Difference between revisions of "Talk:Rare item"

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'''Rolf Explains rare "drumroll" on Irc'''
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=Rare Functionality=
  
<&Rof> the drumroll when praying<br/>
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I've added in a template of<nowiki> {{confirmed}}</nowiki> to use on this talk page so that we can add this to anything where we've updated the main namespace pages. Also, please keep this tidy by using previous examples as a template. --[[User:Marni|Marni]] ([[User talk:Marni|talk]]) 06:26, 1 February 2013 (CST)
<&Rof> is only when the window appears yes<br/>
 
<Led> what window ?<br/>
 
<&Rof> not always i hope<br/>
 
<&Rof> rarity window<br/>
 
<Syncaidius> happy birthday Rolf<br/>
 
<&Rof> thanks:)<br/>
 
<Led> ahhh so it's a window!<br/>
 
<&Rof> yes<br/>
 
* Rudie (cgiirc@Rizon-DBA37BBB.kgqa1.cht.bigpond.net.au) has joined #wurm<br/>
 
<Led> but its more likely work on short term actions than on long term actions then<br/>
 
* Sincor|Axe goes and build a few more windoes in his house...<br/>
 
<reddd> Rolf, you should make rare coalpiles produce more coal<br/>
 
<RaidSoft> how does that window work though.. I mean do you have a chance during the time the music plays? or is it just 1 chance if you make an action during that time...<br/>
 
<reddd> That would be nice<br/>
 
<Led> if its a lenght of few seconds thats drumroll is played<br/>
 
<GiuseppeP> Rof I listen sound (when I make rare tools or object) when I make a tower guard, but the tower guard doesn't have rare in the name<br/>
 
<Led> silly RaidSoft asking same stuff as I did :P<br/>
 
<RaidSoft> :P<br/>
 
<RaidSoft> the window doesn't guarantee it becomes a rare, I have understood that much, it only gives you a chance to<br/>
 
<%Tich> should have a failed sound as well, then i would know i am just not destined to get a rare item<br/>
 
* Rudie (cgiirc@Rizon-DBA37BBB.kgqa1.cht.bigpond.net.au) Quit<br/>
 
<%jberg> Another idea for rare items is to put an event message when you get the drumroll.<br/>
 
<RaidSoft> but yea, knowing if it's just for any action that just completed or for an action that starts during that time is fairly important..<br/>
 
* Lancelot (~Lancelot@Rizon-7EB01C83.as13285.net) has joined #wurm<br/>
 
<Lancelot> morning wurm<br/>
 
<&Rof> if you start an action during the window you hear a drumroll (usually) and the window is closed<br/>
 
* Alsosmketreez (cgiirc@FA3009C1.2ADAADA3.C83C17BC.IP) Quit (Quit: http://www.mibbit.com ajax IRC Client�)<br/>
 
<Led> so it's action specific event<br/>
 
<Led> one action = one windo <br/>
 
<Led> windows<br/>
 
<%Tich> you do... oh never been in the window then<br/>
 
<Led> hey Tich :D<br/>
 
<Bloodth1rst> i had 3 drumrolls in 3h :(<br/>
 
<Bloodth1rst> such a let down xD<br/>
 
<%Tich> thats 3 more than i've had total<br/>
 
<Led> can i have drumroll sound only without enabling other annoying sounds?<br/>
 
<Joona> no sounds <3<br/>
 
<%Tich> i only switched sound on to hear this drumroll<br/>
 
<RaidSoft> though hearing it doesn't really help then<br/>
 
<Led> ya, smithing for 10 hours straight with sounds can make you angry :P<br/>
 
<RaidSoft> since when you hear it it's already too late :D<br/>
 
<br/>
 
So as I understand it you should hear a drum roll whenever you do an action in the time frame zone in which you can make a rare, Fails included. <br/>
 
--[[User:Axeblade|Axeblade]] 10:01, 23 April 2012 (UTC)
 
  
'''About rare signs''': As far as I've seen there are no extra letters on rare signs. 50QL pointing sign used as example. "[16:54:45] The text is too long. Only 50 letters can be imprinted on this sign." --[[User:Neopherus|Neopherus]] 15:01, 4 May 2012 (UTC)
+
== Rolf Explains rare "drumroll" on Irc ==
 +
{{confirmed}}
 +
'''Link:''' http://pastebin.com/Q7YpwcCN
 +
 
