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* Items in ''VideoGame/PathOfExile'' drop unidentified like ''Diablo'' does, but there is a certain type of item called Veiled items which have an inactive mystery modifier when it first drops. When you unveil the item, it gives you a choice of three random modifiers for it to gain and unlocks an item crafting recipe associated with the mod.
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** In the unofficial 1975 ''VideoGame/{{dnd}}'' game, you can identify whether your treasure is magical or trapped by either visually inspecting or by using a unique Cleric spell to divine knowledge about it. Each can fail, but doing both gives you pretty good odds of finding out what you got.
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This can be {{justified|Trope}} for certain kinds of items, like potion bottles (whose labels may be the only clue as to what's inside), or items that are stored/hidden inside a generic container. Until it's been identified, all the item really does is occupy space in the player's InventoryManagementPuzzle, which (depending on the size of said inventory) may require the player to decide whether it's ''really'' worth lugging around twenty extra pounds of useless inventory in the hopes that it turns out to be more than just VendorTrash, or if it's something they can safely toss out and/or come back for later (without it getting [[PermanentlyMissableContent lost]]).

Whether or not the player can use an item before getting it identified varies -- do you ''really'' want to take the chance that the random glass bottle with purple goop you just picked up turns out to be a HealingPotion and not deadly {{poison|Mushroom}}, or that a shiny-looking sword is actually a useful weapon as opposed to rusty old VendorTrash (or worse, harboring a nasty -- and usually [[StuckItems clingy]] -- [[CursedItem curse]]?) Some games won't let you use or equip the item at all until its true nature has been identified; others will let you do so at your own peril (but will usually disclose the item's true nature after the fact if you do).

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This can be {{justified|Trope}} for certain kinds of items, like potion bottles (whose labels may be the only clue as to what's inside), or items that are stored/hidden inside a generic container. Until it's been identified, all the item really does is occupy space in the player's InventoryManagementPuzzle, which (depending on the size of said inventory) may require the player to decide whether it's ''really'' worth lugging around twenty extra pounds of useless inventory in the hopes that it turns out to be more than just VendorTrash, ShopFodder, or if it's something they can safely toss out and/or come back for later (without it getting [[PermanentlyMissableContent lost]]).

Whether or not the player can use an item before getting it identified varies -- do you ''really'' want to take the chance that the random glass bottle with purple goop you just picked up turns out to be a HealingPotion and not deadly {{poison|Mushroom}}, or that a shiny-looking sword is actually a useful weapon as opposed to one that's rusty old VendorTrash and BetterOffSold (or worse, harboring a nasty -- and usually [[StuckItems clingy]] -- [[CursedItem curse]]?) Some games won't let you use or equip the item at all until its true nature has been identified; others will let you do so at your own peril (but will usually disclose the item's true nature after the fact if you do).



* In ''VideoGame/TheLastStory'', enemies may occasionally drop rare items with labels like "? SWORD". The player can't equip these as-is, but may take them to specific [=NPCs=] for appraisal. The items may turn out to be actual weapons (often strong ones at the time, though sometimes cursed) or [[VendorTrash useless ornamental ones]].

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* In ''VideoGame/TheLastStory'', enemies may occasionally drop rare items with labels like "? SWORD". The player can't equip these as-is, but may take them to specific [=NPCs=] for appraisal. The items may turn out to be actual weapons (often strong ones at the time, though sometimes cursed) or [[VendorTrash useless ornamental ones]].ones.
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* The ''Video Game/Wizardry'' series has most items picked up in the dungeon be unidentified. There are two ways to identify them: either pay the shopkeeper a fee for a safe and guaranteed ID job, or have a [[TheRedMage Bishop]] use their unique identification powers to try to do it for free... at the risk of getting [[StuckItems stuck]] with a CursedItem.

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* The ''Video Game/Wizardry'' ''VideoGame/{{Wizardry}}'' series has most items picked up in the dungeon be unidentified. There are two ways to identify them: either pay the shopkeeper a fee for a safe and guaranteed ID job, or have a [[TheRedMage Bishop]] use their unique identification powers to try to do it for free... at the risk of getting [[StuckItems stuck]] with a CursedItem.
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Typos


* The ''Video Game/Wizardry'' series has most items picked up in the dungeon be unidentified. There are two ways to identify them: either pay the shopkeeper a fee for a safe and guarnteed ID job, or have a ''TheRedMage/Bishop'' use their unique identification powers to try to do it for free... at the risk of getting [[StuckItems stuck]] with a CursedItem.

