Difference between revisions of "Rare item"

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m (Sacrificing rares at an altar gives a high chance to give give 99% in nutrition, water, and food. Every once in a while it doesn't do it, however.)
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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.
 
 
 
A "drum-roll" and visual cue appears when your chance to create or generate a rare item arises. Fishing is one exception to this; there may be others.
 
 
 
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.
 
 
 
[[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 may work slightly faster, as if they were enchanted with [[Wind of Ages]]. For example, a 57.41 ql regular [[whetstone]] had a 12 second use while a rare 57.41 ql whetstone took 11.9 seconds.
 
*[[Lockpick]]s break less often and aid picking.
 
*[[Fishing rod]]s receive less and have better odds at catching rare fish.
 
*[[Butchering knife|Butchering knives]] increase [[meat]] yield and meat quality.
 
*Rare [[grooming brush]]es take 12.5% less damage.
 
*A rare [[Small anvil]] increases the quality of the output.
 
*[[Saw]]s increases the quality cap (normally limited by the material quality) by 1.
 
*[[Rug]]s gain more skill (somewhere between 10 and 20% higher).
 
 
 
===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.
 
*[[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 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.
 
*[[Sign]]s 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 may turn out to produce rare lumps.
 
 
 
==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]
 
{{stub}}
 

Latest revision as of 02:51, 30 January 2017

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