Difference between revisions of "Rarity system"
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== Introduction == | == Introduction == | ||
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* Rarity of [[ore]] will transfer to a [[metal lumps|metal lump]] when smelted. | * Rarity of [[ore]] will transfer to a [[metal lumps|metal lump]] when smelted. | ||
* A moment of inspiration while improving has a small chance to turn an item into a rare, supreme or fantastic. | * A moment of inspiration while improving has a small chance to turn an item into a rare, supreme or fantastic. | ||
− | * Adding a rare material to an item with 3+ parts has a chance of 1/#parts of turning rare. | + | * Adding a rare material to an item with 3+ parts has a chance of 1/(# of parts) of turning rare. |
* Improving an item with a rare material has a 1/100 chance to transfer the rarity. | * Improving an item with a rare material has a 1/100 chance to transfer the rarity. | ||
+ | * Moments of inspiration (rare rolls) do not produce rare crops while harvesting, however there is a 1 in 4 chance of discovering a [[Treasure hunt | Treasure map]] while harvesting or tending. It is also believed that a moment of inspiration during a harvest action may increase the chance at a higher yield during that single action. | ||
{{rare}} | {{rare}} | ||
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* [https://forum.wurmonline.com/index.php?/topic/94002-rare-raw-resource-to-rare-refined-item/&do=findComment&comment=945189|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 [[Faith_bonus#Deed_Faith_Bonus|village faith creation bonus]]. | * [https://forum.wurmonline.com/index.php?/topic/94002-rare-raw-resource-to-rare-refined-item/&do=findComment&comment=945189|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 [[Faith_bonus#Deed_Faith_Bonus|village faith creation bonus]]. | ||
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[[Category:Babel/R]] | [[Category:Babel/R]] |
Latest revision as of 02:28, 15 August 2024
Main / Game mechanics / Rarity system
Contents
Introduction
This mystical, magical system creates items of an improved functionality.
There are three classes of item improvements;
- Rare
- Rare items have a dark blue font color when held in your inventory, and shimmer slightly of white when on the ground.
- Rare items are, as the name suggests, rare. Only a few items turn rare, even after attempting to get one for a prolonged time.
- Supreme
- Supreme items have a light blue (cyan) font color when in inventory, and shimmer blue when on the ground
- This is the intermediate rarity, and while it's rarer than rare items, it's not unheard of.
- Fantastic
- Fantastic items have a pink font color when in your inventory, and shimmer gold when on the ground.
- This is the highest rarity one can achieve.
Rare Items
This is a very rare and interesting version of the item.
Players may occasionally succeed in creating or finding rare items. A drum roll plays 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. Your event text will say You have a moment of inspiration. Players often call this event an MOI, a rare roll, or a drumroll.
When you successfully turn an item rare, the text in your inventory will change color.
Supreme Items
This is a supreme example of the item, with fine details and slick design.
Players may occasionally succeed in creating or finding supreme items. A "drum-roll" and visual cue appears when your chance to create or generate a supreme item arises, just like with rare items.
Fantastic Items
This is a fantastic example of the item, with fascinating design details and perfect ideas for functionality.
Players may occasionally succeed in creating or finding fantastic items. A "drum-roll" and visual cue appears when your chance to create or generate a fantastic item arises, just like with rare and supreme items.
Notes
- The improvement that a rare (or better) status grants varies per item type.
- 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.
- Premium accounts have an added bonus to the creation of rare, supreme, and fantastic items over non-premium players.
- Rare, supreme, and fantastic materials may not be put in a bulk storage bin or food storage bin.
- Rare items, both materials and finished items, can be protected from damage by keeping them in an inventory, merchant, bank, small magical chest, or large magical chest.
- 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.
- Any rarity on tool and weapon heads (including blades and spear tips) will transfer over to the completed item.
- Any rarity on fragments will transfer over to the completed item.
- Rarity of ore will transfer to a metal lump when smelted.
- A moment of inspiration while improving has a small chance to turn an item into a rare, supreme or fantastic.
