Difference between revisions of "Rare item"

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==Description==
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#REDIRECT [[Rarity system]]
''...This is a very rare and interesting version of the item.''
 
 
 
Players may occasionally succeed in creating rare, [[supreme item|supreme]] or even [[fantastic item|fantastic]] items. Tools may be faster, weapons may do more damage, and armour could protect the wearer a bit better. These special items may also be made as you improve on regular items and those rare items may again turn into a supreme or fantastic item. Constructing new items using rare materials may turn the unfinished item into a rare item. Consuming a rare material when improving has a 1/100 possibility to transfer rarity.
 
 
 
A "drum-roll" and visual cue appears when your chance to create or generate a rare item arises.  The visual cue is a green halo which will surround the border of the screen, lasting a fraction of a second.
 
 
 
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.
 
 
 
[[File:rare_items.jpg]]
 
 
 
==Effects==
 
[[Sacrificing]] rare items at an [[altar]] has a high chance to provide 99% [[nutrition]], [[water]] and [[food]]. There is also a chance that sacrificing one of these items will heal you should you be wounded.
 
 
 
{{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 Containers===
 
*[[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 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.
 
*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.
 
 
 
==Notes==
 
*Items have a subtle pulsating graphical effect.
 
*Items sometimes create their own item tree in inventory lists.  Keep an eye out for those which don't!
 
*Some items have a chance to retain their rarity when [[Combine|combining]] with other non-rare items.
 
*Materials may not be put in a [[bulk storage bin]] or [[food storage bin]].
 
*All types of item can become 'rare', but not all of them have advantages coded for them.
 
*Using rare small iron nails does not create a rare wooden fence.
 
 
 
==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]
 
 
 
[[Category:Babel/R]]
 
[[Category:Guides]]
 

Latest revision as of 02:51, 30 January 2017

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