Jump to content

Recent Forum Posts

Recent Article Comments

- - - - -

TERA Rising - Enchanting, Equipment Stats, and Masterworking Guide

A tutorial on upgrading your equipment in TERA Online through enchanting and masterworking equipment. We also look into equipment bonuses and preferred attributes by class in this TERA Enchanting, Equipment Stats, and Masterworking Guide for TERA Rising.

TERA Enchanting, Equipment Stats, and Masterworking Guide - Introduction

In TERA Online, you will come across many enchantable equipment in the game, meaning they can be upgraded to increase their base stats as well as provide a number of equipment bonuses to make your character much more powerful. Many equipment bonuses in the game greatly increase your DPS, healing, defense, resistances, and so on. What bonuses you should roll depends on your class and the situation (PvE/PvP), which will be covered in this TERA Enchanting, Equipment Stats, and Masterworking Guide.

Enchanting Basics

To enchant an item in TERA, it must indicate that it is "Enchantable" in the item description, beside the tier level. You will also see many equipment bonuses, mainly at +0, +3, +6 and +9 at first. You will receive a quest early on in the game which will introduce you to enchanting in Velika, but it's actually a very simple process.

In order to enchant an item, you need the item you want to enchant (obviously), and two ingredients - alkahest and enchantment fodder. There are four different types of alkahest:

  • Alkahest Alkahest - Used for enchanting items up to +6 and is purchaseable from any general merchant at any town or major city (Velika, Allemantheia and Kaiator being the three major cities). Also drops from dungeons and loot boxes.
  • Refined Alkahest Refined Alkahest - Used for enchanting items from +6 to +9 and is purchaseable from specialty stores at towns only. Also drops from dungeons and loot boxes.
  • Masterwork Alkahest Masterwork Alkahest - Used for enchanting items from +9 to +12. It is NOT purchaseable from merchants, however there are numerous ways to obtain this; most commonly as a dungeon drop in higher level dungeons, and from loot boxes and strongboxes. You can also buy them from specific NPCs with faction credits (not recommended).
  • Extensive Alkahest Extensive Alkahest - A cash shop (tradeable) item which can be used at any enchantment level (but most recommended for +9 to +12). It also has a higher chance of success compared to other alkahest of lower quality and boosts your enchantment correction even further on failure.
  •  Premium Alkahest - A cash shop (tradeable) item which has even stronger effects than Extensive Alkahest.
The amount of alkahest required to enchant an item is equal to the tier of the item.

Enchantment fodder can be any grade item and any class, but must match the category and tier (can also be higher) of the item you want to enchant. For example, you can use Tier 5 Superior (orange) cloth boots as enchantment fodder to enchant Tier 5 plate boots. Your chance of success when enchanting is increased depending on the grade of the enchantment fodder you are using. Superior items (orange) will offer a higher chance of success than Rare (blue), Uncommon (green) and Common (white) items.

There is also enchantment correction in the game, which was added in TERA: Rising. Each time you fail to enchant an item, your chances of succeeding the next attempt increases. This will show up as a green line in the item description. The grade of the fodder and alkahest that is used in the process will affect the increase of enchantment correction of the item.

When you are ready to enchant something, open up the enchanting window (default hotkey: T), right-click your item and ingredients and start enchanting! If you fail to enchant an item, the only things that you lose are the fodder and alkahest, but the item that you are enchanting will not change.

Stat Rerolling 101

Enchantable equipment in TERA have a number of equipment bonuses on them which grant additional stats, and the roll icon that you see beside those lines indicates that these lines are rerollable. You can reroll stats by sealing items in an enigma (basically unidentifying them) with these two items:

  • Common Enigmatic Scroll Common Enigmatic Scroll - Used to reroll items that are NOT masterworked (this will be explained later). Has a tiny chance to masterwork an item.
  • Master Enigmatic Scroll Master Enigmatic Scroll - Used to reroll stats on items that ARE masterworked. Has a much higher chance to masterwork an item.

You will then have to "break" the enigma (identify them) by using the following:

  • Common Identification Scroll Common Identification Scroll - Can only be used on items that have not been sealed in an enigma using Master Enigmatic Scrolls.
  • Intricate Identification Scroll Intricate Identification Scroll - Can be used on items that have been sealed by Master Enigmatic Scrolls.