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* The ''Video Game/Wizardry'' series has most items picked up in the dungeon be unidentified. There are two ways to identify them: either pay the shopkeeper a fee for a safe and guarnteed guaranteed ID job, or have a ''TheRedMage/Bishop'' [[TheRedMage Bishop]] use their unique identification powers to try to do it for free... at the risk of getting [[StuckItems stuck]] with a CursedItem.

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Accidentally outside of folder


* The ''Video Game/Wizardry'' series has most items picked up in the dungeon be unidentified. There are two ways to identify them: either pay the shopkeeper a fee for a safe and guarnteed ID job, or have a ''TheRedMage/Bishop'' use their unique identification powers to try to do it for free... at the risk of getting [[StuckItems stuck]] with a CursedItem.



* The ''Video Game/Wizardry'' series has most items picked up in the dungeon be unidentified. There are two ways to identify them: either pay the shopkeeper a fee for a safe and guarnteed ID job, or have a ''TheRedMage/Bishop'' use their unique identification powers to try to do it for free... at the risk of getting [[StuckItems stuck]] with a CursedItem.

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* The ''Video Game/Wizardry'' series has most items picked up in the dungeon be unidentified. There are two ways to identify them: either pay the shopkeeper a fee for a safe and guarnteed ID job, or have a ''TheRedMage/Bishop'' use their unique identification powers to try to do it for free... at the risk of getting [[StuckItems stuck]] with a CursedItem.
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* The ''Video Game/Wizardry'' series has most items picked up in the dungeon be unidentified. There are two ways to identify them: either pay the shopkeeper a fee for a safe and guarnteed ID job, or have a ''TheRedMage/Bishop'' use their unique identification powers to try to do it for free... at the risk of getting [[StuckItems stuck]] with a CursedItem.
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* A learnable skill in ''VideoGame/StarOcean1'' allows for identifying unknown items by [[ItemCrafting combining them]] with [[EnemyScan spy lenses]].


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* ''VideoGame/{{Warframe}}''
** Items earned from {{boss battle}}s, data vaults in Spy missions, bonus caches and such cannot be identified until you complete the mission. This is to prevent players from abandoning the mission the moment they see they won't get the item they're looking for and potentially causing problems for the remaining party, most likely from the ever-dreaded host migrations.
** Riven mods do not give any benefits until you equip them and complete [[RandomlyGeneratedQuests the task]] they give you. After getting access to [[HardModeFiller the Steel Path]], you can also visit Master Teshin and see if he has a cipher to sell which can instantly unveil one of your riven mods.
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* ''VideoGame/MightAndMagic'' had the Identify Item skill in ''VI'' to ''IX'', which was used to identify magic items. The final skill tier in ''VII'' to ''IX'' provided a 100% success rate no matter your skill ranks, though in ''VII'' and ''VIII'' this didn't actually change anything (fulfilling the requirements to upgrade the skill meant you ''already'' had enough invested to have a 100% success rate with the items hardest to identify).
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* ''VideoGame/{{Angband}}'' and its variants have items start out unidentified: potions, scrolls, wands, staves, jewelry, armor, and weapons. You can identify items safely by magical means, but you can also identify any item by selling them to a shop that buys items of that type. Single- and limited-use items can also be identified by using them on yourself and praying that they aren't harmful. There are also a few artifacts which knowledgeable players can recognize even when unidentified because their base types are unique.

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* ''VideoGame/{{Angband}}'' and its variants have items start out unidentified: potions, scrolls, wands, staves, jewelry, armor, and weapons. You can identify items safely by magical means, but you can also identify any item by selling them to a shop that buys items of that type. Single- and limited-use items can also be identified by using them on yourself and praying that they aren't harmful. There are also a few artifacts which knowledgeable players can recognize even when unidentified because their base types are unique. The latest versions of the vanilla game have rune based identification - once you've identified a type of item, you can identify all variants of it rather than having to individually identify every "Slay Animal" weapon. You can also toggle automatic rune knowledge on or off for consumable items, permanent items or both if you find this mechanic annoying.
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* ''VideoGame/{{Elona}}'', similar to ''Diablo'', scholars in towns can identify items for you. You also identify equipment automatically over time if you're carrying it; that process is sped up by the "Sense Quality" skill.

