Rarity system

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Revision as of 15:25, 22 December 2016 by Ronanxx (talk | contribs) (Minor layout improvements, added universal rarity notes, added external links and developer comments from "rare item" page.)
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Introduction

This mystical, magical, system which the developers have been very tight lipped upon how exactly it works creates items of an improved functionality.

There are three classes of item improvements;

  • Rare
    • The rare items has a dark blue font color when held in your inventory, and shimmers slightly of silver when on the ground.
    • The rare items are, as the name suggests, Rare. Only a few items turns rare, even after attempting to get one for a prolonged time.
  • Supreme
    • The supreme items has a light blue (cyan) font color when in inventory, and shimmers of silver when on the ground
    • This is the intermediate rarity, and while it's rare-r than Rare items, it's not unheard of.
  • Fantastic
    • The fantastic items has a pink font color when in your inventory, and shimmers excessively of gold when on the ground.
    • This is the highest rarity one can achieve, and it is excessively rare to spot in the wild.

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" 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.

Rare items.jpg

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.

Supreme item .png

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.

* Fantastic items were introduced in an update, Thursday, 29 March 2012.

Fantasitc Item.png

Notes

  • The improvement a rare (or better) status grants varies extremely per item type. There is no other way to describe it. There are a few rules to the madness, though.
  • 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.
  • Some items have a chance to retain their rarity when combining with other non-rare items.
  • Rare, supreme and fantastic materials may not be put in a bulk storage bin or food storage bin.
  • 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.

Rare Functionality

Information icon.png
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

There is one universal rule for how rare items perform - when you Sacrifice the item at the altar of your god, you will be granted 99% Nutrition, Food and Water. If the item is Supreme, you will also get a random skill tick. If the item is Fantastic, the same as Supreme will occur but on a larger scale, reportedly being 10x the increase that a supreme item would give.


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. Very heavy emphasizing on SMALL.

Gathering Tools

Tools that are used to gather resources - for example Shovel or Pickaxe, gets 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 at the writing moment.
  • 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
[C][S][S][S][_]
So, without any additional players on your boat, you already have got 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.

Armor

Armor 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 armor type. It has also been shown to increase the glace rate when compared to normal, non-rare, armor.

Weapons

Weapons that turn rare, supreme, or fantastic are granted extra damage upon each hit. There have been no numbers published on the exact bonus.

Horse Shoes

Horse shoes that turn rare, supreme, or fantastic will give an added speed bonus.

TO BE CONTINUED

External links

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.