Identifying reveals an already-hidden result. Changing location or character level when identifying cannot guarantee better modifiers.
Charms
Start with the attributes and class your setup needs.
Annihilus
Annihilus
First target to check All Attributes 20 / All Resistances 20 / Experience 10%
Attributes and resistances help equipment requirements and survival; bonus experience helps leveling. Compare the three values separately.
All Skills is fixed at +1. A 20/20/10 result maximizes all three variable modifiers.
Key variable modifiers Modifier ranges
Annihilus variable modifiers
Modifier
Range
All Attributes
+10~20
All Resistances
+10~20
Additional Experience
5~10%
Hellfire Torch
Hellfire Torch
First target to check Your class skills +3 / All Attributes 20 / All Resistances 20
Check the class first, then attributes and resistances. High rolls do not give you a skill bonus if the class does not match yours.
It is not locked to the class that finds or identifies it. Prices and class popularity vary by season and game mode.
Key variable modifiers Modifier ranges
Hellfire Torch variable modifiers
Modifier
Range
Class skills
Random class +3
All Attributes
+10~20
All Resistances
+10~20
Gheed's Fortune
Gheed’s Fortune
First target to check Farming: MF 40% / Gold gambling: Vendor Prices 15%
Priorities depend on use. Check MF first for farming, or Reduced Vendor Prices to lower gambling costs.
The maximum combination is 40 MF / 15 vendor discount / 160 extra gold. Even with low MF, the charm can be useful for gambling.
Key variable modifiers Modifier ranges
Gheed’s Fortune variable modifiers
Modifier
Range
Better Chance of Getting Magic Items
20~40%
Reduces All Vendor Prices
10~15%
Extra Gold from Monsters
80~160%
Weapons & armor
Start with the values directly benefiting your main skill.
Griffon's Eye
Griffon’s Eye
First target to check Enemy Lightning Resistance −20% / Lightning Skill Damage +15%
Check both offensive modifiers for lightning attacks. Prioritize them over Defense when comparing damage potential.
A −20/+15 result maximizes the key offensive modifiers. A fully perfect result including Defense is a separate target.
Key variable modifiers Modifier ranges
Griffon’s Eye variable modifiers
Modifier
Range
Enemy Lightning Resistance
−15~−20%
Lightning Skill Damage
+10~15%
Defense
+100~200
Titan's Revenge
Titan’s Revenge
First target to check Ethereal status first / Enhanced Damage 200% / Life Leech 9%
Ethereal status is not newly determined on identification. You can already see it while unidentified, so compare matching conditions.
Non-ethereal Titan’s still provides skills and Replenishes Quantity. Being non-ethereal does not remove its usefulness.
Key variable modifiers Modifier ranges
Titan’s Revenge variable modifiers
Modifier
Range
Enhanced Damage
150~200%
Life Stolen per Hit
5~9%
Death's Web
Death’s Web
First target to check Poison and Bone Skills +2 / Enemy Poison Resistance −50%
All Skills is fixed at +2; Poison and Bone Skills rolls separately at +1~2. Do not confuse these two skill lines.
Life and Mana after Each Kill also vary, but check poison skills and resistance reduction first.
Key variable modifiers Modifier ranges
Death’s Web variable modifiers
Modifier
Range
Poison and Bone Skills
+1~2
Enemy Poison Resistance
−40~−50%
Life after Each Kill
+7~12
Mana after Each Kill
+7~12
Death's Fathom
Death’s Fathom
First target to check Cold Skill Damage +30%
Check Cold Skill Damage first, then Fire and Lightning Resistance. High values on both resistances can ease requirements on other equipment.
The key target is 30% Cold Skill Damage. The maximum combination of all three variable modifiers is 30 / 40 / 40.
Key variable modifiers Modifier ranges
Death’s Fathom variable modifiers
Modifier
Range
Cold Skill Damage
+15~30%
Fire Resist
+25~40%
Lightning Resist
+25~40%
Ormus' Robes
Ormus’ Robes
First target to check A skill you use +3 / Its elemental damage +15%
First check whether the skill is one your build uses, such as Blizzard, Lightning, Nova or Enchant. Then compare damage for that skill's element.
Not every Sorceress skill is eligible. Level 30 skills are excluded, and high damage for another element does not benefit your main skill instead.
Key variable modifiers Modifier ranges
Ormus’ Robes variable modifiers
Modifier
Range
Fire Skill Damage
+10~15%
Cold Skill Damage
+10~15%
Lightning Skill Damage
+10~15%
Regenerate Mana
10~15%
Defense
+10~20
Eschuta's Temper
Eschuta’s Temper
First target to check Sorceress Skills +3 / Main element's damage +20%
Check the Sorceress skill bonus first, then Fire or Lightning Skill Damage. A high value for your main element matters.
Skill Damage does not necessarily increase final damage by the same proportion. Mastery and other equipment effects also apply.
Key variable modifiers Modifier ranges
Eschuta’s Temper variable modifiers
Modifier
Range
Sorceress Skills
+1~3
Fire Skill Damage
+10~20%
Lightning Skill Damage
+10~20%
Energy
+20~30
Jewels & Sunder Charms
Check a jewel's element, or a Sunder Charm's version and penalty.
Rainbow Facet
Rainbow Facet · Unique Jewel
First target to check Required element / Skill Damage +5% / Enemy Resistance −5%
Check the Fire, Cold, Lightning or Poison element and whether the proc triggers on death or level-up. A 5/5 result maximizes both damage increase and resistance reduction.
Do not infer the element, roll or proc from the jewel's appearance or color. Match the element you need first.
Key variable modifiers Modifier ranges
Rainbow Facet variable modifiers
Modifier
Range
Elemental Skill Damage
+3~5%
Enemy Elemental Resistance
−3~−5%
Element
4 types
Proc trigger
Death / Level-up
Check the elemental Sunder Charm version first
Original Fire, Cold, Lightning and Poison Sunder Charms apply −90~−70% to your own corresponding resistance. A roll of −70% has the smaller penalty. This does not mean the charm applies −70% to an enemy's resistance.
Original Sunder Charm penalties
Type
Variable range
Smaller penalty
4 elements
Your corresponding resistance −90~−70%
−70%
Physical
Physical Damage Received +10~20%
+10%
Magic
Your Magic Resistance −65~−45%
−45%
This table covers the original Sunder Charms. Reign of the Warlock also has Latent and Renewed Sunder Charms. Renewed charms are separate Cube-crafted items with additional modifiers, so do not judge them from this table alone.