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Rarity system

1,170 bytes added, 07:28, 4 October 2023
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[[CDB|Main]] / [[:Category:Game mechanics|Game mechanics]] / '''{{PAGENAME}}'''
 
== 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;
* '''<span style="color: #4299E0;">Rare</span>'''
** The rare Rare items has have a dark blue font color when held in your inventory, and shimmers shimmer slightly of silver white when on the ground.** The rare Rare items are, as the name suggests, Rarerare. Only a few items turns turn rare, even after attempting to get one for a prolonged time.
* '''<span style="color: #00FFFF;">Supreme</span>'''
** The supreme Supreme items has have a light blue (cyan) font color when in inventory, and shimmers of silver shimmer blue when on the ground** This is the intermediate rarity, and while it's rarer than Rare rare items, it's not unheard of.
* '''<span style="color: #FF00FF;">Fantastic</span>'''
** The fantastic Fantastic items has have a pink font color when in your inventory, and shimmers excessively of shimmer 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 plays 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. Your event text will say ''You have a moment of inspiration''. Players often call this event an MOI, a rare roll, or a drumroll.  [[File:drumroll.jpg|300px|Moment of inspiration/drumroll visual effect]] When you successfully turn an item rare, the text in your inventory will change color.
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.
[[File: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.
== 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.
==Notes==
* The improvement that a rare (or better) status grants varies extremely per item type.
* 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.
* Premium accounts have an added bonus to the creation of rare, supreme , and fantastic items over non-premium players. * 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.* Rare items, both materials and finished items , can be protected from damage by keeping them in an inventory, merchant, bank, [[small magical chest]], or [[large magical chest]].
* 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.* Any rarity on tool and weapon heads or (including blades and spear heads tips) will transfer over to the completed item.* Any rarity on [[fragments]] will transfer over to the completed item .* Rarity of [[ore]] will transfer to a [[metal lumps|metal lump]] when combinedsmelted.* A moment of inspiration while improving has a small chance to turn an item into a rare, supreme or fantastic.* Adding a rare material to an item with 3+ parts has a chance of 1/#parts of turning rare.* Improving an item with a rare material has a 1/100 chance to transfer the rarity. * Moments of inspiration (rare rolls) do not produce rare crops while harvesting, however there is a 1 in 4 chance of discovering a [[Treasure hunt | Treasure map]] while harvesting or tending. It is also believed that a moment of inspiration during a harvest action may increase the chance at a higher yield during that single action.
{{rare}}
=== Sacrificing ===
When you [[Sacrificesacrifice]] the item at the altar of your god, you will be granted 99% Nutritionnutrition, food, Food and Waterwater. If you have any wounds, one of them will also be healed completely, regardless of severity.*If the item is Supremesupreme, you will also get a ''random'' skill tick. *If the item is Fantasticfantastic, the same as Supreme you will occur also get a skill tick, but on a much larger scale, being 10x the increase that one than a supreme item would give.
*'''Note''': [[Unidentified fragment|fragments]] with rarity do not give these bonuses, as they are not completed items.
=== Raw Materials ===
This includes anything you use up to create something else, examples being [[Sandsand]], [[Dirtdirt]], [[Planksplanks]], [[Nailsnails]] 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.
=== Tools and Toolbelts ===
Rare tools typically receive less damage during use and enchantments, such as [[Circle of Cunningcunning]] and [[Wind of Agesages]], decrease less over time. Damage reduction from use stacks with the reduction coming from oakenwood and steel materials.
*Rare: 10% damage reduction from use. Five times less likely to lose an enchant level on use per [https://forum.wurmonline.com/index.php?/topic/157432-valrei-international-035/ this announcement].
=== Gathering Tool Specifics ===
Tools that are used to gather resources - for example [[Shovelshovel]] or [[Pickaxepickaxe]], get 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 cap of the resource. Only applicable to mining.* The rarity of your tool. Rare grants 1.5 additional QL at low QL levels, Supreme supreme and Fantastic fantastic more so.* Note: The additional QL bonus ''can and will'' be above your skill level.
=== Boats ===
==== Rarity and speed bonus of boats ====
: You have a Fantastic fantastic [[Sailing sailing boat]], which can hold 5 total players, the commander and 4 passengers.
:: [_] = Empty Slot<br>
: 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 Armour ===
Armor Armour 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 armour type. It has also been shown to increase the glace glance rate when compared to normal, non-rare, armorarmour.
=== Weapons ===
Weapons that turn rare, supreme, or fantastic are granted extra damage upon each increased critical strike chance on hit. There have been no numbers published  * Rare: 10%* Supreme: 30%* Fantastic: 50% This is a modifier on the exact bonusdefault critical strike chance (usually 0-2%). Critical hits are enabled in PvE combat and deal 150% of the original damage.
=== Horse Shoes ===
==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.
* [https://forum.wurmonline.com/index.php?/topic/94002-rare-raw-resource-to-rare-refined-item/&do=findComment&comment=945189|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 [[Faith_bonus#Deed_Faith_Bonus|village faith creation bonus]]. 
[[Category:Game mechanics]]
[[Category:Babel/R]]

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