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Rarity system

1,815 bytes added, 15:25, 22 December 2016
Minor layout improvements, added universal rarity notes, added external links and developer comments from "rare item" page.
[[File:Fantasitc_Item.png]]
 
==Notes==
* The improvement a rare (or better) status grants varies extremely per item type. There is no other way to describe it. There are a few rules to the madness, though.
* Items have a subtle pulsating graphical effect. The pulsating graphic effect is also different colors depending on the rarity: rare items are white, supreme are blue, and fantastic items are gold.
* Some items have a chance to retain their rarity when combining with other non-rare items.
* Rare, supreme and fantastic materials may not be put in a bulk storage bin or food storage bin.
* All types of item can have 'rarity', but not all of them have advantages.
* Using a rare, supreme or fantastic bow string to string a bow makes it lose the status and become a normal bow string.
{{rare}}
=== Sacrificing ===
There is one universal rule for how rare items perform - when you [[Sacrifice]] the item at the altar of your god, you will be granted 99% Nutrition, Food and Water. If the item is Supreme, you will also get a ''random'' skill tick. If the item is Fantastic, the same as Supreme will occur but on a larger scale, reportedly being 10x the increase that a supreme item would give.
There is one universal rule for how rare items perform - when you [[Sacrifice]] the item at the altar of your god, you will be granted 99% Nutrition, Food and Water. If the item is Supreme, you will also get a ''random'' skill tick. If the item is Fantastic, the same as Supreme will occur but on a larger scale, reportedly being 10x the increase that a supreme item would give.
Further, the improvement a rare (or better) status grants varies extremely per item type. There is no other way to describe it.
There are a few rules to the madness, though.
=== Raw materials Materials ===
This includes anything you use up to create something else, examples being [[Sand]], [[Dirt]], [[Planks]], [[Nails]] and so on.
'''TO BE CONTINUED'''
 
==External links==
*[http://forum.wurmonline.com/index.php?/topic/59948-rare-item-reports/ Rare Item Reports on the Wurm Forum]
*[http://forum.wurmonline.com/index.php?/topic/59948-rare-item-reports/page__st__20#entry592357 Manny explains rare item timer and effects of rare items]
*[http://forum.wurmonline.com/index.php?/topic/94002-rare-raw-resource-to-rare-refined-item/?p=945189 Rolf explains possible rare creation improving with rare materials]
*[[Talk:Rare_item#Individual_Item_Reports|Talk page]] with more and comprehensive individual item listings.
 
==Developer comments==
* When rare items were introduced players were told "You get approximately 1 chance of 50% each hour to create a rare item." What this actually means to game play is unknown. The odds of creating a rare seem to be much higher than improving an item and making it rare.
* 14th January 2014, Rolf: There is already a chance that using rare materials transfer to the thing you create or improve. Consuming a rare material when improving has a 1/100 possibility to transfer rarity. When improving or polishing a drum roll doesn't always mean rarity. The window is 20 seconds plus up to 10 of village faith creation bonus.
[[Category:Babel/R]]
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