Difference between revisions of "Quality level"

From Wurmpedia
Jump to navigation Jump to search
m
 
m
 
(14 intermediate revisions by 11 users not shown)
Line 1: Line 1:
 
[[CDB|Main]] / '''{{PAGENAME}}'''
 
[[CDB|Main]] / '''{{PAGENAME}}'''
  
Quality is one of the most important statistics in in Wurm. It is measured in QL, Quality Level, in the inventory and in containers.
+
== Description ==
  
It decides how good something is and how well it works. Higher QL is better quality.
+
''Quality level'' (or just ''quality''), ''QL'', is one of the most important statistics in [[Basic Knowledge|Wurm]]. It is shown in various [[inventory|inventories]] and also when [[examine|examining]] an item.
  
== Quality effects ==
+
QL decides how good something is and how well it works.
 +
 
 +
A 1 QL [[item]] would be considered extremely low, 50 QL would be average, and 99 QL would be extremely good.
 +
 
 +
== Effective quality ==
 +
 
 +
[[Damage]] reduces the effective quality of an item. The effective quality can be calculated with ''effective quality = quality * (100 - damage) / 100''
 +
 
 +
An effective QL curve applies to armour, shields, and weapons up to quality 70.
 +
{| class="wikitable sortable"
 +
! Actual QL
 +
! Effective QL
 +
|-
 +
| 1
 +
| 20
 +
|-
 +
| 10
 +
|  34.7
 +
|-
 +
| 20
 +
|  43.6
 +
|-
 +
| 30
 +
|  50.4
 +
|-
 +
| 40
 +
|  56.1
 +
|-
 +
| 50
 +
|  61.2
 +
|-
 +
|60
 +
|  65.8
 +
|-
 +
|70
 +
|70
 +
|-
 +
|80
 +
|80
 +
|-
 +
|90
 +
|90
 +
|-
 +
|100
 +
|100
 +
|-
 +
 
 +
|}
 +
 
 +
 
 +
 
 +
 
 +
== Effects ==
 
'''Higher quality decreases:'''
 
'''Higher quality decreases:'''
* The rate at which items are damaged by use, attack and decay
+
* The rate at which items are [[damage]]d by use, [[attack]], and [[decay]].
* The time it takes to use or to create something with it
+
* The [[time]] it takes to use or to create something.
* The time it takes to heat up an item
+
* The time it takes to heat up an item.
 +
 
 +
'''And increases:'''
 +
* The general performance of the item.
 +
* The quality of the items they produce.
 +
* Chance of success when creating something with them.
  
'''and increases:'''
+
'''Other'''
* The general performance of the item
+
* The legibility of the [[signature]] displayed on the item, starting at 20 QL. Note that not all items have signatures.
* The quality of the items they produce
 
* Chance of success when creating something with them
 
  
== Quality (unique cases) ==
+
== Unique cases ==
 
'''Higher quality increases:'''
 
'''Higher quality increases:'''
* The number of guards in a [[Guard Tower]], there is one every 10 ql. A 24ql tower has 2 guards while a QL 41 tower has 4 guards. A tower will always have 1 guard, but it will not get a second until it passes 20 QL
+
* The number of guards in a [[guard tower]]. There is one guard every 10 QL, so a 24 QL tower has 2 guards while a 41 QL tower has 4 guards. A tower will always have 1 guard but it will not get a second until it passes 20 QL.
* The range and strength of a god's presence around an [[altar]]
+
* The range and strength of a god's presence around an [[altar]].
* The amount food will fill up the hunger bar
+
* The amount [[food]] will fill up the hunger and [[nutrition]] bars.
 
 
== Damage effect on quality ==
 
Damage influences the effective quality on an item.
 
 
 
If an item of 20 quality has 50 damage, it will act like it was 10 quality (50% of the actual quality).  
 
  
 
[[Category:Babel/Q]]
 
[[Category:Babel/Q]]
[[Category:Misc]]
+
[[Category:Game mechanics]]

Latest revision as of 14:22, 11 August 2020

Main / Quality level

Description

Quality level (or just quality), QL, is one of the most important statistics in Wurm. It is shown in various inventories and also when examining an item.

QL decides how good something is and how well it works.

A 1 QL item would be considered extremely low, 50 QL would be average, and 99 QL would be extremely good.

Effective quality

Damage reduces the effective quality of an item. The effective quality can be calculated with effective quality = quality * (100 - damage) / 100

An effective QL curve applies to armour, shields, and weapons up to quality 70.

Actual QL Effective QL
1 20
10 34.7
20 43.6
30 50.4
40 56.1
50 61.2
60 65.8
70 70
80 80
90 90
100 100



Effects

Higher quality decreases:

  • The rate at which items are damaged by use, attack, and decay.
  • The time it takes to use or to create something.
  • The time it takes to heat up an item.

And increases:

  • The general performance of the item.
  • The quality of the items they produce.
  • Chance of success when creating something with them.

Other

  • The legibility of the signature displayed on the item, starting at 20 QL. Note that not all items have signatures.

Unique cases

Higher quality increases:

  • The number of guards in a guard tower. There is one guard every 10 QL, so a 24 QL tower has 2 guards while a 41 QL tower has 4 guards. A tower will always have 1 guard but it will not get a second until it passes 20 QL.
  • The range and strength of a god's presence around an altar.
  • The amount food will fill up the hunger and nutrition bars.