ENCHANTMENT GUIDE
ENCHANTING BASICSThere are a number of benefits to enchanting the various equipment items your character comes across in the world of TERA.
The primary reason to enchant a weapon is to make it stronger. With each enchantment rank, a bonus is added to the Attack and Impact modifiers. For armor items the Defense and Balance modifiers are improved.
The higher the level of the item, the greater the bonus value. The default state for items is an enchantment rank of +0, with the highest rank which can be achieved being +15. An item's enchantment rank is always displayed in front of the item name.
In addition, there are special enchantment effects which can be activated depending on the rank.
Example:
+3 – Activates the effect: “Do 4.5% more damage when you attack small monsters.”
+6 – Activates the effect: “Receive 7% more healing.”
+9 – Activates the effect: “0.2% of your total MP instantly returns when you use a skill.”
But the best effect is unlocked once a weapon is enchanted beyond +7. From this moment on it will start to glow, being surrounded by a glowing aura, which gets ever more pronounced, the higher the item's enchantment rank.
ITEM TYPES AND TIERS
You'll find a lot of items on your way to level cap, but not all of these are suitable for enchantment. With so many items available in TERA, how are you supposed to know which items to enchant and which to leave be?
Firstly, jewelry (rings, earrings and necklaces) along with belts and brooches cannot be enchanted. All other items must have an “Enchantable” tag. Items missing this tag cannot be improved through enchantment.
Once you've chosen a piece of equipment to enchant, you need to pay attention to the weapon's tier. Each item has a minimum character level, a tier and an item level. The tier also plays an important role in dismantling. For example, a tier 4 weapon can only be dismantled into tier 4 feedstock.
HOW TO ENCHANT
Every enchantment is made using the Enchantment interface, which can be opened by pressing “T” on the keyboard.
Each enchantment requires an item to be enchanted, along with feedstock and alkahest of the same tier.
Feedstock can be acquired from quests or by dismantling other items. Alkahest can be obtained as loot from monsters or purchased from NPC merchants.
The amount of alkahest required is determined by the tier of the item to be enchanted. A tier 1 item requires exactly 10+1 alkahest, whilst a tier 5 item needs 10+5 alkahest per attempt.
Gear which has already been enchanted to level +9 or higher require special types of alkahest for the enchantment, including Masterwork Alkahest, Veteran Masterwork Alkahest, Extensive Alkahest and Valuable Alkahest.
However, not every enchantment is successful. There are two possible outcomes: when an enchantment succeeds, the enchantment rank increases. If the attempt fails, nothing changes. The item will never be destroyed, nor lose a rank.
If an enchantment attempt up to +12 fails, a corrective percentage value is used. Each time an enchantment fails, this corrective value is increased, which in turn increases the chances of a successful enchantment.
MASTERWORK YOUR ITEMS
Once your equipment has reached enchantment level +9, things start to get more difficult. In order to unlock the next enchantment ranks, the item must first be transformed into a masterwork.
For that you need either a Master Enigmatic Scroll or a Common Enigmatic Scroll. The latter only has a very low chance of succeeding, while the Master Enigmatic Scrolls have a much higher success rate.
Locked Soulbinder's Coffers may also contain Blessed Enigmatic Scrolls (high success rate) or Noble Enigmatic Scrolls (100% success rate).
Once you've acquired one of these, you'll also need an Intricate Identification Scroll (available from merchants), which is the only thing which can remove the enigma created by the Master Enigmatic Scroll.
Once you've acquired these items, you can masterwork your equipment as described in the following section.
SEALING AND UNSEALING
Enchantable items are always provided with random enchantment bonuses. To make sure you get enchantment effects that are both useful and appropriate to the various classes, you can seal the items and generate new enchantment bonuses.
Changing the enchantment effects (+3, +6, etc.) can be achieved by using a Common Enigmatic Scroll to reseal the equipment. These can be purchases from all general merchants.
