Rarity tracks how many times you've tried to obtain various rare items like mounts, battle pets, and toys. It will tell you how likely you are to obtain the item, track how long you've been farming for it, and tell you how lucky you've been so far. Although it's mostly used for mounts, battle pets, and toys, it supports pretty much any item, including profession patterns, archaeology projects, and more.

Out of the box, Rarity includes support for every single mount, battle pet, and toy in the game which require some time to farm. It also includes support for some mount-related items like Skyshard, Primal Egg, and Giant Dinosaur Bone. It'll even notice if you mouseover a Mysterious Camel Figurine, plus lots of other stuff. Rarity factors in the size of a typical group when determining probabilities, and can also tell you if you've killed various bosses this week (or day). Holiday just started, and you didn't notice? Rarity will give you a helpful reminder to run those holiday dungeons or daily quests if you still need an item from them.

If Rarity doesn't track something you want to track, you can add it yourself! Just about everything is user configurable.

Curious what math is going on behind the scenes? The author of Bunny Hunter created the original algorithms. He wrote an article about it here. Your chance to obtain an item doesn't increase as you farm it; Rarity is just telling you how lucky you've been so far. It can be remarkably cathartic to see a progress bar move up as you spend hours upon hours trying for that Disgusting Oozeling.

Main features

  • Rarity is primarily an LDB feed with a large tooltip. It can function as either a mini-map icon (you have to turn this on in the options), or as a standard LDB feed (use a display like Fortress, Button Bin, Titan Panel, or Chocolate Bar).
  • Provides a progress bar, which you can toggle by clicking the icon or feed label.
  • Adds info to NPC and item tooltips, showing you if it drops or contains something that Rarity tracks. Rare mobs with a guaranteed drop show which item they drop and if you've defeated them yet.
  • Includes full source info, telling you how to obtain everything Rarity tracks.

Other features

  • Adds an Auto Refresh checkbox to the Group Finder search feature
  • Can automatically add waypoints to TomTom for certain items
  • Uses statistics whenever possible to keep track of attempts
  • Breaks your farming down by session, day, week, and month
  • Looks at your instance locks to see if you've defeated various bosses recently
  • Reminds you if you need to farm a holiday dungeon or daily quest, and hides holiday items that aren't available right now
  • Supports bonus coin rolls
  • Automatically screenshots when you obtain an item
  • Keeps track of rare achievements like Frostbitten and Glorious
  • You can add your own items to track
  • Lets you modify your attempt count without having to edit saved variables
  • Automatically imports data from Bunny Hunter if you're switching

Comments, bug reports, discussion

Help translate Rarity

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Frequently Asked Questions

Click here to read the Frequently Asked Questions. Please read this before requesting support.

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  • Avatar of Allara Allara Mar 10, 2012 at 21:02 UTC - 0 likes

    @Reeb: Go

    Ah, that would make sense. The only way Rarity can detect a project solution is when the Fossil fragment count goes down. I'm afraid there isn't going to be a way around this particular issue at the moment, since I can't depend on projects always consuming more than 15 fragments, nor can I depend on you always getting a different project than you had prior to the solution. There also isn't a good way to correlate a quest turn in with the currency event, and I don't want to be in the business of hardcoding quest IDs in any case.

    Sorry for the inconvenience! Ask Blizzard for an event when a project is solved. :)

    Last edited Mar 10, 2012 by Allara
  • Avatar of Reeb Reeb Mar 10, 2012 at 21:00 UTC - 0 likes

    When you hand in the quest Fun for the Little Ones http://www.wowhead.com/quest=29507 it uses 15 Fossil Archaeology Fragments. Rarity seems to count this as a Fossilized Raptor attempt. Thought i let you know on the off chance it hadn't been reported.

  • Avatar of Allara Allara Dec 31, 2011 at 07:02 UTC - 0 likes

    @pto2: Go

    Those changes were already made in r99. As I said before, try it.

    Settings are saved per character, so you won't have a problem.


  • Avatar of pto2 pto2 Dec 31, 2011 at 06:14 UTC - 0 likes

    @Allara: Go

    So I tracked it down: "item.found" is true in OutputAttempts, so it never prints anything. If I remove that from the if() on line 1790 in Core.lua I get text output. I have found the green wing macaw multiple times so its right that item.found should be true, it just shouldn't stop text output if repeatable is set.

    Also I'm not sure if its saving stats per character but I'm also trying to get a few of these things on 2 characters so it'd be nice if once I found it on one, it didn't assume it to be found on the other (you might be doing this, I didn't look that closely but just a thought if your not).