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* ''VideoGame/{{Elona}}'', similar to ''Diablo'', scholars in towns can identify items for you. You also identify equipment automatically over time if you're carrying it; that process is sped up by the "Sense Quality" skill. And, of course, there are Scrolls of Identify (as well as Rods, and a magic spell) if you're in a dungeon and need identification. Some powerful artifacts will resist identification and require rare scrolls of Greater Identify, a high-level Identify spell, or paying extra to have an item investigated instead of just identified.
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* ''VideoGame/StoryOfSeasonsPioneersOfOliveTown'': The ancient items that can be found via draining ponds or getting rid of the enemies in the mines are always in small bags that need to be brought to Reina, who works in the museum, so that their contents can be identified.
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[[quoteright:350:[[VideoGame/AnimalCrossing https://static.tvtropes.org/pmwiki/pub/images/animal_crossing_i_dug_up_a_fossil.png]]]]

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[[quoteright:350:[[VideoGame/AnimalCrossing [[quoteright:350:[[VideoGame/AnimalCrossingNewLeaf https://static.tvtropes.org/pmwiki/pub/images/animal_crossing_i_dug_up_a_fossil.png]]]]
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* ''VideoGame/Persona5'': You can collect sooty clothing items, mostly dropped from enemies. It's given a vague descriptor for the name, and you need to wash it (four items at a time) to turn it into something powerful and usable. Alternatively, there's a shop that will buy sooty clothing for you.
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[[folder:Other Media]]
* ''Manga/Overlord2012'': One omake has Ainz run a tabletop RPG for the Denizens so they can better understand how PunyHumans function. They find five unidentified potions and test them out by drinking them:
** One turns the resident male crossdresser into a girl, which changes nothing since he already looked like one.
** One ages the ReallySevenHundredYearsOld elf by ten years. Again, no difference.
** One will cause the drinker to explode the next time they take fire damage.
** One reduces fire damage, if the drinker uses CallingYourAttacks and they involve saying "love" in some way. The problem is, ''Albedo'' drank it, and she's in MadLove with Ainz. Once again, not much of a change.
** The final potion is [[spoiler:a Coke.]] Ainz' fury at being trolled by the game is such that it triggers his emotion-damping mechanism.
[[/folder]]

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* In ''VideoGame/ToeJamAndEarl'', presents are initially unidentified. Though, since all presents of the same design contain the same item or effect, using one automatically identifies any identical ones (whether in the player's inventory or on the ground). The "man in the carrot suit" is a randomly-appearing [=NPC=] who can identify a present for a few dollars. This is important because one of the effects is the Randomizer, which ''un''identifies all presents and scrambles the design-effect relationships!

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* In ''VideoGame/ToeJamAndEarl'', presents are initially unidentified. Though, since all presents of the same design contain the same item or effect, using one automatically identifies any identical ones (whether in the player's inventory or on the ground). The "man in the carrot suit" is a randomly-appearing [=NPC=] NPC who can identify a present for a few dollars. This is important because one of the effects is the Randomizer, which ''un''identifies all presents and scrambles the design-effect relationships!relationships!
* In ''VideoGame/TheLegendOfZeldaOracleGames'', Magical Rings must be appraised by Vasu the jeweler for 20 Rupees before they can be worn.
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[[quoteright:350:[[VideoGame/AnimalCrossing https://static.tvtropes.org/pmwiki/pub/images/animal_crossing_i_dug_up_a_fossil.png]]]]
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* ''TabletopGame/TheOneRing'': ''Some'' properties of wondrous items can be deduced by {{Player Character}}s. Others, such as the nature of a CursedItem, can only be determined by spending downtime to consult an [=NPC=] Loremaster, such as Elrond or Gandalf.
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* ''VideoGame/{{Angband}}'' and its variants have items start out unidentified: potions, scrolls, wands, staves, jewelry, armor, and weapons.

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* ''VideoGame/{{Angband}}'' and its variants have items start out unidentified: potions, scrolls, wands, staves, jewelry, armor, and weapons. You can identify items safely by magical means, but you can also identify any item by selling them to a shop that buys items of that type. Single- and limited-use items can also be identified by using them on yourself and praying that they aren't harmful. There are also a few artifacts which knowledgeable players can recognize even when unidentified because their base types are unique.
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** Fifth Edition keeps the two standard methods, the ''identify'' spell or studying the item over a short rest.
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Update to refernce cursed item


Whether or not the player can use an item before getting it identified varies -- do you ''really'' want to take the chance that the random glass bottle with purple goop you just picked up turns out to be a HealingPotion and not deadly {{poison|Mushroom}}, or that a shiny-looking sword is actually a useful weapon as opposed to rusty old VendorTrash (or worse, harboring a nasty -- and usually [[StuckItems clingy]] -- {{curse}}?) Some games won't let you use or equip the item at all until its true nature has been identified; others will let you do so at your own peril (but will usually disclose the item's true nature after the fact if you do).

to:

