Difference between revisions of "Item Identification"
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| Invulnerability || +25 || +1.8 || +3.5 || +11 | | Invulnerability || +25 || +1.8 || +3.5 || +11 | ||
|- | |- | ||
| Shelter || +30 || | | Shelter || +30 || || || | ||
|- | |- | ||
| Protection || +35 || | | Protection || +35 || || || | ||
|- | |- | ||
| Sanctuary || +40 || | | Sanctuary || +40 || || || | ||
|- | |- | ||
| Salvation || +45 || | | Salvation || +45 || || || | ||
|- | |- | ||
| Defiance || +50 || | | Defiance || +50 || || || | ||
|} | |} | ||
Revision as of 18:31, 24 January 2022
Skill Group | Lore & Knowledge |
---|---|
Skill Title | Merchant |
Actionable | ✅ |
Main Tool | N/A |
Skill Synergy | N/A |
Overview
Item Identification is a skill used to Identify weapons and armor that has yet to be identified. The only other way to Identify unidentified items is to use an Item Identification Wand. Item Identification is rarely used and many see it as a useless skill since Item Identification wands are in abundance.
Using the Item Identification skill directly will give you a target reticle. Simply target the desired unidentified item and if successful it will reveal it's true properties.
Where to get lessons
In Britain, you can find Ivy, the Merchant Guidmaster inside the Britains' Merchants Association (1474,1596,20). Approach her, and say "teach ItemID", and she will tell you her the price for her lessons.
Drop the money on her to receive her lessons.
Magical Properties
Item Identification is particularly useful to know the magical properties of certain items, the following are the descriptions of such properties. Keep in mind that items may have more that one prefix or suffix:
Armor Enchantments
Prefix | Item HP Bonus |
---|---|
Durable | +5 |
Substantial | +10 |
Massive | +15 |
Fortified | +20 |
Indestructible | +25 |
Stalwart | +30 |
Enduring | +35 |
Resolute | +40 |
Unyeilding | +45 |
Eternal | +50 |
Suffix | Armor Bonus | |||
---|---|---|---|---|
Overall | Neck/Hands | Arms/Head/Legs/Feet | Body | |
Defense | +5 | +0.4 | +0.7 | +2.2 |
Guarding | +10 | +0.7 | +1.4 | +4.4 |
Hardening | +15 | +1.1 | +2.1 | +6.6 |
Fortification | +20 | +1.4 | +2.8 | +8.8 |
Invulnerability | +25 | +1.8 | +3.5 | +11 |
Shelter | +30 | |||
Protection | +35 | |||
Sanctuary | +40 | |||
Salvation | +45 | |||
Defiance | +50 |
Weapon Enchantments
Prefix | Item HP Bonus |
---|---|
Durable | +10 |
Substantial | +20 |
Massive | +30 |
Fortified | +40 |
Indestructible | +50 |
Prefix | Effect |
---|---|
Accurate |
+5 Tactics / Archery |
Accurate, Surpassingly |
+10 Tactics / Archery |
Accurate, Eminently |
+15 Tactics / Archery |
Accurate, Exceedingly |
+20 Tactics / Archery |
Accurate, Supremely |
+25 Tactics / Archery |
Suffix | Damage Bonus |
---|---|
Ruin | +1 |
Might | +3 |
Force | +5 |
Power | +7 |
Vanquishing | +9 |
Weapon Spell Enchantments
Spell-like enchantments are also present on a variety of weapons and affect the opponent with a limited number of charges
The following tables only list effects who are not immediately obvious by their name.
Suffix | Effect | Observations |
---|---|---|
Burning | Magic Arrow | |
Daemon's Breath | Fireball | |
Dragon's Breath | Fireball | |
Evil | Curse | |
Feeblemind | Feeblemind | |
Ghoul's Touch | Paralyze | |
Mage's Bane | Mana Drain | |
Spell Reflection | Magic Reflection | |
Thunder | Lightning | |
Weakness | Weakness | |
Wounding | Harm |
Prefix | Effect | Observations |
---|---|---|
Silver | Double Damage against Undead | No Charges |
Clothing Spell Enchantments
Spell-like enchantments can be present on a variety clothing items and activate spell effects from a limited number of charges.
clothing activates as a result of being worn or when it is double clicked while being worn (every time the article is put on 1 charge is expended)
Suffix | Effect | Observations |
---|---|---|
Clumsy | Clumsy | |
Feeblemind | Feeblemind | |
Weaken | Weaken | |
Cunning | Cunning | |
Strength | Strength | |
Curses | Curse | |
Night Eyes | Nightsight | |
Blessings | Bless | |
Spell Reflection | Magic Reflection | |
Invisibility | Invisibility |
Macro
This macro uses as bandana as the item that will be identified. Place a bandana in your backpack, and just start the macro. You can use the skill directly on an item repeatedly. The item does not need to be unidentified to get skill gains.
Using Razor CE, create a new macro:
!Loop Assistant.Macros.UseSkillAction|3 Assistant.Macros.WaitForTargetAction|30 Assistant.Macros.TargetTypeAction|False|5439 Assistant.Macros.PauseAction|00:00:03