Difference between revisions of "Rare item"

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''...This is a very rare and interesting version of the item.''
 
''...This is a very rare and interesting version of the item.''
  
Rare items were introduced in an update, Thursday, 29 March 2012.
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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.
 
 
Players may occasionally succeed in creating rare, [[supreme item|supreme]] or even [[fantastic item|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)
 
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.
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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]]
 
[[File:rare_items.jpg]]
  
 
==Effects==
 
==Effects==
[[Sacrificing]] rares gives 99% [[nutrition]], [[water]] and [[food]]
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[[Sacrificing]] rare items at an [[altar]] provides 99% [[nutrition]], [[water]] and [[food]]. There is also a chance that sacrificing one of these items will heal you should you be wounded.
  
There is also a chance that [[Sacrificing]] a rare will heal you if you have any wounds.
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{{rare}}
  
 
===Tools===
 
===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.
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*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 and aid picking
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*[[Lockpick]]s break less often and aid picking.
*[[Fishing rod]]s dmg less and have better odds at rare fish
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*[[Fishing rod]]s receive less and have better odds at catching rare fish.
*[[Butchering knife|Butchering knives]] increase [[meat]] yield and item ql
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*[[Butchering knife|Butchering knives]] increase [[meat]] yield and meat quality.
*Rare [[grooming brush]]es take 12.5% less damage
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*Rare [[grooming brush]]es take 12.5% less damage.
*A rare [[Small anvil]] increases ql of the product
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*A rare [[Small anvil]] increases the quality of the output.
*[[Saw]] increases the QL cap (normally limited by the material QL) by 1 QL
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*[[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)
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*[[Rug]]s gain more skill (somewhere between 10 and 20% higher).
  
 
===Weapons and Armor===
 
===Weapons and Armor===
 
*Rare [[weapon]]s hit harder.
 
*Rare [[weapon]]s hit harder.
 
*Rare [[armor]] protects more.
 
*Rare [[armor]] protects more.
*[[Arrow]]s hit harder and miss less
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*[[Arrow]]s hit harder and miss less.
*[[Bow]]s hit harder and miss less
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*[[Bow]]s hit harder and miss less.
*[[War machines]] do more damage
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*[[War machines]] do more damage.
  
 
===Vehicles, Mounts and Containers===
 
===Vehicles, Mounts and Containers===
*Containers (including boats) are harder to pick
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*[[Container]]s (including boats) are harder to pick.
*[[Ships]] sail faster (up to max so good only for fewer people)
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*[[Ships]] sail faster, still capped at their maximum.
*[[Cart]]s move faster
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*[[Cart]]s move faster.
 
*[[Horse shoe]]s improve speed, a rare horse shoe gives 0.01km.h extra gain (only tested at 70ql)
 
*[[Horse shoe]]s improve speed, a rare horse shoe gives 0.01km.h extra gain (only tested at 70ql)
  
 
===Other===
 
===Other===
 
*[[Lock]]s are harder to pick.
 
*[[Lock]]s are harder to pick.
*[[Yoyo]]s and [[Puppet]]s succeed more
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*[[Yoyo]]s and [[Puppet]]s succeed more.
 
*Fires heat up faster and stay lit longer.
 
*Fires heat up faster and stay lit longer.
*[[Altar]]s get bonus to normal affects and alignment during prayers and sermons
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*[[Altar]]s receive bonuses to normal effects and alignment during prayers and sermons.
*[[Food]] gives more nutrition
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*[[Food]] provides more nutrition.
*Drinks are more potent
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*[[Beverages|Drinks]] are more potent.
*[[Gem]]s store more favor
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*[[Gem]]s store more [[favor]].
*Healing items has better effect
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*[[Healing]] items give stronger effects.
*[[Sign]]s have a few more letters
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*[[Sign]]s allow for a few more letters to be carved.
*Rare [[rock shard]]s can create [[whetstone]]s 1 QL higher than the shard
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*Rare [[rock shard]]s can create [[whetstone]]s 1 quality higher than the shard quality.
*A rare [[toolbelt]] has 1 more slot than the equivalent normal [[toolbelt]]
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*A rare [[toolbelt]] has 1 more slot than the regular equivalent.
*Rare [[lye]] can create leather 1 QL higher than the hide
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*Rare [[lye]] can create leather 1 quality higher than the hide.
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*Rare ores may turn out to produce rare lumps.
  
 
==Notes==
 
==Notes==
*Rare items, graphically, have a pulsating effect added.
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*Items have a subtle pulsating graphical effect.
*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.
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*Items sometimes create their own item tree in inventory lists. Keep an eye out for those which don't!
*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.
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*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]].
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*Materials may not be put in a [[bulk storage bin]] or [[food 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.
 
*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 rare small iron nails does not create a rare wooden fence.

Revision as of 04:23, 1 February 2013

Description

...This is a very rare and interesting version of the item.

Players may occasionally succeed in creating rare, supreme or even 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.

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 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.

Rare items.jpg

Effects

Sacrificing rare items at an altar provides 99% nutrition, water and food. There is also a chance that sacrificing one of these items will heal you should you be wounded.

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.


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.
  • Lockpicks break less often and aid picking.
  • Fishing rods receive less and have better odds at catching rare fish.
  • Butchering knives increase meat yield and meat quality.
  • Rare grooming brushes take 12.5% less damage.
  • A rare Small anvil increases the quality of the output.
  • Saws increases the quality cap (normally limited by the material quality) by 1.
  • Rugs gain more skill (somewhere between 10 and 20% higher).

Weapons and Armor

Vehicles, Mounts and Containers

  • Containers (including boats) are harder to pick.
  • Ships sail faster, still capped at their maximum.
  • 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 receive bonuses to normal effects and alignment during prayers and sermons.
  • Food provides more nutrition.
  • Drinks are more potent.
  • Gems store more favor.
  • Healing items give stronger effects.
  • Signs allow for a few more letters to be carved.
  • Rare rock shards can create whetstones 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 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


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