unidentified, as shown in the picture. However, the item can become identified in exchange for emeralds when it is taken to an Identifier. Doing so will reveal the item's name, requirements, identification bonuses, and slots.
The possible identification bonuses are listed below.
List of Identifications[edit | edit source]
|Health Regen||+X%||Adds an additional percent value every time you naturally regen health|
|Mana Regen||+X/4s||Adds an additional value when you regen mana every 4 seconds|
|Spell Damage||+X%||Adds a percent value to all spell damage you deal|
|Melee Damage||+X%||Adds a percent value to all basic (melee) damage you deal|
|Life Steal*||+X/4s||Increases the amount of health you may gain when dealing melee damage|
|Mana Steal*||+X/4s||Increases the amount of mana you may gain when dealing melee damage|
|XP Bonus||+X%||Increase the amount of XP you gain from most sources|
|Loot Bonus*||+X%||Increases chance of finding weapons and armour|
|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|
|Thorns*||+X%||Increase chance of attacker taking damage when you take melee damage|
|Reflection*||+X%||Increases chance of attacker taking damage when you take spell or ranged damage|
|Exploding||+X%||Increase chance of enemy exploding on death, dealing AoE damage|
|Walk Speed||+X%||Increases your base movement speed|
|Attack Speed||+X Tier||Increases the tier of your weapon's attack speed. NOTE: Attack speed is bound between Super Slow and Super Fast|
|Poison||+X/3s||Deals additional damage over time to an enemy after dealing damage|
|Health||+X||Adds a value on to your base health|
|Soul Point Regen||+X%||Increases chance of gaining an extra Soul Point per day|
|Stealing||+X%||Increases chance of mobs dropping an Emerald per hit. NOTE: Max emeralds per mob is 5|
|Raw Health Regen||+X||Adds an additional raw value every time you naturally regen health|
|Raw Melee Damage||+X||Adds a raw value to all basic (melee) damage you deal|
|Raw Spell Damage||+X||Adds a raw value to all spell damage you deal. The amount of damage added varies per spell, can be added multiple times if the spell hit more than once|
|Fire Damage||+X%||Adds a percent value to all Fire damage you deal|
|Water Damage||+X%||Adds a percent value to all Water damage you deal|
|Air Damage||+X%||Adds a percent value to all Air damage you deal|
|Thunder Damage||+X%||Adds a percent value to all Thunder damage you deal|
|Earth Damage||+X%||Adds a percent value to all Earth damage you deal|
|Fire Defense||+X%||Adds a percent value to your Fire defense|
|Water Defense||+X%||Adds a percent value to your Water defense|
|Air Defense||+X%||Adds a percent value to your Air defense|
|Thunder Defense||+X%||Adds a percent value to your Thunder defense|
|Earth Defense||+X%||Adds a percent value to your Earth defense|
|Spell Cost*||-X%||Reduces mana cost of a specific spell by a percent value|
|Raw Spell Cost*||-X||Reduces mana cost of a specific spell by a raw value|
|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|
|Gather XP Bonus||+X%||Currently unobtainable. Increases the amount of Gathering XP gained from gathering resources|
|Gather Speed||+X%||Currently unobtainable. Increases the speed at which you gather resources|
|Loot Quality*||+X%||Currently found only on ingredients. Increases the chances of rarer loot from mob drops and loot chests|
- For further explanation on IDs marked with a *, see below.
Loot Bonus and Quality[edit | edit source]
Loot bonus increases the quantity of items found from mob drops and loot chests. However, it works slightly differently for chest loot, 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. Loot quality bonuses over 20% provide diminishing returns from loot chests in the same way regular loot bonus does.
Thorns and Reflection[edit | edit source]
Both thorns and reflection deal damage back to enemies that hit you (thorns for melee attacks, reflection for projectiles and spells). If activated, a mob's attack is reflected back at them for 150% damage, while an enemy player only takes 50% damage. The percent value of the ID only represents the chance that it is activated upon any given hit.
Mana and Life Steal[edit | edit source]
The chance of getting mana/health depends on your attack speed.
- super fast - 5,8%
- very fast - 8,1%
- fast - 10%
- normal - 12,2%
- slow - 16,6%
- very slow - 30,1%
- super slow - 49%
Spell Cost[edit | edit source]
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 80.5% reduction at 149 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.
Major Identifications[edit | edit source]
Major IDs are a new type of unique Identifications 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 or builds. The effects of these IDs do not stack when using multiple items with the same Major ID.
|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|
|Entropy||Meteor falls three times faster||–||Pure|
|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||–||Old Keeper's Ring, The Exploited|
|Hawkeye||Arrow Storm fires 5 arrows each dealing 100% 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|
|Madness||Cast 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|
|Plague||Poisoned mobs spread 70% of their poison to nearby mobs||—||Plague Staff, Uranium Aegis|
|Roving Assassin||Vanish costs no mana while invisible||–||Weathered|
|Saviour's Sacrifice||While under 50% maximum health, nearby allies gain 50% bonus damage and defense||–||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|
|Transcendence||50% chance for spells to cost no mana when cast||–||Nirvana|
Minimum/Maximum Identification Values[edit | edit source]
|Identification||Minimum Value||Maximum Value||Minimum Value Item||Maximum Value Item|
|Health Regen||-585%||+1000%||Warp||Amulet of Rejuvenation|
|Mana Regen||-86/4s||+9/4s||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||-975||+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||-92%||+500%||Storm Surge||Achilles|
|✦ Thunder Damage||-195%||+1156%||Blade of Purity||The Specialist|
|✦ Thunder Defense||-84%||+433%||Collapse||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||-85%||+433%||Collapse||Praesidium|
Note that the maximum and minimum values shown above are estimated values. The maximum values are also for all current known armour and weapon items, and may change with any new releases.