Reading before touching
Detect Hidden tells you a chest has a trap. Item Identification then reveals a Poison layer. You now know that its special neutralization uses Poisoning; simply picking the lock is not the same as removing the trap.

Knowledge · Skill guide
Identifies item properties and reveals the family of signed traps when the skill is close enough to that layer’s tier requirement.
Recommended activities for Item Identification at each skill range.
View the training tableExamine supported items and identify what kind of trap you are dealing with. Knowing the trap type helps you choose the right skill before trying to disable it.
Maximum skill: 100. This skill has no active Power Scroll. It cannot train beyond 100 under the current rules.
Which value counts? These numbers use the effective skill: the value after applicable skill bonuses or penalties. This can differ from your trained base value. Bless changes your stats; it does not directly add trained skill points.
If a step says to use a skill, open your character window, choose Skills and use the button beside that skill. If it says to use a tool, double-click the tool in your backpack. Passive benefits work automatically.
Read the conditions above each table. A percentage may describe a chance, a damage component or a multiplier: those are different things. The other values stay fixed unless the table says otherwise.
What the skill affects: These numbers use the effective skill: the value after applicable skill bonuses or penalties. This can differ from your trained base value. Bless changes your stats; it does not directly add trained skill points.
An item that supports ordinary identification. Signed-trap family revelation also has its own tier threshold.
| Effective skill | Chance |
|---|---|
| 80 | 80% |
| 90 | 90% |
| 100 | 100% |
For a signed trap, trained base Item Identification must be above the layer’s requirement minus 20, with a minimum threshold of 20. For example, requirement 100 has a zero-chance boundary at 80; the first possible check is above 80. Discovery by Detect Hidden is required first, and the tier-based roll can still fail. This skill adds no general damage bonus.
Detect Hidden tells you a chest has a trap. Item Identification then reveals a Poison layer. You now know that its special neutralization uses Poisoning; simply picking the lock is not the same as removing the trap.
One recommended activity for each skill range, with a short note on what you need.
Before you start: set Item Identification to Up and leave room under the shared 720-point total. Set an unwanted skill to Down if the total is full.
NPC training: when the trainer listed for this skill offers a lesson, the fixed price is 300 gold and the lesson can reach 50.0 if both the individual and total caps have room.
Training area: supported Academy actions receive 5× normal gain through 80.0. An action still needs to run a real skill check; the Academy bonus cannot make an automatic or blocked action train.
Repeat the single activity listed for your level. These are practical training choices; the ranges are recommendations, not new unlock requirements.
| Your skill | What to repeat | Quick note |
|---|---|---|
| 0.0–50.0 | Jeweler lesson | Optional NPC lesson; 300 gold when offered and room under your caps. |
| 50.0–80.0 | Identify a supported equipment item | Use an identifiable item or an eligible newly discovered signed-trap layer. |
| 80.0–100.0 | Identify the same supported item | Use an identifiable item or an eligible newly discovered signed-trap layer. |
Signed layers already identified by your character do not repeat their knowledge check. Item Identification stops at 100.0. Use the active skill directly; opening a trap gump is not training.
Against a signed trap, Detect Hidden reveals presence and tier while Item Identification reveals whether it is Mechanical, Poison or Ward. The signed-family roll uses trained base Item Identification above the layer’s tier requirement minus 20 skill points, with the configured minimum and chance limits. Family knowledge tells the rogue which countermeasure is appropriate; the skill has no universal damage multiplier.
Listed amounts describe the stated conditions. Equipment, target rules, damage, healing limits and other effects can change the final result. An example of a chance is never a promise of the same outcome on every attempt.