- Adding a rare material to an item with 3+ parts has a chance of 1/(# of parts) of turning rare.
- Improving an item with a rare material has a 1/100 chance to transfer the rarity.
- Moments of inspiration (rare rolls) do not produce rare crops while harvesting, however there is a 1 in 4 chance of discovering a Treasure map while harvesting or tending. It is also believed that a moment of inspiration during a harvest action may increase the chance at a higher yield during that single action.
Rare Functionality
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. |
Sacrificing
When you sacrifice the item at the altar of your god, you will be granted 99% nutrition, food, and water. If you have any wounds, one of them will also be healed completely, regardless of severity.
- If the item is supreme, you will also get a random skill tick.
- If the item is fantastic, you will also get a skill tick, but a much larger one than a supreme.
- Note: fragments with rarity do not give these bonuses, as they are not completed items.
Raw Materials
This includes anything you use up to create something else, examples being sand, dirt, planks, nails and so on. Upon completely consuming the item - through improving with it, or creating an item with it - there is a small chance of its rarity transferring to the item that are being worked on exists.
Tools and Toolbelts
Rare tools typically receive less damage during use and enchantments, such as Circle of cunning and Wind of ages, decrease less over time. Damage reduction from use stacks with the reduction coming from oakenwood and steel materials.
- Rare: 10% damage reduction from use. Five times less likely to lose an enchant level on use per this announcement.
- Supreme: 19% damage reduction from use. Ten times less likely to lose an enchant level on use.
- Fantastic: ??% damage reduction, from use. Fifteen times less likely to lose an enchant level on use.
Toolbelts gain an extra slot per rarity level.
Go here: Talk page for more and comprehensive individual rare item listings.
Gathering Tool Specifics
Tools that are used to gather resources - for example shovel or pickaxe, get a slightly faster timer (0.1 seconds subtracted per rarity level) and provides a higher quality resource upon finishing the action. How much higher is determined by a multitude of factors:
- Your skill. The gains are severely reduced when producing resources over 90 QL
- The QL cap of the resource. Only applicable to mining.
- The rarity of your tool. Rare grants 1.5 additional QL at low QL levels, supreme and fantastic more so.
- Note: The additional QL bonus can and will be above your skill level.
Boats
Each level of rarity adds another "shadow passenger" to the boat, thus making it go faster. The rarity level does NOT overcap the amount of passengers you can have, and you will lose the benefit if you fill the shadow passengers slot with an actual passenger.
Rarity and speed bonus of boats
- You have a fantastic sailing boat, which can hold 5 total players, the commander and 4 passengers.
- [_] = Empty Slot
- [C] = Commander
- [P] = Passenger
- [S] = Shadow passenger
- [_] = Empty Slot
- [C][S][S][S][_]
- So, without any additional players on your boat, you already have 3/4 out of the maximum speed boost you get from passengers.
- If you pick up two passengers, the situation will look like this:
- [C][P][P][S][S]
- This means that you've lost 1/3 of the bonus that the fantastic boat gives since it will not go over the cap on how much speed bonus a boat can get.
Armour
Armour pieces that have been granted the boon of rarity will have additional damage mitigation. Each level of rarity grants another 3% damage mitigation on top of the static mitigation from the armour type. It has also been shown to increase the glance rate when compared to normal, non-rare, armour.
Weapons
Weapons that turn rare, supreme, or fantastic are granted increased critical strike chance on hit.
- Rare: 10%
- Supreme: 30%
- Fantastic: 50%
This is a modifier on the default critical strike chance (usually 0-2%).
Critical hits are enabled in PvE combat and deal 150% of the original damage.
Horse Shoes
Horse shoes that turn rare, supreme, or fantastic will give an added speed bonus.
- Rare: 0.48 km/h speed bonus.
- Supreme: 0.96 km/h speed bonus.
- Fantastic: 1.44 km/h speed bonus.
External links
- Rare Item Reports on the Wurm Forum
- Manny explains rare item timer and effects of rare items
- Rolf explains possible rare creation improving with rare materials
- 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.
- 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.