Tempering
| Details | |
|---|---|
| Feature type | Account equipment enhancement |
| Access | Talk to Doric at Home |
| Location | Home |
| Rules and progression | |
| Requirements | Eligible equipment and pristine members of the same item family in your inventory |
| Cost | 1–5 duplicate items per rank |
| Effects | Improves existing positive equipment bonuses for every copy you equip |
| Limits | Standard +4; Elite +6; Mythic +8 |
| Progression | Upgrade one account-family rank at a time |
Tempering improves equipment by consuming duplicate items to raise an account-wide level for an item family. Every copy you equip uses that family's account level, up to the individual item's tier cap. 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 upgrading items.
Bring an eligible item and usable duplicates in your inventory:
- Select the item in the tempering window.
- Check the family's current account level, the selected item's tier and cap, the duplicate cost and the stat preview.
- If the item still carries an old Temper level higher than your account's, use Move Temper +N to account first, then review the updated level.
- Click Temper to +N, then click the confirmation showing the copy cost.
The selected item is kept. Its item perks, charges, ammunition and other attached upgrades remain intact. The listed duplicates are permanently consumed. The window also lists the Temper families you have already raised.
Account levels and item families
Your Temper level stays with your account when you trade, move, store or use an item in a recipe. A buyer uses their own account level when equipping the item.
Some charged, uncharged, ornamented and upgraded versions share one family. For example, the Trident of the seas forms share a level, and the Craw's bow / Webweaver bow family shares a separate level. Other items have their own individual families. Do not assume that similarly named items share Temper.
Each member still has its own cap. A family can contain both Elite and Mythic equipment: an Elite member applies at most +6 even if the account family has reached +8. To raise the family beyond +6, select a Mythic member and use eligible Mythic sacrifices.
Existing tempered items
Old item Temper moves onto your account when it raises that family's account level. The old attribute is then removed from that item. This happens for carried inventory and equipped items on login, when equipping an item, or through the tempering station. Banked items must be taken out before they can be absorbed.
An old copy whose level is equal to or below your account level keeps its item Temper. It can still raise another account's level. This does not add levels together: an old +4 item raises an account from +2 to +4.
Items removed from the eligible roster keep their absorbed legacy level, but cannot be tempered further. Select the item to check its status.
Duplicate requirements
Sacrifices must be pristine, single items from the same family. Only the family's accepted sacrifice versions count; a charged or ornamented version that shares your bonuses may still be excluded as a sacrifice. A sacrifice's tier must support the level you are trying to reach.
Copies with item perks, charges, old item Temper, locks, ammunition or any other attached state cannot be sacrificed. A tempered copy does not count as several ordinary copies. Your account's Temper does not make an otherwise pristine duplicate unusable.
The window 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. Repair degraded PvP equipment before using it as the selected item.
Only equipment on the fixed roster can gain new Temper levels. The next level must improve at least one equipment bonus. If an upgrade is unavailable, check the window's message for the reason.
Ranks and costs
Items have one of three tempering tiers. Reaching the selected item's cap marks it Perfect. The costs below are additional copies; they do not include the selected item. They raise the account family once, rather than needing to be paid again for every copy.
| 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 window 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 |