Taste Identification
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Taste Identification (Taste ID) samples consumables to detect poison. The prose is community-derived (paraphrased from the uorenaissance.com skill list plus ServUO behavior) pending field verification; the stats table and skill-check note below are source-verified against ServUO.
What it does
Section titled “What it does”Taste ID lets you sample food, drink, or a potion to find out whether it is poisoned before you consume it — a safety check against Poisoning traps on food. It is a niche skill with limited use outside that specific defensive scenario.
How to use it
Section titled “How to use it”Activate the skill and target the food or drink. A successful roll reports whether it carries poison (and roughly how strong). See poison & status.
How to train it
Section titled “How to train it”Quick start: an NPC Cook/Baker/Alchemist teaches Taste ID up to one-third of its own
skill, capped at 42.0 (Scripts/Mobiles/Normal/BaseCreature.cs, CheckTeach:
baseToSet = ourSkill.BaseFixedPoint / 3) — buy to ~30–42 first.
The method: Use it on a consumable, over and over:
- Low/high skill — taste food or drink repeatedly; any consumable works as a target, so keep a stack of bread or a pitcher handy and spam it. GGS guarantees the slow late points as long as you keep tasting.
See skill gain and using & training skills.
Mechanics & numbers
Section titled “Mechanics & numbers”| Primary stat | Intelligence |
| Secondary stat | Strength |
| Title | Praegustator |
| Mastery skill | No |
| Gain notes | skill-ups can raise Str +0.2, Int +0.8 (per-use stat gain weights) |
From Scripts/Skills/TasteID.cs: the check is CheckTargetSkill(TasteID, food, 0, 100); on
success it reads food.Poison and reports the poison (if any).
Related skills & synergies
Section titled “Related skills & synergies”- Poisoning — the threat Taste ID defends against (poisoned food).
- Cooking / Alchemy — the consumables you might want to verify.
See also
Section titled “See also”Banner icon courtesy of uorenaissance.com.