    Really nice mod overall. Thanks heaps for writing it :D

    Edit: Same for the bar, change "if trackedItem.found then" to "if trackedItem.found and not trackedItem.repeatable then" in UpdateText() and its perfect.

    Last edited Dec 31, 2011 by pto2
  • Avatar of Allara Allara Dec 31, 2011 at 04:17 UTC - 0 likes

    @pto2: Go

    Uh... it doesn't behave that way for me at all. You must have some Lua errors. Please try r99-beta and see if that helps. I've been farming stuff with Rarity all day and it is definitely working. I have never tested the parrot you refer to though. Try another pet, maybe there's an issue with that one.

  • Avatar of pto2 pto2 Dec 31, 2011 at 04:08 UTC - 0 likes

    Just installed rarity and there is no output on loot. Lua errors are on, none show. Tried both with every other mod disabled, and with everything enabled as normal. The stats are updating fine, if I mouse over the minimap icon the figures listed are being updated and are correct so its detecting perfectly. However there is no text output anywhere (tried all the output options) and the bar is always blank and doesn't ever fill up. I've also tried setting the output to different levels like verbose and no change. This is in r97 release (with libs).

    I'm testing by killing the deadmines pirates for greenwing macaw (since I do actually want it). Tried on two different chars. Any ideas?

  • Avatar of Allara Allara Dec 02, 2011 at 00:55 UTC - 0 likes

    @chicknlil25: Go

    You are probably getting a Lua error. Please make a ticket and paste in all the Lua errors you see.

  • Avatar of chicknlil25 chicknlil25 Nov 30, 2011 at 21:57 UTC - 0 likes

    Hello there!

    Been using BunnyHunter and have now made the move to Rarity. On the vast majority of my characters, the import worked flawlessly, but on the two characters I'd really like to track things on, it won't import.

    The import box pops up on login (or reload ui), and while the option to press yes is there, doing so does nothing - the box remains, and won't go away until I press no - and rarity still doesn't show the information about the creatures I've been tracking.

    Any thoughts/suggestions?

  • Avatar of Allara Allara Nov 29, 2011 at 04:05 UTC - 0 likes

    @Zurgzurg: Go

    Nothing has changed in Rarity. Please try reinstalling the addon. That error is originating from a library, not from Rarity's code. Rarity is still functioning properly at this time.

  • Avatar of Zurgzurg Zurgzurg Nov 29, 2011 at 04:01 UTC - 0 likes

    Hey Allara,

    Thought I would share had to reload wow (long story:) But when I logged in for the first time I got this error.

    Message: ...\Rarity\Libs\LibSink-2.0\LibSink-2.0\LibSink-2.0.lua:260: attempt to call global 'CombatText_AddMessage' (a nil value) Time: 11/28/11 19:54:03 Count: 1 Stack: ...\Rarity\Libs\LibSink-2.0\LibSink-2.0\LibSink-2.0.lua:260: in function `func' ...\Rarity\Libs\LibSink-2.0\LibSink-2.0\LibSink-2.0.lua:370: in function <...\Rarity\Libs\LibSink-2.0\LibSink-2.0\LibSink-2.0.lua:356> ...\Rarity\Libs\LibSink-2.0\LibSink-2.0\LibSink-2.0.lua:376: in function `Pour' Interface\AddOns\Rarity\Core.lua:1814: in function `OutputAttempts' Interface\AddOns\Rarity\Core.lua:1904: in function `ScanStatistics' Interface\AddOns\Rarity\Core.lua:1884: in function `ScanExistingItems' Interface\AddOns\Rarity\Core.lua:328: in function `DoEnable' Interface\AddOns\Rarity\Core.lua:280: in function <Interface\AddOns\Rarity\Core.lua:279> (tail call): ? [C]: ? [string "safecall Dispatcher[1]"]:9: in function <[string "safecall Dispatcher[1]"]:5> (tail call): ? ...s\AckisRecipeList\libs\AceAddon-3.0\AceAddon-3.0.lua:543: in function `EnableAddon' ...s\AckisRecipeList\libs\AceAddon-3.0\AceAddon-3.0.lua:636: in function <...s\AckisRecipeList\libs\AceAddon-3.0\AceAddon-3.0.lua:621> [C]: in function `LoadAddOn' Interface\FrameXML\UIParent.lua:263: in function `UIParentLoadAddOn' Interface\FrameXML\UIParent.lua:337: in function `TimeManager_LoadUI' Interface\FrameXML\UIParent.lua:561: in function <Interface\FrameXML\UIParent.lua:536>

    Locals: <none>


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