Semi-Enigmatic Scroll Semi-Enigmatic Scroll - Some unenchantable equipment will also have random equipment bonuses on them, namely your accessories. Only Semi-Enigmatic Scrolls can be used to reroll lines on unenchantable equipment.

Everything except for Master Enigmatic Scrolls and Semi-Enigmatic Scrolls can be purchased from any general merchant in any town or major city. There are a number of ways to obtain MES and SES, such as by lootboxes, faction NPCs, monster/dungeon drops, etc.

Spellbind Spellbind - This is used to lock lines of your choice when rerolling bonuses on your enchantable equipment. In TERA: Rising, Spellbind boxes can be bought from the cash shop and are tradeable, as well as the spellbinds themselves. They can also be obtained from loot boxes and strongboxes. The amount of spellbind that is required for locking one line on your equipment is equal to the tier of that equipment, then multiplies for each additional line you lock. Keep in mind that spellbinds cannot be used to lock lines on unenchantable gear, such as your accessories.

Stats that are below the line (anything past the +0 bonus) are exclusive to each other. This means that you cannot roll the same stat on these lines. For example, you can't have "Increases Attack Speed by X%" on +3 AND +6/+9. However, the +0 bonus is independent of the bonuses below the line. This means that you are able to roll what's called "double attack speed", which will have the attack speed line on +0 as well as one on +3, +6, +9, or any other rollable line past +0.

Masterworking 101

In order to masterwork an item, you must use Master Enigmatic Scrolls and Intricate Identification Scrolls (common scrolls can be used to masterwork, but it has a tiny chance of working). There are no extra steps; it's the same process as just rerolling the stats on your item, only it is MUCH more expensive than using common scrolls. Master Enigmatic Scrolls have roughly a 3% chance of masterworking an item, and on success, it will have the ability to be enchanted past +9 to +12. It will also have a yellow badge in the icon and a yellow border around the item description. Once your item is masterworked, you cannot use Common Enigmatic/Identification Scrolls to reroll the stats on it.

Each time you reroll stats on a masterworked item (even if all stats are locked using spellbind), there is a random chance to get a 1-3% masterwork bonus to an item's base stats. This value gets added to the bonus stats (in green text) from enchanting, so it is sometimes hard to tell what kind of masterwork bonus you have on your item. Thankfully, this masterwork tool created by Korroz allows you to calculate the masterwork bonus of any item at any enchantment level. Keep in mind that you cannot lock the masterwork bonus, so it may or may not change each time you reroll the stats.

List of Possible Enchants

Weapons

  • Do X% more damage when you attack.
  • Do X% more damage when you attack enraged monsters.
  • Do X% more damage when you attack prone targets.
  • Do X% more damage when you attack targets from behind.
  • You deal X% extra damage to the target with the highest aggro to you.
  • Increase crit damage by +X.
  • Increases your crit rate by X.
  • Attack speed increases by X%.
  • X% of your total MP instantly returns when you use a skill.
  • Decreases cooldown by X%. (This affects cooldown of all skills.)
  • 50% chance to regenerate MP when combat starts.
  • Your attacks draw X% more aggro. (Lances only)
  • Increases healing X%. (Staves and Scepters only)

Chest

  • Reflects X% of damage to the attacker.
  • Raises max HP by X%.
  • Restores X% of your HP every 5 seconds.
  • Heals additional HP by X% when receiving HP recovering effect.
  • You take X% less damage from the monster with highest aggro to you.
  • You take X% less damage from enraged monsters.
  • You take X% less damage from frontal attacks.
  • You take X% less damage from attacks while knocked down.
  • Immediately restores X% HP when attacking.
  • Reduces damage by X%.
  • 30% chance to regenerate HP when combat starts.

Rollable skill lines (applicable to Regent, Mayhem, Visionmaker, Wonderholme and Nightforge gear):

(Credit goes to Jackyl for the above image.)

