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Tempering

Table of contents

Table of contents
  1. Introduction
  2. Known issues
  3. Temper Tiers
  4. Degrade Rules
    1. Armor Type
    2. Armor Material
    3. Weapon Material

Introduction

Both Armor and weapons within wildlander make tempering your equipment relevant.

The higher the temper on the weapon, the more damage it does.

The higher the temper on the Armor, the more protection it does.

Tempering is shown in your inventory with a Tier description and a health number in brackets. ( currently disabled in 1.1.11 - but will be returning in next version)

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You can temper/repair your own weapons with your smithing skills at the grindstone, and armor at the armor workbench. You can also ask the blacksmiths to “upgrade your equipment”. In order to repair your damaged weapons and armor back to “standard” temper, you need to have the perk for the material the piece is made from and sufficient skill in smithing. The Minimum skill to enable tempering is 15 smithing. If your smithing skill is lower than this, then you cannot temper at all. Likewise if your only just have enough skill to “unlock” a material perk, you might not be able to temper it until you improve your skills. This is especially the case with “found gear” as it can already come pre-tempered (up to just below High-grade).

Iequip icons on your UI can be edited to give a visual representation of how close your weapon is to dropping a temper tier.

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Known issues

SkyUI group hotkeys not working after weapon is tempered

This is caused by a mod conflict - For this function to work properly, you need to disable (from MO2) the mod “Improvement Names Customized SSE”. Simply untick this mod in MO2, it is in the left side.

What this will do

  • Allow tempered weapon / armor groups to work.
  • re-enable tempered descriptions (e.g Well-made)

What it will not do

  • Keep items in groups when you temper or they degrade - you will simply need to re add them to the group.
  • Show the “numeric” health of the weapon/armor

Temper Tiers

Temper tiers is based on the % health of your item, when compared to a newly crafted weapon at 100% health. Unless you are willing to utilize spell research to craft fortify Smithing potions (from elixers), and have specific smithing gear enchanted with fortify smithing, and are at 100 Smithing skill - you should not expect masterwork or legendary temper tiers .

Low% High% Label Damage/protection of item
0 20 Ruined Item Has No Damage/Armor
21 40 Broken 20% of base
41 60 Damaged 40% of base
61 80 Chipped 60% of base
81 95 Blemished 80% of base
95 100 Normal Base
101 210 Well Made 0-11 Bonus Damage/Armor
211 330 High Grade 12-23 Bonus Damage/Armor
331 450 First Rate 24-35 Bonus Damage/Armor
451 570 Exquisite 36-47 Bonus Damage/Armor
571 690 Master Work 48-59 Bonus Damage/Armor
700 Onwards Legendary 60 Bonus Damage/Armor Minimum

How do you improve Temper tiers that you can do?

  • Improve your skill.
  • Pick up the smithing perk for the materiel you are working with.
  • Use Elixirs of fortify smithing & enchanted gear.
  • have the advanced & legendary blacksmith perks.

Degrade Rules

  • On hit a random piece of armor is degraded.
  • Shields only degrade when blocking
  • Weapons degrade on contact with anything (not just enemies).
  • Daedric Artifact do not degrade.
  • The better the materiel the slower it degrades
  • Durability loss for weapons is calulated by the base Weapon hit 0.2% or power attack hit of 3% multiplied by the Weapon materiel table below.
  • Durability loss for armor is calulated by the Armor type Multiplied by 0.2% Weapon hit multiplied by the Armor materiel table below.

E.g Hide cuiass

  • 1(light armor) * 2.5(Animal Hide) * 0.2% = 0.5% Durability loss per standard attack

E.g Orcish Weapon

  • 1.3(Orcish) * 0.2% = 0.26% Durability loss per standard attack
  • 1.3(Orcish) * 3% = 3.9% Durability loss per Power attack

Armor Type

Materiel Multiplier
Light 1
Heavy 0.7

Armor Material

Materiel Multiplier
Missing Material 2.5
Forsworn 2.5
Animal Hide 2.5
Hide 2.5
Studded 2.5
Imperial Studded 2.3
Imperial Light 2.3
Dawnguard 2.1
Vampire 2.1
Falmer Hardened 1.85
Leather 1.8
Bear Stormcloak 1.8
Thieves Guild 1.6
Chitin Light 1.6
Elven 1.6
Scaled 1.3
Elven Gilded 1.1
Thieves Guild Leader 1
Stalhrim Light 0.9
Glass 0.85
Dragonscale 0.8
Nightingale 0.8
Iron 2.5
Iron Banded 2.5
Imperial Heavy 2.3
Steel 2
Bonemold 1.9
Falmer Heavy 1.85
Dwarven 1.75
Steel Plate 1.6
Nordic 1.6
Blades 1.6
Orcish 1.3
Ebony 1
Stalhrim Heavy 0.9
Dragonplate 0.85
Daedric 0.8

Weapon Material

Materiel Multiplier
Draugr 2.5
Iron 2.5
Falmer 2.5
Imperial 2.2
Steel 2
Elven 1.9
Dwarven 1.75
Nordic 1.6
Orcish 1.3
Ebony 1
Stalhrim 0.9
Glass 0.85
Daedric 0.8
Dragonbone 0.8