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Rare item

3,809 bytes removed, 18:51, 29 January 2017
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==Description==''...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.*[#REDIRECT [Ships]] sail faster, still capped at their maximum.*[[CartRarity system]]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}}
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