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.''
 
 
 
Rare items were introduced in an update, Thursday, 29 March 2012.
 
 
 
Players may occasionally succeed in creating rare, [[supreme item|supreme]] or even [[fantastic item|fantastic]] items. These tools are faster, weapons do more damage, and armour protects a bit better. This may also happen as you improve or polish items and rare items may turn into even rarer items. Constructing new items using rare materials may turn the unfinished item into a rare item. Rare guard towers spawn more guards, for instance. More functionality will be added over time.
 
 
 
Generally you should hear a "drum-roll" when a chance of creating a rare comes up.  (Fishing is one exception to this; there may be others)
 
 
 
When rares were introduced, we 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.
 
 
 
[[File:rare_items.jpg]]
 
 
 
==Effects==
 
[[Sacrificing]] rares gives 99% [[nutrition]], [[water]] and [[food]]
 
 
 
===Tools===
 
*Rare tools go faster. For example, a 57.41 ql whetstone had a 12 second use while a rare 57.41 ql whetstone took 11.9 seconds.
 
*[[Lockpick]]s break less and aid picking
 
*[[Fishing rod]]s dmg less and have better odds at rare fish
 
*[[Butchering knife|Butchering knives]] increase [[meat]] yield and item ql
 
*Rare [[grooming brush]]es take 12.5% less damage
 
*A rare [[Small anvil]] increases ql of the product
 
*[[Saw]] increases the QL cap (normally limited by the material QL) by 1 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===
 
*Containers (including boats) are harder to pick
 
*[[Ships]] sail faster (up to max so good only for fewer people)
 
*[[Cart]]s move faster
 
*[[Horse shoe]]s improve speed, a rare horse shoe gives 0.01km.h extra gain (only tested at 70ql)
 
 
 
===Other===
 
*[[Lock]]s are harder to pick.
 
*[[Yoyo]]s and [[Puppet]]s succeed more
 
*Fires heat up faster and stay lit longer.
 
*[[Altar]]s get bonus to normal affects and alignment during prayers and sermons
 
*[[Food]] gives more nutrition
 
*Drinks are more potent
 
*[[Gem]]s store more favor
 
*Healing items has better effect
 
*[[Sign]]s have a few more letters
 
*Rare [[rock shard]]s can create [[whetstone]]s with slightly higher QL than the shard
 
*A rare [[toolbelt]] has 1 more slot than the equivalent normal [[toolbelt]]
 
 
 
==Notes==
 
*Rare items, graphically, have a pulsating effect added.
 
*Sometimes rare items create their own categories in inventory lists. For example, if you have 5 longswords in a pile, and 2 are rare, you would see longsword (3x) and rare long sword (2x). Other times, items like sprouts for example, will all appear under the regular sprouts category. This has been said to be true for logs as well.
 
*Rare items can be combined into larger weights, for items that can normally combined (make sure the active item is at the top of the list), but this seems to usually cause the rare status to disappear.
 
*Rare materials may not be put in a [[bulk storage bin]].
 
*Rare ore has been seen to make rare lumps.
 
*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]
 
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Latest revision as of 02:51, 30 January 2017

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