Every enchantment will be obscured (reset) and the item has to be identified once more, generating different enchantments which are perhaps more suitable.
If you want to keep one or more enchantment effect during this sealing process, they must be locked.
This example shows how the “Receive 7% more healing” enchantment is preserved, while the other three effects are once more obscured. This requires the use of a Spellbind, which can be obtained from Locked Soulbinder's Coffers. Locking each enchantment requires a number of Spellbinds equal to the item's tier + 10. Locking an enchantment ensures that it will remain when the item is re-identified, whilst the other effects will be randomly generated.
Each resealing will reset the enchantment locks, meaning that desired effects must be relocked before each subsequent resealing.
AWAKENING EQUIPMENT TO +15
If a weapon, piece of armor, pair of gloves or shoes carries the label “Eligible for Awakened Enchantment”, then you can take it to Fovarth in the legendary blacksmith's workshop in Habere. Awakening an item and the subsequent Awakened enchanting can be done there. The costs depends on the item and the alkahest used.
Awakening (100% success chance):
All gear: 800 MWA or 650 RA/EA or 500 VA
Awakened enchanting (cost per attempt):
Weapon: 150 MWA or 125 RA/EA or 100 VA
Armor: 135 MWA or 110 RA/EA or 90 VA
Gloves/Footwear: 110 MWA or 95 RA/EA or 75 VA
(MWA = Masterwork Alkahest; RA = Rare Alkahest; EA = Extensive Alkahest; VA = Valuable Alkahest)
If you have an equipment item at +12, you can carry out the awakening with Fovarth directly. Awakening an item is always 100% successful, but doesn't increase any stats apart from the ability to enchant the item to +13, +14 and +15. Once awakened, an eye symbol appears on the item's icon.
WEAPON ICON WITH AN EYE SYMBOL
Enchanting to +13, +14 and +15 does not unlock any additional bonuses as enchanting to +12, but does increase the basic stats. Weapons improve Attack and Impact modifiers, whilst armor, gloves and boots improve Defense and Balance modifiers.
Weapons receive the following additional effects once awakened:
+13: golden glowing wings
+14: orange glowing wings
+15: red glowing wings
Character Attributes Explained
Introduction
In the world of TERA, attributes represent your character's gameplay characteristics. They’ll tell you how much damage you are able to deal and how high the chance of a critical hit is, for example. Trying to understand what each of the various stats and modifiers actually do can be a daunting task. They are just words and numbers, but what does it all actually mean? In order to make some of TERA's core mechanics slightly more transparent, we have created a small introduction to the world of stats and theory crafting for you.
After reading the following paragraphs, you will no doubt understand your character a little better, and be able to improve upon character aspects that you were not happy with in the past. Perhaps your character succumbed to knockdown effects quite often. With the knowledge you gain from this article, you will be able to look for items that increase your balance and bump your character's performance up a notch.
A better understanding of TERA's attribute system will allow you to experience your character anew.
Attribute categories and how they work together
There are different categories for attributes. We have combat attributes, stats (determined by your character’s class), and we have item stats and other things that add stats, like buffs, for example.
Where can you see these attributes, you may ask. Just open your profile by pressing P. What you can see there are various attributes. But what does it all mean? It may seem difficult at first, but there’s an easy formula behind it. When looking at the combat attributes, you will already have the result of this formula. So it’s really easy to get all the important numbers at a glance. If you want to go deeper into it, it’s also possible to get the details behind it. The combat attributes are calculated by taking the numbers from the character’s unique stats, then adding your item stats and additional things, like buffs.
Now that you know the calculation behind it, we need to have a look at the attributes themselves. To understand why your character acts the way he/she does, it’s important to know what each attribute does, so you can improve the right things and get decent gear and buffs. That way, you can overcome weaknesses and be more powerful in the end.
Combat Attributes
As mentioned before, combat attributes are an overview of your character’s abilities. The simple rule is: the higher the numbers, the better the chance of success.