Whether or not the player can use an item before getting it identified varies -- do you ''really'' want to take the chance that the random glass bottle with purple goop you just picked up turns out to be a HealingPotion and not deadly {{poison|Mushroom}}, or that a shiny-looking sword is actually a useful weapon as opposed to rusty old VendorTrash (or worse, harboring a nasty -- and usually [[StuckItems clingy]] -- {{curse}}?) [[CursedItem curse]]?) Some games won't let you use or equip the item at all until its true nature has been identified; others will let you do so at your own peril (but will usually disclose the item's true nature after the fact if you do).
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* In ''VideoGame/{{Onimusha}}: Dawn of Dreams'', whenever you find a treasure box and you can't solve the puzzle, you have the option of simply smashing it open, but then you will simply acquire an "Unknown" item. Once you reach the merchant, he can identify it for you... for a small fee, of course.

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* In ''VideoGame/{{Onimusha}}: Dawn of Dreams'', ''VideoGame/OnimushaDawnOfDreams'', whenever you find a treasure box and you can't solve the puzzle, you have the option of simply smashing it open, but then you will simply acquire an "Unknown" item. Once you reach the merchant, he can identify it for you... for a small fee, of course.
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In some {{Role Playing Game}}s (and {{Roguelike}}s in specific), a DungeonCrawling party may obtain items whose exact identities and purposes are a mystery at first -- the characters don't automatically know what these items are supposed to be, and (more importantly) the game doesn't tell the player either; it's labelled as an "unknown" or "unidentified" item or given an extremely generic descriptor like "a red potion" or "[[VideoGame/NetHack a scroll labelled 'FOOBIE BLETCH']]" (as opposed to the usual "Healing Potion" or "Elixir of Life"). The task of divining the true identity of these items is the purpose of ''another'' item, a special skill, or an {{N|onPlayerCharacter}}PC specializing in identification/appraisal/whatever-you-call-it.

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In some {{Role Playing Game}}s (and {{Roguelike}}s in specific), a DungeonCrawling party may obtain items whose exact identities and purposes are a mystery at first -- the characters don't automatically know what these items are supposed to be, and (more importantly) the game doesn't tell the player either; it's labelled as an "unknown" or "unidentified" item or given an extremely generic descriptor like "a red potion" or "[[VideoGame/NetHack a scroll labelled 'FOOBIE BLETCH']]" (as opposed to the usual "Healing Potion" or "Elixir "Scroll of Life").Fireball"). The task of divining the true identity of these items is the purpose of ''another'' item, a special skill, or an {{N|onPlayerCharacter}}PC specializing in identification/appraisal/whatever-you-call-it.

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Elder Scrolls cleanup


* In ''Franchise/TheElderScrolls'' series, a low Alchemy skill prevents the player from determining the properties of alchemical ingredients. In some games, such as ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', ingredients that the player has not used in experiments always have unknown properties. However, tasting the ingredients exposes the player to diluted version of their powers -- as opposed to the stronger powers of potions brewed from these ingredients -- so it's almost always safe to taste them. The worst that might happen is having your health drained by a sliver for five seconds...in a game where you have RegeneratingHealth.

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* In ''Franchise/TheElderScrolls'' ''Franchise/TheElderScrolls''
** Throughout the
series, [[AlchemyIsMagic Alchemical]] ingredients typically have up to four properties which, when combined with other ingredients having at least one of the same properties, will brew into a potion of that property. Having a low Alchemy skill prevents the player you from determining being able to see all of the properties of alchemical ingredients. In some games, such as ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', ingredients that the player has not used in experiments always have unknown available properties. However, tasting the ingredients exposes the player to diluted version of their powers -- as opposed to the stronger powers of potions brewed from these ingredients -- so it's almost always safe to taste them. The worst that might happen is having your health or one of your attributes drained by a sliver slightly for five seconds...a few seconds. (This also leads to the odd habit of [[ExtremeOmnivore eating precious gems, hunks of ore,]] [[OrganDrops raw creature parts]], etc. just to see what effects they might have.)
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' adjusts the system so that ingredients that the player has not used
in a game where you experiments always have RegeneratingHealth.unknown properties. However, tasting the ingredients will still reveal effects, with extremely minor and temporary side effects as the only possible downside.

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divinity examples and moved Po E to ARP Gs


* Scrolls of Wisdom double as PracticalCurrency in ''VideoGame/PathOfExile''. While equippable items need to be identified to use, maps and Strongboxes can be used without doing so, and running an unidentified map gives a boost to item drops. Unidentified items also provide better returns in certain vendor recipes.



