Four outcomes, not two
An attempt either succeeds, or fails in one of three ways: only the resources lost, one level of downgrade, or the tool broken. Up to level 3, a failure only costs resources.
success · resources · downgrade · break
The Tempering Forge raises a tool by one temper level per attempt, up to the cap of its quality. Each attempt consumes a share of the tool’s recipe. The higher the target level, the likelier a failure, and a failure can lower the temper or break the tool.
An attempt either succeeds, or fails in one of three ways: only the resources lost, one level of downgrade, or the tool broken. Up to level 3, a failure only costs resources.
success · resources · downgrade · breakWhen equipped, it removes a share of downgrades and breaks and turns it into “resources only”. The share is 20% plus 4% per temper level of the ring, so 60% at temper 10.
0.2 + 0.04 × temperAiming at level L costs 10% × L of each ingredient in the recipe, rounded up and never less than one. A broken tool is repaired for 50% of its recipe, but loses a level.
ceil(recipe × 0.1 × L)| Target | Success | Resources only | Downgrade | Break | Split | Cost of an attempt |
|---|---|---|---|---|---|---|
| 1 | 95% | 5% | 0 | 0 | 10% | |
| 2 | 90% | 10% | 0 | 0 | 20% | |
| 3 | 80% | 20% | 0 | 0 | 30% | |
| 4 | 70% | 24.9% | 5.1% | 0 | 40% | |
| 5 | 60% | 25.2% | 14.8% | 0 | 50% | |
| 6 | 50% | 20% | 25% | 5% | 60% | |
| 7 | 35% | 15% | 29.9% | 20.2% | 70% | |
| 8 | 25% | 9.8% | 30% | 35.3% | 80% | |
| 9 | 15% | 5.1% | 26.4% | 53.6% | 90% | |
| 10 | 5% | 0 | 23.8% | 71.2% | 100% |
| Quality | Max temper | Levels |
|---|---|---|
| Common | 3 | |
| Uncommon | 5 | |
| Rare | 7 | |
| Epic | 8 | |
| Legendary | 10 |