Attack
Represents a character’s attack ability and is composed of his/her item stats and the Power stat – it does not affect healing spells
Defense
Represents a character’s defensive ability and is composed of his/her item stats and the Endurance stat
Impact
Represents the ability to successfully provoke, knock down, or immobilise your opponent
Balance
Represents the ability to resist knockdown and immobilisation effects
Crit Rate
Represents the chance of successfully landing a critical hit
Crit Resist
Represents the chance of successfully resisting a critical hit
Crit Power
Represents the damage difference between a normal and a critical hit
Stats
These stats vary from class to class.
Power A representation of your character's basic ability to attack
Endurance A representation of your character's basic ability to defend
Impact Factor A representation of your character's basic ability to provoke, knock down, or immobilise an opponent
Balance Factor A representation of your character's basic ability to resist knockdown and immobilisation effects
Attack Speed A representation of your character's basic attack speed – it affects all combat speeds, including healing spells
Movement A representation of your character's basic movement speed
Item Stats Attack Modifier The bonus that an item will confer to the Power stat
Impact Modifier The bonus that an item will confer to the Impact Factor stat
Defense Modifier The bonus that an item will confer to the Endurance stat
Balance Modifier The bonus that an item will confer to the Balance Factor stat
With your newly gained knowledge, you’re now ready to kick some BAMs’ asses and fight your way to the top!
Guild Wars
Guild Wars
Here comes the latest from Patch 47! In addition to the reworked guild menus and the new guild skills, this patch introduces a brand-new system for conducting guild wars. Join your guild in conquering the past and securing your dominance for the future!
Guild wars take place for two hours every Saturday from 8 PM. Before the war itself, participating guilds need to erect a tower in Velika’s past. During the battle, this tower must be defended at all costs from the other guilds.
The guild with the last outpost standing at the end of the war can claim victory. Amongst the spoils of war, the victors can lay claim to Velika’s tax receipts, and pass these around to the individual members as guild gold.
More details on the rewards can be found later in this preview.
Features of Velika’s Civil Unrest
In the past of Velika, the theatre for the guild wars, you need to be aware of a number of special features. For one thing, there are limitations affecting the mounts which players can summon. Riding regular or flying mounts is not possible in the area, and only special mounts such as Topthorn can be used. Topthorn can be acquired from the region’s merchants.
In order to minimise potential performance issues resulting from having so many players in the same region at the same time, all characters will receive similar-looking gear. Costumes, back and head decorations, plus all shape changes will be hidden in the past. This only affects the graphical elements, however, and stats remain unaffected by these purely cosmetic changes. If you’d rather play with the full unrestricted graphics settings, you’ll find an option at the bottom of the game settings which allows you to turn this automatic throttling off.
In order to travel to the past, you need to speak to Brahaem the GvG Guide in Velika. He can teleport you there, or simply show you the leaderboards from recent battles.
Weekly Guild Wars
Guilds wishing to take part in guild wars must meet two requirements. Firstly, guilds must reach guild level 20 before they have permission to erect an outpost. Secondly, they need to acquire a design in Velika for this outpost, before they travel into the past.
Building Outposts
Each guild can erect an outpost at any time before the start of the war, however the tower can only be dismantled again by the person who erected it initially. Towers cannot be removed during guild wars either, so consider the location of your tower carefully before you erect it.
Each guild may only erect one outpost. Towers remain invincible outside of the guild wars. When erecting an outpost, the following restrictions should be considered:
Towers cannot be built within 10 metres of an obstacle
Towers cannot be built within 100 metres or an enemy tower
Towers cannot be build on uneven ground
The War in MapsGuild wars take place once a week, every Sunday between 5 PM and 7 PM. During this time, the map will display various information useful to your guild’s success.
In addition to your own position, the map will also highlight the location of your tower. As soon as one of your guild members has attacked an enemy outpost, this will also appear on your map. Hovering your mouse over the tower marker on the map will bring up various additional details.
The total number of towers still standing is displayed, including any towers you haven’t discovered yet. The remaining time for the war can also be seen on the map.
