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Rare item

1,269 bytes removed, 20:51, 16 October 2014
m
Moving individual rare reports to the talk page.  Added a link on the main page to this.
''...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 again 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.
 
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.
[[File:rare_items.jpg]]
{{rare}}
===ToolsGeneral observations===*Rare tools timers are 0.1 seconds faster than normal tools. For example, a 57.41 ql regular typically receive 10% less [[whetstonedamage]] had a 12 second during use while and provide a rare 57small speed boost to action timers, of around 0.41 ql whetstone took 111 second.9 seconds If they're being used to extract raw materials or to create new items (e.*Rare tools take 10% less damage than normal toolsg.*The power of enchantments decreases less with use.*[[Pickaxehatchet]]s produce , [[shardsshovel]]/or [[oreanvil]] of higher quality.*) then there is a chance that the [[Lockpickquality]]s break less often and aid picking.*[[Fishing rod]]s receive less damage and have better odds at catching rare fish.*[[Butchering knife|Butchering knives]] increase [[meat]] yield and meat quality. Gives cap for the by-product will be 1 point higher than if a minimum of one [[meat]] even from starving creaturesstandard item was used.*Rare [[Small anvil]] For example, if using a [[Large Anvilpickaxe]], on a [[sawsilver vein]]s, then you may receive [[hatchetore]]s, [[rope tool]]s, and most other tools increase the which is one point in quality above your own standard cap (normally limited by the material quality) of products by up to 1QL. This amount goes down as the QL of the resource goes up and becomes negligible at very high QL.
===Weapons [[Enchantment]]s appear to decrease less over time, and Armor===*Rare with use, [[weaponlockpick]]s hit harder.*Rare don't break so often and [[armorfishing rod]] protects s may catch morerare [[fish]].* The general idea is that whatever the standard item does the rare, supreme or fantastic item does it better. [[ArrowGem]]s hit harder and miss less.*store more [[favour]], [[Bowhealing]]s hit harder items give better effects and miss less.*[[War machineslamp]] do more damages glow brighter.
===Vehicles, Mounts and Containers===*Looking at [[Containerweapon]]s (including boats) are , these tend to hit harder to pick.*and faster, while [[Shipsarmour]] sail faster, still capped at their maximum. A rare ship will have an increase in speed as if there were another passenger on board.*and [[Large cartshields]]s move 0.72km.h fasterprotects more and takes less damage.* [[Horse shoe:Category:Vehicle|Vehicle]]s improve speed. A rare horse shoe gives may travel faster, up to 0.72km./h extra gain.*, and [[Saddlecontainer]]s improve are harder to [[pick]]. Animal equipment aids with speed. A rare saddle gives boosts (also up to 0.72km./h extra speed).
===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.*[[:Category:Signs|Signs]] 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. Supreme lye makes leather 3ql higher than the hide.*Rare ores smelt into rare lumps.*Rare [[charcoal pile]]s will produce a random number Some of rare [[tar]], [[ash]] and [[charcoal]].*Rare [[Guard tower]] will spawn 1 Extra [[tower guard]] based on QL up to 5. (QL 40 gives 5 guards)*Combining two rare [[clay]]s yields still rare clay.*Rare [[Felled Tree]] can create logs 1 quality higher than the [[Felled Tree]] and produce a rare Log as the last to many observations not listed here may be cut from found on the trunk.*Rare this article's [[clay jar]] becomes a rare [[pottery jarTalk: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 items 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 coded for them.*Using rare small iron nails does not create a rare wooden fence.
*Using a rare or supreme [[bow string]] to string a bow makes it lose the status and become a normal bow string.
==External Linkslinks==
*[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.
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