Artifact examination
Artifact examination, or artifact inspection, is an Intelligencebased task by which you identify unknown artifacts, at a risk of breaking them.
Each artifact has a difficulty, which is a penalty applied to your effective rating for the examination task, and a complexity, which represents the degree of success at the examination task you must achieve in order to fully identify the item.
Your performance at artifact examination is based on a specialized success roll, using an effective rating consisting of your Intelligence attribute plus any applicable modifiers.
Typically, artifacts with a complexity higher than 0 will be unknown and unusable until you identify them.
Items will also be visually concealed with an alternate sprite until they are identified.^{[1]} Items include anything that inherits the base "Item" object, including weapons, equipment, grenades, and other similar "loot" that the player often carries around. Items do not include most furniture and other fixtures, such as the fusion power station  these objects retain their normal sprite even if not yet identified.
Examination rating modifiers
 (artifact difficulty)^{[1]}
 (confusion level)^{[1]}
 20 for Dystechnia^{[2]}
 +5 for Gadget Inspector^{[3]}
 +5 for a telescopic monocle, stacking^{[4]}
 +3 for a powered advanced toolkit, nonstacking^{[4]}
 +2 for a powered wrist calc, nonstacking^{[4]}
 +8 for a micromanipulator array, stacking^{[4]}
 +2 to +4 for sitting in a comfortable chair
The examination roll
The following rules are observed by the final examination roll, after all modifiers are applied.^{[5]}
 The minimum possible effective rating is 5
 The maximum possible effective rating is 35
 A number of successes from 0 to 10 is produced
 There is always at least a 1 in 100 chance of 0 successes
 Any other number of successes is generally possible, with the chance of a given number varying according to your rating
 The general behavior of the roll resembles that of the Action Table used by Gamma World 3rd Edition and the Marvel Super Heroes RPG
Possible results
 If you rolled 0 successes, the Broken effect will be applied to the item. (It will fail to apply if the item is Sturdy.)
 If you rolled 10 successes, the item will be identified regardless of its complexity.
 If you rolled at least as many successes as the item's complexity, it will be identified.
 If you rolled fewer successes than the item's complexity, it will be partially identified, and the name you see for it will usually change (for example, becoming a rifle rather than a strange artifact). In the case of examining modded artifacts, this may also result in having other variants of the item of lesser complexity fully identified.
 If you are Confused, you will always think you broke the item, and it will never be identified, partially or completely. You will only actually break the item if you rolled 0 successes.
Artifacts by Unidentified Appearance
For a list of unidentified artifacts, including their tiles and unidentified names, refer to the Unidentified artifacts page.
Artifacts by complexity
Below is a list of the top 75 artifacts ordered by complexity. To see the full list, visit the Artifacts by complexity page.
 leyline puppeteers (Complexity: 8)
 phase cannon (Complexity: 8)
 psychodyne helmet (Complexity: 8)
 swarm rack (Complexity: 8)
 timecube (Complexity: 8)
 transkinetic cuffs (Complexity: 8)
 dazzle cheek (Complexity: 8)
 nullray pistol (Complexity: 8)
 black mote (Complexity: 8)
 small sphere of negative weight (Complexity: 7)
 spaser rifle (Complexity: 7)
 cathedra with ruby tracery (Complexity: 7)
 psionic sarcophagus (Complexity: 7)
 cathedra with black opal tracery (Complexity: 7)
 cathedra with white opal tracery (Complexity: 7)
 cathedra with sapphire tracery (Complexity: 7)
 highfidelity matter recompositer (Complexity: 7)
 crysteel hand bones (Complexity: 7)
 social coprocessor (Complexity: 7)
 optical multiscanner (Complexity: 7)
 nanoneuro animator (Complexity: 7)
 3D cobblers (Complexity: 7)
 precision nanon fingers (Complexity: 7)
 trihologram bracelet (Complexity: 7)
 nightsight interpolators (Complexity: 7)
 palladium mesh tabard (Complexity: 7)
 highenergy thermo cask (Complexity: 7)
 blast cannon (Complexity: 7)
 linear cannon (Complexity: 7)
 psychal fleshgun (Complexity: 7)
 space inverter (Complexity: 7)
 spaser pistol (Complexity: 7)
 dithermo beam (Complexity: 7)
 highvoltage arc winder (Complexity: 7)
 naser cannon (Complexity: 7)
 )rondure of light (Complexity: 7)
 Templar phylactery (Complexity: 6)
 quantum rippler (Complexity: 6)
 ontological anchor (Complexity: 6)
 regeneration tank (Complexity: 6)
 gate (Complexity: 6)
 grav chair (Complexity: 6)
 hyperbiotic bed (Complexity: 6)
 SprayaBrain (Complexity: 6)
 reprogrammable recoiler (Complexity: 6)
 stasis projector (Complexity: 6)
 biodynamic power plant (Complexity: 6)
 penetrating radar (Complexity: 6)
 geomagnetic disc (Complexity: 6)
 chiral rings (Complexity: 6)
 pointdefense drone (Complexity: 6)
 ninefold boots (Complexity: 6)
 powered exoskeleton (Complexity: 6)
 gas tumbler (Complexity: 6)
 thermo cask (Complexity: 6)
 bloodgradient hand vacuum (Complexity: 6)
 hand rail (Complexity: 6)
 light rail (Complexity: 6)
 lightlock (Complexity: 6)
 pointdefense laser (Complexity: 6)
 micromanipulator array (Complexity: 5)
 glass printer (Complexity: 5)
 norm core mk III (Complexity: 5)
 norm core mk II (Complexity: 5)
 norm core mk I (Complexity: 5)
 fusion pumping station (Complexity: 5)
 fusion power station (Complexity: 5)
 hyperbiotic chair (Complexity: 5)
 metamorphic polygel (Complexity: 5)
 Schemasoft [hightier] (Complexity: 5)
 magnetic core (Complexity: 5)
 onboard recoiler (Complexity: 5)
 gun rack (Complexity: 5)
 reactive trauma plate (Complexity: 5)
 motorized treads (Complexity: 5)
References
This information is reliable as of patch 2.0.201.49. 
