Difference between revisions of "Rare item"

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m (Moving individual rare reports to the talk page.  Added a link on the main page to this.)
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''...This is a very rare and interesting version of the item.''
 
''...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.
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Players may occasionally succeed in creating or finding 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 stand a chance to turn into a supreme or fantastic item. Constructing new items using rare materials may, albeit a very small chance, 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.
 
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]]
 
[[File:rare_items.jpg]]
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{{rare}}
 
{{rare}}
  
===Tools===
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===General observations===
*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.
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Rare tools typically receive 10% less [[damage]] during use and provide a small speed boost to action timers, of around 0.1 second. If they're being used to extract raw materials or to create new items (e.g. [[hatchet]], [[shovel]] or [[anvil]]) then there is a chance that the [[quality]] cap for the by-product will be 1 point higher than if a standard item was used. For example, if using a [[pickaxe]] on a [[silver vein]] then you may receive [[ore]] which is one point in quality above your own standard cap.
*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===
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[[Enchantment]]s appear to decrease less over time, and with use, [[lockpick]]s don't break so often and [[fishing rod]]s may catch more rare [[fish]]. The general idea is that whatever the standard item does the rare, supreme or fantastic item does it better.  [[Gem]]s store more [[favour]], [[healing]] items give better effects and [[lamp]]s glow brighter.
*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===
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Looking at [[weapon]]s, these tend to hit harder and faster, while [[armour]] and [[shields]]s protects more and takes less damage. [[:Category:Vehicle|Vehicle]]s may travel faster, up to 0.72km/h, and [[container]]s are harder to [[pick]].  Animal equipment aids with speed boosts (also up to 0.72km/h).
*[[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===
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Some of the many observations not listed here may be found on the this article's [[Talk:Rare_item#Individual_Item_Reports|talk page]].
*[[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]].
 
  
 
==Notes==
 
==Notes==
*Items have a subtle pulsating graphical effect. The pulsating graphic effect is also different colors depending on the rarity: rare items are white, supreme items are blue, and fantastic items are gold.
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*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.
 
*Items sometimes create their own item tree in inventory lists.  Keep an eye out for those which don't!
 
*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.
 
*Some items have a chance to retain their rarity when [[Combine|combining]] with other non-rare items.
 
*Rare materials may not be put in a [[bulk storage bin]] or [[food storage bin]].
 
*Rare 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.
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*All types of item can become 'rare', but not all of them have advantages.
*Using rare small iron nails does not create a rare wooden fence.
 
 
*Using a rare or supreme [[bow string]] to string a bow makes it lose the status and become a normal bow string.
 
*Using a rare or supreme [[bow string]] to string a bow makes it lose the status and become a normal bow string.
  
==External Links==
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==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/ 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/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]
 
*[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]
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*[[Talk:Rare_item#Individual_Item_Reports|Talk page]] with more and comprehensive individual item listings.
 +
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==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]]
 
[[Category:Babel/R]]
 
[[Category:Guides]]
 
[[Category:Guides]]

Revision as of 20:51, 16 October 2014

Description

...This is a very rare and interesting version of the item.

Players may occasionally succeed in creating or finding rare, supreme or even 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 stand a chance to turn into a supreme or fantastic item. Constructing new items using rare materials may, albeit a very small chance, 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.

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 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.


General observations

Rare tools typically receive 10% less damage during use and provide a small speed boost to action timers, of around 0.1 second. If they're being used to extract raw materials or to create new items (e.g. hatchet, shovel or anvil) then there is a chance that the quality cap for the by-product will be 1 point higher than if a standard item was used. For example, if using a pickaxe on a silver vein then you may receive ore which is one point in quality above your own standard cap.

Enchantments appear to decrease less over time, and with use, lockpicks don't break so often and fishing rods may catch more rare fish. The general idea is that whatever the standard item does the rare, supreme or fantastic item does it better. Gems store more favour, healing items give better effects and lamps glow brighter.

Looking at weapons, these tend to hit harder and faster, while armour and shieldss protects more and takes less damage. Vehicles may travel faster, up to 0.72km/h, and containers are harder to pick. Animal equipment aids with speed boosts (also up to 0.72km/h).

Some of the many observations not listed here may be found on the this article's talk page.

Notes

  • 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.
  • 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 combining with other non-rare items.
  • Rare 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.
  • Using a rare or supreme bow string to string a bow makes it lose the status and become a normal bow string.

External links

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.