 +
So as I understand it you should hear a drum roll whenever you do an action in the time frame zone in which you can make a rare, Fails included. --[[User:Axeblade|Axeblade]] 10:01, 23 April 2012 (UTC)
 +
 
 +
== Sacrificing ==
 +
{{confirmed}}http://wurmonline.com/forum/index.php?topic=74259.0 - --[[User:Axeblade|Axeblade]] 09:13, 10 May 2012 (UTC)
 +
 
 +
==Item Discussions ==
 +
Individual discussions about specific items.  Please indent using colons (:) when replying and append your signature to the end (<nowiki>--~~~~</nowiki>).
 +
===Signs===
 +
As far as I've seen there are no extra letters on rare signs. 50QL pointing sign used as example. "[16:54:45] The text is too long. Only 50 letters can be imprinted on this sign." --[[User:Neopherus|Neopherus]] 15:01, 4 May 2012 (UTC)
 +
--They have a slight glow at night tho --[[User:Axeblade|Axeblade]] 09:13, 10 May 2012 (UTC)
 +
 
 +
===Saws===
 +
[02:49:37] <Raamkozijn> Rare saw seems to add 1QL to log QL as cap when creating items, in case that wasn't verified yet :)
 +
 
 +
===Rings===
 +
 
 +
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]].

Latest revision as of 08:13, 18 November 2022

Rare Functionality

I've added in a template of {{confirmed}} to use on this talk page so that we can add this to anything where we've updated the main namespace pages. Also, please keep this tidy by using previous examples as a template. --Marni (talk) 06:26, 1 February 2013 (CST)

Rolf Explains rare "drumroll" on Irc

Confirmed and added.

Link: http://pastebin.com/Q7YpwcCN

So as I understand it you should hear a drum roll whenever you do an action in the time frame zone in which you can make a rare, Fails included. --Axeblade 10:01, 23 April 2012 (UTC)

Sacrificing

Confirmed and added.

http://wurmonline.com/forum/index.php?topic=74259.0 - --Axeblade 09:13, 10 May 2012 (UTC)

Item Discussions

Individual discussions about specific items. Please indent using colons (:) when replying and append your signature to the end (--~~~~).

Signs

As far as I've seen there are no extra letters on rare signs. 50QL pointing sign used as example. "[16:54:45] The text is too long. Only 50 letters can be imprinted on this sign." --Neopherus 15:01, 4 May 2012 (UTC) --They have a slight glow at night tho --Axeblade 09:13, 10 May 2012 (UTC)

Saws

[02:49:37] <Raamkozijn> Rare saw seems to add 1QL to log QL as cap when creating items, in case that wasn't verified yet :)

Rings

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? Aeris (talk) 08:47, 29 December 2012 (CST)

My opinion is that we only update where there is a bonus. No ambiguity then. --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. 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. --Marni, Wurmpedia Manager (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.

Marni (talk) 21:28, 16 October 2014 (CEST)

Rare Functionality

Information icon.png
Note: Rare functionality is still not completely understood and is an exciting aspect of the game. Most information listed is only an observation of one or more players rather than confirmed by developers.


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.
  • Pickaxes produce shards/ore of higher quality.
  • Lockpicks break less often and aid picking.
  • Fishing rods receive less damage and have better odds at catching rare fish.
  • Butchering knives increase meat yield and meat quality. Gives a minimum of one meat even from starving creatures.
  • Rare Small anvil, Large Anvil, saws, hatchets, rope tools, 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

Vehicles, mounts and montainers

  • Containers (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 carts move 0.72km.h faster.
  • Horse shoes improve speed. A rare horse shoe gives 0.72km.h extra gain.
  • Saddles improve speed. A rare saddle gives 0.72km.h extra speed.

Other

  • Locks are harder to pick.
  • Yoyos and Puppets succeed more.
  • Fires heat up faster and stay lit longer.
  • Altars receive bonuses to normal effects and alignment during prayers and sermons.
  • Food provides more nutrition.
  • Drinks are more potent.
  • Gems store more favor.
  • Healing items give stronger effects.
  • Signs allow for a few more letters to be carved.
  • Rare rock shards can create whetstones 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 piles 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 clays 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.