A fresh piece of equipment drops with its base stats and nothing else. The bonus lines you see on other people's gear (the extra Damage, the extra Vitality, the fat chunk of Max HP) are identify options, also called grading. They are rolled once, at a lab bench, and after that only a scroll will move them.
This page covers what gets rolled, what the odds are, and what it costs.
Two different things are called "unidentified"
The word gets used twice in Lunia and they are unrelated:
- Sealed boxes. Opening a box grants one of its listed possible rewards under that box’s conditions. Check its reward preview and requirements before opening. A box is separate from ungraded equipment.
- Ungraded equipment. A weapon or armor piece that has never been through the lab. It carries base stats only, and none of the bonus lines described below.
Everything on the rest of this page is about the second one.
What can be graded
Only equipment, and only these slots: weapon, head, chest, leg, hand, foot, support, necklace, ring and earring. That is every gear slot, but it does mean stackable items, consumables and cash cosmetics are never gradeable.
The grading loop
- Press F6 in the square (or click the Item Shop button) and open the Grading/Extract window. A "Move to Laboratory" item opens the same window anywhere.
- Right-click the piece in your inventory to slot it into the Grading tab.
- The window shows a Predicted Result of Identification grid: every stat it could roll, and the exact value for each tier. Read it before you pay.
- Press F1 to grade it. The fee is taken and the result is locked in.
- The tab flips to the Re-grading window. From that point on the item cannot be graded again for a fee; it can only be re-rolled with a scroll.
The grading fee is item-level based:
Fee = required level of the item, in silver, multiplied by the number of option slots the item can currently show.
| Item required level | 1 slot | 2 slots | 3 slots |
|---|---|---|---|
| 30 | 30 silver | 60 silver | 90 silver |
| 60 | 60 silver | 1g 20s | 1g 80s |
| 90 | 90 silver | 1g 80s | 2g 70s |
Active option lines: one to three
How many of the rolled lines are actually active depends on light fortification, and on nothing else. An item with no Shining grade shows one, and Cold Shining shows three. The lines you cannot see yet are already rolled and waiting.
| Light level | Active lines |
|---|---|
| 0 | 1 |
| 1 | 1 |
| 2 | 2 |
| 3 | 2 |
| 4 | 3 |
The probability tables below describe the ordinary random grading choices. The Laboratory preview is still the authority for the piece in your hands, so read it before you pay.
What a single roll can be
Each roll is a pair: a stat and a tier from I to VIII. There are eight possible stats. Resistances exist in the option table but every one of them is set to a 0% weight, so an identify option will never roll a resistance.
| Stat | Effect on the item |
|---|---|
| Damage | Raises min and max attack together |
| Strength | STR |
| Dexterity | DEX |
| Intelligence | INT |
| Vitality | VIT |
| Defense | DEF |
| Max HP | Max HP |
| Max MP | Max MP |
The stat weights differ depending on how the roll was produced:
| Stat | First grading | Re-grading scroll | Cash appraisal |
|---|---|---|---|
| Damage | 12.0% | 1.5% | 1.5% |
| Strength | 7.0% | 14.07% | 14.07% |
| Dexterity | 12.0% | 14.07% | 14.07% |
| Intelligence | 12.0% | 14.07% | 14.07% |
| Vitality | 12.0% | 14.07% | 14.07% |
| Defense | 15.0% | 14.07% | 14.07% |
| Max HP | 15.0% | 14.07% | 14.07% |
| Max MP | 15.0% | 14.07% | 14.07% |
Tiers and what they are worth
Tiers I and II are negative. They subtract from the stat. Tiers III through VIII are positive and increase steeply.
| Tier | First grading | Re-grading | Value at item lv60 (Dmg/STR/DEX/INT/VIT) | Value at item lv60 (DEF/HP/MP) |
|---|---|---|---|---|
| I | 9% | 4% | -3 | -1 |
| II | 20% | 8% | -2 | -1 |
| III | 25% | 20% | +2 | +4 |
| IV | 19% | 30% | +5 | +15 |
| V | 14% | 20% | +10 | +29 |
| VI | 9% | 10% | +15 | +44 |
| VII | 3% | 6% | +29 | +87 |
| VIII | 1% | 2% | +44 | +130 |
At item level 90 the same tiers pay out +2 / +8 / +15 / +22 / +44 / +65 for the attack group and +6 / +22 / +44 / +65 / +130 / +195 for the defensive group.
Two things fall out of that table. First, a bad slot is common: 29% of first-grading rolls land on a negative tier, against 12% on a re-grade. Second, the re-grading table is not just safer, it is centered higher (its most likely single outcome is Tier IV at 30%, versus Tier III at 25% for first grading).
The underlying maths is simple: each tier holds a ratio, and the final number is that ratio multiplied by the item's required level, rounded away from zero. That is why a level 90 helmet with a Tier VIII Max HP line gives +195 HP while a level 20 one gives +44 from the identical roll. High-level gear is worth grading; low-level gear mostly is not.
Re-grading
Re-grading can replace your existing options. Check the affected lines, fee and scroll count before confirming. The quantity examples below cover the ordinary level brackets; the current preview takes priority.
| Item required level | Scrolls needed |
|---|---|
| 1 to 10 | 1 |
| 11 to 20 | 2 |
| 21 to 30 | 3 |
| 31 to 40 | 4 |
| 41 to 50 | 5 |
| 51 to 70 | 7 |
| 71 to 90 | 8 |
Older scroll types (Request Form for Regrading, Lunia's Scroll of Regrading, Victor's Reevaluating Request Scroll, Re-evaluation Item) are consumed one at a time regardless of item level. The newer families (Restoring Scroll of Great Alchemist, Regrading Scroll of Lunia Kingdom) use the scaling table above.
Targeted scrolls
The stat-specific scrolls are the useful ones. An Attacks Regrading Scroll, Vitality Regrading Scroll, and so on forces the first option slot to that exact stat, and clamps it to at least Tier III, so a targeted slot can never come out negative. The remaining slots still roll normally off the re-grading table.
The "Greater" versions of the same scrolls force the first two slots the same way.
Browse the scrolls and their exact stack behavior in the item list.