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Tempering and Repair Kits
Tempering improves a weapon, plate piece, chain piece or shield by one quality grade, up to Superior.
| Tempering rule | Requirement |
|---|---|
| Item rarity | Rare or below |
| Excluded equipment | Legendary, Aetheric, artifact and Sigil pieces |
| Equipped items | Must be unequipped |
| Found equipment | Treated as Standard; can be tempered twice |
| Materials | Half the recipe’s ingots, rounded up |
| Rank | Required rank for the metal |
| Fee | Station fee |
For example, a found Ebony Longsword needs 2 Ebony Ingots and Smithing 70. Tempering improves condition and weight while retaining bonuses. It grants crafting XP without a first-time bonus.
A crafted Repair Kit can repair a weapon or armour piece of the same metal once.
| Kit | Condition restored | Condition ceiling |
|---|---|---|
| Crafted kit below Superior | 25% | 75% |
| Superior or Masterwork kit | 25% | 90% |
| Looted Field Repair Kit | 15% | — |
Once any of your characters has smithed, the Fighters Guild can request kits you made and never sold:
| Recipe tier | Kits requested |
|---|---|
| 1–3 | 3 |
| 4–5 | 2 |
| Above 5 | 1 |
Sources (17)
- src/net/recipeLaw.js
- src/net/professionLaw.js
- src/net/temperLaw.js
- src/net/chainLaw.js
- src/net/craftWritLaw.js
- src/ui/professions/profPages.js
- src/systems/smithItems.js
- src/scenes/worldModes.js
- src/net/alchemyLaw.js
- src/systems/loot/lootRarity.js
- src/net/productRecord.js
- src/systems/tradeModes.js
- src/net/marketLaw.js
- src/net/nodeLaw.js
- src/net/writLaw.js
- src/net/marksLaw.js
- server-account/src/alchemy.js