* Scrolls of Identification double as PracticalCurrency in ''VideoGame/PathOfExile''. While equipments need to be identified to use, maps and Strongboxes can be used without doing so, and running an unidentified map gives a boost to item drops. Unidentified items also provide better returns in certain vendor recipes.


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* ''VideoGame/DivineDivinity'': Items may be identified either via a passive skill the player must invest skill points into leveling up or paying a merchant a fee to do the job.
* ''VideoGame/DivinityOriginalSin'': Identification requires a magnifying glass and a level of the Loremaster skill appropriate to the item or payment to an NPC with a high enough Loremaster for the service.
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* ''VideoGame/EarthAndBeyond'' allowed miners to extremely rarely find Artifacts inside asteroids. The mined Artifacts were tradeable but unusable, and it was only possible to tell what item rank they were. Once identified they turned into equipable devices but became untradeable. Most were fairly good, but a few were JunkRare. Buying/selling an unidentified Artifact was an expensive game of RussianRoulette.
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This can be {{justified|Trope}} for certain kinds of items, like potion bottles (whose labels may be the only clue as to what's inside), or items that are stored/hidden inside a generic container. Until it's been identified, all the item really does is occupy space in the player's InventoryManagementPuzzle, which (depending on the size of said inventory) may require the player to decide whether it's ''really'' worth lugging around twenty extra pounds of useless inventory in the hopes that it turns out to be more than just VendorTrash, or if it's something they can safely toss out and/or come back for later (without it getting LostForever).

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This can be {{justified|Trope}} for certain kinds of items, like potion bottles (whose labels may be the only clue as to what's inside), or items that are stored/hidden inside a generic container. Until it's been identified, all the item really does is occupy space in the player's InventoryManagementPuzzle, which (depending on the size of said inventory) may require the player to decide whether it's ''really'' worth lugging around twenty extra pounds of useless inventory in the hopes that it turns out to be more than just VendorTrash, or if it's something they can safely toss out and/or come back for later (without it getting LostForever).
[[PermanentlyMissableContent lost]]).
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* The NintendoDS version of ''VideoGame/GloryOfHeracles'' has rusty items which need to be taken to a polisher to make them proper weapons.

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* The NintendoDS UsefulNotes/NintendoDS version of ''VideoGame/GloryOfHeracles'' has rusty items which need to be taken to a polisher to make them proper weapons.
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** The ''VideoGame/BaldursGate'' series is the same. A character's "Lore" skill (based on intelligence and enhanced for some character classes) allows automatic identification of magical items. Cursed items are identified automatically if equipped.

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** The ''VideoGame/BaldursGate'' series is the same. A character's "Lore" skill (based on intelligence and enhanced for some character classes) classes, Bards in particular) allows automatic identification of magical items. Cursed items are identified automatically if equipped.

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* In ''VideoGame/{{ToeJam and Earl}}'', presents are initially unidentified. Though, since all presents of the same design contain the same item or effect, using one automatically identifies any identical ones (whether in the player's inventory or on the ground). The "man in the carrot suit" is a randomly-appearing [=NPC=] who can identify a present for a few dollars. This is important because one of the effects is the Randomizer, which ''un''identifies all presents and scrambles the design-effect relationships!

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* In ''VideoGame/{{ToeJam and Earl}}'', ''VideoGame/ToeJamAndEarl'', presents are initially unidentified. Though, since all presents of the same design contain the same item or effect, using one automatically identifies any identical ones (whether in the player's inventory or on the ground). The "man in the carrot suit" is a randomly-appearing [=NPC=] who can identify a present for a few dollars. This is important because one of the effects is the Randomizer, which ''un''identifies all presents and scrambles the design-effect relationships!



* ''VideoGame/TalesOfPhantasia'' features unidentified items that cannot be used until they are identified by pouring rune potion on them.



* ''VideoGame/{{RuneScape}}'':

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* ''VideoGame/{{RuneScape}}'':''VideoGame/RuneScape'':



* {{Elsword}} has a variant in that all equipments come with four rarity variant the lowest one can be equipped immediately while anything beyond that needs to be identified before equipping, you can slot extra attributes in and/or add elemental effects to it, but you need to identify their bonuses first before equipping it. You do, however, knows what the equipment is before equipping

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* {{Elsword}} ''VideoGame/{{Elsword}}'' has a variant in that all equipments come with four rarity variant the lowest one can be equipped immediately while anything beyond that needs to be identified before equipping, you can slot extra attributes in and/or add elemental effects to it, but you need to identify their bonuses first before equipping it. You do, however, knows what the equipment is before equipping

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