To make it easier to coordinate your guild’s efforts, you have access to five additional markers which you can place on the map. That way you can highlight specific targets for your guild to attack, or indicate that your own outpost needs to be defended. You can also use the tokens to bring attention to particular dangers, or set rally points for your troops. The final token doesn’t send any specific message, but you could use this if you’re coordinating your efforts via TeamSpeak or some other communication channel, for example.
The War BeginsOn the battlefield proper, any player who isn’t a member of your own guild is your enemy: it’s a real dog-eat-dog world. The aim of the war is to destroy all enemy towers and be the last guild remaining with a surviving outpost. If two or more towers survive the full two hours, then the war is considered a tie, and all the taxes waiting in the prize fund will be rolled over to next week’s war.
If you die in the war zone, you’ll respawn in your guild’s tower, assuming it still exists. In the area around your own tower, you also receive a buff which boosts your defence stats.
Extra Rewards
Defend your tower to the bitter end to claim victory in the guild war, and reap the rewards of fame and fortune, not to mention all that gold in the tax collector’s kitty. Each guild can glean additional rewards from the BAMs which appear at random.
During the battle, powerful enemies occasionally make an appearance on the battlefield, their arrival accompanied by a chat message announcement. When that happens, you’ll have to weigh up the benefits of sending some of your forces to hunt down the BAM, against defending your tower against the oncoming attackers, or maybe even taking advantage of the distraction to take down an enemy outpost.
If you and your guild manage to kill a BAM, your group will be rewarded with Imperator gear and gold. And ‘kill’ really is the operative word here – the guild which lands the final blow gets to keep all the rewards! Wise guilds will try to clear the area of enemies before taking down the monster.
In addition to the physical rewards, everyone in your guild will receive a buff for half an hour which will serve you well for your efforts in the guild war. The following BAMs are waiting to rear their ugly heads:
Lavathus, Lord of the Lake
Lavathus appears after 30 minutes’ combat. Defeating him will provide a buff which increases defence by 20%.
Drakhan, Tyrant of Gidd Mountain
Drakhan appears after 60 minutes’ combat. The guild which slays the tyrant receives a buff which increases attack power by 5% and HP by 10%.
Kaithan, King of Crabs
Kaithan appears after 90 minutes’ combat. The crab king provides a buff which increases both attack speed and critical hit chance by 20%.
Defend your tower, kill-steal your opponents’ BAMs, conquer Velika and stamp your guild’s name in the history books. Build on your victories in the past to secure your guild’s dominance for the future!
The Vanguard Initiative – Daily Gaming
Starting from level 13 you can receive reputation points for completing daily tasks. Logging in daily and completing quests can unlock special buffs and rewards for you.
Daily QuestsThe Vanguard Initiative overview can be opened by pressing the "H" key or the speaker symbol below the radar. Here you'll find any uncompleted quests as well as the current status of other bonuses.
Quests are divided into four colors: red is for the main quests in Fate of Arun, blue is for group/instance quests, green for dailies and yellow for PvP-related quests.
In addition to experience, gold and reputation points, completing quests will also earn you Vanguard Badges (with a daily limit per quest type). There's a weekly bonus reward for 20 Vanguard Badges which can grant you additional gold, feedstock or crystal boxes containing valuable level 65 crystals.
The reputation credits you earn can be exchanged for various chests, crystals and Masterwork Alkahest from the Reputation Merchants in Highwatch – all of which makes completing daily quests a profitable little venture!
Roll Call
There are also bonuses up for grabs for logging in every day. After a mere three days per week you can already unlock additional buffs for every character on your account:
Log in three days in one week to receive an effect which boosts your movement speed by 20 when not in combat.
Log in five days in one week to receive an effect which increases your health by 5%.
Log in every day in one week to receive an effect which increases your power by 6%.
Logging in every day doesn't only make you faster, it also grants you powerful bonuses for combat.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=854119592
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