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.''
 
 
 
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.
 
 
 
[[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}}
 
 
 
===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.
 
 
 
[[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.
 
 
 
Looking at [[weapon]]s, these tend to hit harder and faster, while [[armour]] and [[shields]] protect 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). 
 
 
 
Some of the many observations not listed here may be found on the this article's [[Talk:Rare_item#Individual_Item_Reports|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 [[Combine|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==
 
*[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/94002-rare-raw-resource-to-rare-refined-item/?p=945189 Rolf explains possible rare creation improving with rare materials]
 
*[[Talk:Rare_item#Individual_Item_Reports|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.
 
* 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:Guides]]
 

Latest revision as of 02:51, 30 January 2017

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