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Unidentified Daggers

An Unidentified Legendary Dagger (Outdated)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. 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

ID Name Format Effects
Health Regen +X% Adds an additional percent value every time you naturally regen health
Health Regen +X Increases health regeneration amount by a raw value
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

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.".

This, in effect, makes all values above 40% loot quality worse than any level of loot bonus.

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 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

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

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

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

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
Life Steal -2385/4s +1265/4s Knucklebones Divzer
Mana Steal -52/4s +29/4s Knucklebones Lunar Spine
XP Bonus -32% +42% Waking Vigil Sage
Loot Bonus -39% +200% Shimmersight Discoverer
Reflection -100% +217% Desperation Sreggad
Exploding -650% +433% Bonder Zero
Thorns -100% +217% Desperation Sreggad
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
Health Bonus -7800 +7800 Cataclysm Guardian
Stealing -6% +20% Templar Vandalizer
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
Strength -30 +75 Hephaestus-Forged Sabatons

Eden-Blessed Guards

Anima-Infused Cuirass

Boreal-Patterned Crown

Black Abyss
Dexterity -100 +100 Black Abyss Skaxis
Intelligence -50 +55 Brainwash Graviton Lance
Defense -90 +50 Sreggad Praesidium, Nullification
Agility -550 +85 Divzer Grandmother
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.

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