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Talk:Rare item

5,755 bytes added, 00:13, 18 November 2022
Undo revision 124686 by Dirk (talk)
Compared a QL70 gold ring and a QL70 rare gold ring. They both gave the same favor when sacrificed and since rings have no other purpose than sacrificing/selling to traders I suppose that a rare ring did nothing. Are items that do nothing put on the wiki or omitted? [[User:Aeris|Aeris]] ([[User talk:Aeris|talk]]) 08:47, 29 December 2012 (CST)
: My opinion is that we only update where there is a bonus. No ambiguity then. --[[User:Marni|Marni]] ([[User talk:Marni|talk]]) 06:26, 1 February 2013 (CST)
 
==Rare Fish==
 
I caught a rare Carp today, however it appears to yield no drum roll nor visual indication that a rare chance is occurring. This was with a Fine Fishing Rod of 50QL, in the event that it somehow makes a difference (I'm unsure if it does). The carp appeared to be a rather hefty weight, coming up for 3.9kg (significantly higher than the average carp), just in-case the rarity of the fish affects its weight. I haven't tested it's nutritional value difference as I don't have any other carps, and if I can I will try and get some villagers to match their nutrition levels and compare normal and rare carp.
[[User:Traslogan|Traslogan]] 02:14, 8 February 2013 (GMT)
 
== Rare pickaxe ==
 
The increased ql of the yield is not a plain +1 any more.
 
I think it depends on at least the mining skill of the user, in my case with 70.88 mining skill i get 72.36 Ql shards, this is a 1.48 increase.
:Agreed, it's not linear but it's around the 1ql mark. Even adds onto the tile's max, so if you're mining a 50ql vein you will get ~51ql ore. --[[User:Marni|Marni, Wurmpedia Manager]] ([[User talk:Marni|talk]]) 23:10, 11 September 2015 (CEST)
 
 
'''How Rarity and Mining Imbue Affect Max Ore QL:'''
 
By Dirk (11/11/22)
 
''Too Long Didn't Read'': The higher your skill, the smaller the bonus is from rarity and mining imbue. All the details are here: https://www.wurmpedia.com/index.php/Talk:Mining#Mining_Bonus_Data_Max_Quality
 
You can use the following equations to find the skill (x) at which you will get a particular max ql of ore (y). Just plug in whatever value for x and solve for y to get the skill you need to obtain that ql ore or vice versa.
 
Rare (no imbue): y=0.5861x+41
 
Supreme (100 imbue): y=0.9187x+7.9445
 
Sorry no corresponding data at this time for supreme (no imbue) or rare (100 imbue).
 
== Adding a rare item to an unfinished item as the last item ==
 
In one case I had a rare sprout and produced a rare fruitpress by adding the sprout as the last item. In another case I had a rare plank and produced a rare shield by adding it as the last item. Pure luck? It's been a good while since I've played last, but since I started again a week ago these 2 rare resources are the only ones I got so far.
 
Is this really a thing or are we just observing the normal rare system at work??? (Dirk 11/18/22)
 
=Individual Item Reports=
==Introduction==
The rare page is getting a little cluttered now so I've decided to summarise what a rare can do for the player and the tools they're using, rather than simply list everything out one-at-a-time. This main page could end up with every single rare item listed eventually - so if we feel a rare property is fit enough to include on the item's page, then please go ahead and add a note to that specific page. I've kept the individual items and the groups that were previously on the rare page and listed them below; feel free to add to them, but let's keep the main page concise.
 
[[User:Marni|Marni]] ([[User talk:Marni|talk]]) 21:28, 16 October 2014 (CEST)
 
{{rare}}
 
===Tools===
*Rare tools timers are 0.1 seconds faster than normal tools. For example, a 57.41 ql regular [[whetstone]] had a 12 second use while a rare 57.41 ql whetstone took 11.9 seconds.
*Rare tools take 10% less damage than normal tools.
*The power of enchantments decreases less with use.
*[[Pickaxe]]s produce [[shards]]/[[ore]] of higher quality.
*[[Lockpick]]s break less often and aid picking.
*[[Fishing rod]]s receive less damage and have better odds at catching rare fish.
*[[Butchering knife|Butchering knives]] increase [[meat]] yield and meat quality. Gives a minimum of one [[meat]] even from starving creatures.
*Rare [[Small anvil]], [[Large Anvil]], [[saw]]s, [[hatchet]]s, [[rope tool]]s, and most other tools increase the quality cap (normally limited by the material quality) of products by up to 1QL. This amount goes down as the QL of the resource goes up and becomes negligible at very high QL.
 
===Weapons and armor===
*Rare [[weapon]]s hit harder.
*Rare [[armor]] protects more.
*[[Arrow]]s hit harder and miss less.
*[[Bow]]s hit harder and miss less.
*[[War machines]] do more damage.
 
===Vehicles, mounts and montainers===
*[[Container]]s (including boats) are harder to pick.
*[[Ships]] sail faster, still capped at their maximum. A rare ship will have an increase in speed as if there were another passenger on board.
*[[Large cart]]s move 0.72km.h faster.
*[[Horse shoe]]s improve speed. A rare horse shoe gives 0.72km.h extra gain.
*[[Saddle]]s improve speed. A rare saddle gives 0.72km.h extra speed.
 
===Other===
*[[Lock]]s are harder to pick.
*[[Yoyo]]s and [[Puppet]]s succeed more.
*Fires heat up faster and stay lit longer.
*[[Altar]]s receive bonuses to normal effects and alignment during prayers and sermons.
*[[Food]] provides more nutrition.
*[[Beverages|Drinks]] are more potent.
*[[Gem]]s store more [[favor]].
*[[Healing]] items give stronger effects.
*[[:Category:Signs|Signs]] allow for a few more letters to be carved.
*Rare [[rock shard]]s can create [[whetstone]]s 1 quality higher than the shard quality.
*A rare [[toolbelt]] has 1 more slot than the regular equivalent.
*Rare [[lye]] can create leather 1 quality higher than the hide. Supreme lye makes leather 3ql higher than the hide.
*Rare ores smelt into rare lumps.
*Rare [[charcoal pile]]s will produce a random number of rare [[tar]], [[ash]] and [[charcoal]].
*Rare [[Guard tower]] will spawn 1 Extra [[tower guard]] based on QL up to 5. (QL 40 gives 5 guards)
*Combining two rare [[clay]]s yields still rare clay.
*Rare [[Felled Tree]] can create logs 1 quality higher than the [[Felled Tree]] and produce a rare Log as the last to be cut from the trunk.
*Rare [[clay jar]] becomes a rare [[pottery jar]].
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