Manbearcat
Legend
In 4E, are drow weapons mundane or are they magical and salvageable? If you disarm the hobgoblin's staff, does he lose his implement for shocking? How do the PCs "know" to spend 10 minutes or not differentiating the useful magical loot from the useless loot that were merely implemental to their owners? What do treasure parcels imply is happening in the fiction, or is it merely uninteresting to the story? I'm curious, because it seems to mirror the hit point self-awareness angle as well.
I think the totality of your answer lies in a simple acknowledgement. 4e, unlike AD&D 2e and 3.x, doesn't willfully attempt to convince its operators to divorce themselves from the metagame, or at least to mask its existence through various means. It embraces it. This is a guiding principle of the scope of its design. With 4e being Heinsoo's D&D, unsurprisingly, 13th Age stridently advocates the same approach. All the various parts, from setting/backdrop to PC build components, can move from mere background color ("say yes") to actual mechanical resolution ("or roll the dice") as is required to properly pace the game and keep everyone engaged in the conflict they are interested in.
To answer your questions:
1) Drow weapons, the ends of general labor and material by drow, are mundane. There is some specific mundane equipment that, while not magical, may have specific (yet mundane) properties that make them superior. The Drow Long Knife is an example; Superior one-handed melee weapon (+ 3, 1d6, 5/10 range, Heavy Blade Group, Heavy Thrown and Offhand Properties. Then there are magical items that are expected to have specific relevance to drow culture (such as a Piwafwi).
2) No, he doesn't lose his ability to shock people if he is disarmed from his staff. The implement keyword means that magic can be channeled through it (requiring proficiency with the implement) and empowered if the implement is magic (such as a + 1). An unmagical implement, unless it is superior (and then it has properties), is merely color mechanically (but perhaps a sign of power or ritual for the owner). However, there are high level magical implements in the game that specifically have At-Will spells stored in them that let the user cast them if he has proficiency (typically as an encounter power).
3) Discerning magic is a straight-forward affair for anyone trained in Arcana (any group will typically have one or more). The character spends a Minor or Standard Action (depending upon what they are trying to identify) and resolves the check mechanically (Moderate or Hard DC depending on what they are doing).
Regarding magic items, it is assumed that a wielder immediately knows the magic properties of a magic item (there is no more procedural ritualizing the "identify item" D&D trope; flapping your arms as a bird or spending hours and pearls). An item with a cursed property, however, will stay hidden until the trigger condition is met. The curse stays until a DIsenchant Magic Item or Remove Affliction ritual is used or something else campaign-specific occurs.
4) Treasure Parcels are a GM-side metagame tool to properly dispense loot to the group such that the expectant wealth/treasure by level balance is maintained. Treasure is a PC build resource in 4e so it is inherent to the expectant balance and is another tool to diversify/bulwark archetype and enrich PCs thematically for in-fiction outcomes (such as a Divine Boon by a pleased deity or an earned martial Alt Advancement exploit after training with someone).
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