Tempering
| Details | |
|---|---|
| Feature type | Equipment enhancement |
| Access | Talk to Doric at Home |
| Location | Home |
| Rules and progression | |
| Requirements | Eligible equipment and pristine copies of the same item in your inventory |
| Cost | 1–5 duplicate items per rank |
| Effects | Improves existing positive equipment bonuses |
| Limits | Standard +4; Elite +6; Mythic +8 |
| Progression | Upgrade one rank at a time |
Tempering improves equipment by consuming additional copies of the same item. Each upgrade raises the selected item's temper rank by one and increases its existing combat bonuses. Upgrades have no random failure chance.
Getting started
Talk to Doric at Home to open Item Tempering. You can also enter ::tempering open while near the station. Stay within eight tiles of the station while selecting or upgrading items.
Bring the item you want to improve and its duplicate copies in your inventory:
- Select the item in the tempering panel.
- Check its tier, next rank, duplicate cost and stat preview.
- Click Temper to +N, then confirm the displayed copy cost to apply the upgrade.
The selected item is kept. Its existing item perks, charges, ammunition and other attached upgrades remain intact. The duplicate copies are permanently consumed.
Duplicate requirements
Each sacrifice must be a pristine copy of the exact same item, including its variant. Copies with item perks, charges, a temper rank, locks, ammunition or other attached state cannot be sacrificed. A tempered copy does not count as several ordinary copies.
The panel shows how many usable copies you have. The selected item is not included in that count. Banked items do not count; move the copies into your inventory first.
Only single, non-stackable items can be upgraded. The next rank must improve at least one equipment bonus. If the upgrade is unavailable, check the panel's message for the reason.
Ranks and costs
Items have one of three tempering tiers. Reaching the item's cap marks it Perfect. The costs below are additional copies; they do not include the item being upgraded.
| Tier | Maximum rank | Copies needed from +0 to the cap |
|---|---|---|
| Standard | +4 | 6 |
| Elite | +6 | 12 |
| Mythic | +8 | 21 |
A Void knight top is Standard, Osmumten's fang is Elite, and a twisted bow is Mythic. Select an item in the panel to see its tier and available upgrades.
| New rank | Copies consumed for this upgrade | Total copies from +0 |
|---|---|---|
| +1 | 1 | 1 |
| +2 | 1 | 2 |
| +3 | 2 | 4 |
| +4 | 2 | 6 |
| +5 | 3 | 9 |
| +6 | 3 | 12 |
| +7 | 4 | 16 |
| +8 | 5 | 21 |
Equipment bonuses
Tempering improves bonuses the item already has. Zero and negative bonuses remain unchanged. It does not add prayer, Undead or Slayer bonuses.
The bonuses below are the total increase at a rank, rather than an extra increase added at each upgrade. Percentage increases are rounded to the nearest whole point, with halves rounded up. Where a minimum increase is listed, use whichever is larger: the rounded percentage or the minimum.
Weapons
- Attack bonuses: +1 to +7 adds 2% per rank, with a minimum increase of the rank plus one point. At +8, the increase is 20%, with a minimum of 10 points.
- Melee and ranged strength: +1 to +7 adds one point per rank. At +8, the increase is 10 points.
- Magic damage: follows the milestones below. Tumeken's shadow has a separate progression.
For example, a weapon with 100 attack bonus and 100 strength bonus has 108 attack and 104 strength at Temper +4.
| Rank | Ordinary weapon magic damage | Tumeken's shadow magic damage |
|---|---|---|
| +1 | No increase | No increase |
| +2–+3 | +1 percentage point | No increase |
| +4–+5 | +2 percentage points | +1 percentage point |
| +6–+7 | +3 percentage points | +1 percentage point |
| +8 | +5 percentage points | +2 percentage points |
Tumeken's shadow's magic-damage increase is applied before its equipment multiplier: three times outside Tombs of Amascut and four times inside the raid.
Armour and shields
Helmets, body armour, leg armour and shields use the armour progression.
| Existing bonus | Increase |
|---|---|
| Defence | 2% per rank, with a minimum of one point per rank; +8 gives 16% with a minimum of 8 points |
| Attack | One point per rank |
| Melee or ranged strength | +1 at +2; +2 at +4; +3 at +6; +5 at +8 |
| Magic damage | No increase |
Accessories
Capes, neck-slot items, gloves, boots, rings and ammunition use the accessory progression. Normal equipment rules still determine whether ammunition contributes to the equipped weapon's bonuses.
| Existing bonus | Increase |
|---|---|
| Attack or defence | 1% per rank from +1 to +7, with a minimum of one point per rank; +8 gives 10% with a minimum of 8 points |
| Melee or ranged strength | +1 at +2; +2 at +4; +3 at +6; +4 at +8 |
| Magic damage | No increase |