Gloves

  • Attack speed increases by X%.
  • Restores X% of your MP every 5 seconds.
  • Immediately restores X% HP when attacking.
  • Increases your crit rate by X.
  • Increases endurance by X.
  • Your attacks draw X% more aggro. (Defense only)
  • Power increases by X. (Offense only)
  • Increases healing X%. (Healers only)

Shoes

  • Restores X% of your MP every 5 seconds.
  • Increases balance factor by X.
  • Restores X% of your HP every 5 seconds.
  • Movement speed increases by X%.
  • Increases balance and chance to resist stun while under boss's feet by X%.
  • Increases endurance by X.
  • Decreases duration of slowing effects by X%.

Rings and Necklaces

  • Increase crit damage by +X.
  • Increases your crit rate by +X.
  • Increases healing X%.
  • Increases periodic damage on opponents by X%.
  • Increases weakening effects on opponents by X%.
  • Increases your aggro by X%.

Earrings

  • Raises max HP by X%.
  • Decreases duration of stun effects by X%.
  • Restores X% of your HP every 5 seconds.
  • Heals additional HP by X% when receiving HP recovering effect.
  • Resistance to weakening effects increases by X%.
  • Resistance to periodic damage increases by X%.
  • Decreases poison damage by X%.

List of Possible Enchants for Legacy Equipment

Note: This list does not include stats on static lines, such as +10/+11/+12 for masterworked equipment except gloves, or +4/+8 lines on weapons. Those lines will never change when rerolling your equipment. Also, some attributes which were unique to older armor will not be included.

Weapons

  • Increases attack speed by X%. (This affects animation speed for all your skills!)
  • 50% chance to regenerate MP when combat starts. (This grants a buff called "Infusion", or "Continual MP Recovery [Equipment Effect]" on masterworked weapons, which restores a percentage of your max MP every second for 10 seconds.)
  • X% of your total MP instantly returns when you use a skill.
  • You deal X% extra damage to the target with the highest aggro to you.
  • Increases PvP damage dealt by X.
  • Do X% more damage when you attack minions.
  • Do X% more damage when you attack normal monsters.
  • Do X% more damage when you attack boss monsters.
  • Do X% more damage when you attack enraged monsters.
  • Do X% more damage when you attack monsters from behind. (Works in both PvE/PvP)
  • Do X% more damage when you attack prone monsters. (Works in both PvE/PvP)
  • Increases Impact Factor by X. (Can only be rolled on Agnitor weapons)
  • Increases max HP by X%. (Can only be rolled on Agnitor weapons)
  • Your skills produce X% less aggro. (Healer weapons only, changes to "Reduces aggro from skills by X%" when masterworked)
  • Receive X% more healing. (Healer weapons only, affects outgoing heals)
  • Your attacks draw X% more aggro. (Lances only)

Chest

  • Heal X% of total HP instantly when a skill hits a target.
  • 30% chance to regenerate HP when combat starts. (This grants a buff which restores a percentage of your max HP every second for 10 seconds.)
  • Improve your resistance to crits by X%.
  • Decreases PvP damage taken by X.
  • You take X% less damage from the monster with highest aggro to you.
  • You take X% less damage from frontal attacks.
  • You take X% less damage from attacks while knocked down.
  • You take X% less damage from enraged monsters.
  • Damage from minions decreases by X%.
  • Damage from normal monsters decreases by X%.
  • Damage from boss monsters decreases by X%.
  • Increases HP restoration by X%. (Affects incoming heals)
  • Reflects X% of damage to the attacker.
  • Increases balance while using a skill by X%.
  • Increases chance to resist knockdown and immobilize by X.

Gloves

  • Increases your crit rate by X.
  • Increases power by X.
  • Increases impact factor by X.
  • Increases healing X% (Cloth only)
  • Your attacks draw X% more aggro. (Leather and plate only)
  • Increases PvP damage by X.
  • Increases power by 3. (Appears on +10/+11/+12 for all classes)
  • Increases healing by 1.5%. (Cloth only, appears on +10/+11/+12)
  • Increases aggro by 2% (Leather and plate only, appears on +10/+11/+12)

Shoes

  • Increases your movement speed by X%.
  • Increases endurance by X.
  • Increases Balance Factor by X.
  • Increases resistance to crits by X.
  • