Difference between revisions of "Rare item"
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*A rare [[Small anvil]] increases ql of the product | *A rare [[Small anvil]] increases ql of the product | ||
*[[Saw]] increases the QL cap (normally limited by the material QL) by 1 QL | *[[Saw]] increases the QL cap (normally limited by the material QL) by 1 QL | ||
+ | *[[Rug]]s gain more skill (somewhere between 10 and 20% higher) | ||
===Weapons and Armor=== | ===Weapons and Armor=== |
Revision as of 04:47, 21 November 2012
Contents
Description
...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 or even 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.
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.
- Lockpicks break less and aid picking
- Fishing rods dmg less and have better odds at rare fish
- Butchering knives increase meat yield and item ql
- Rare grooming brushes 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
- Rugs gain more skill (somewhere between 10 and 20% higher)
Weapons and Armor
- Rare weapons hit harder.
- Rare armor protects more.
- Arrows hit harder and miss less
- Bows 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)
- Carts move faster
- Horse shoes improve speed, a rare horse shoe gives 0.01km.h extra gain (only tested at 70ql)
Other
- Locks are harder to pick.
- Yoyos and Puppets succeed more
- Fires heat up faster and stay lit longer.
- Altars get bonus to normal affects and alignment during prayers and sermons
- Food gives more nutrition
- Drinks are more potent
- Gems store more favor
- Healing items has better effect
- Signs have a few more letters
- Rare rock shards can create whetstones 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
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