Tempering
Table of contents
Table of contents
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)
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.
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, 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 Minumum |
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 |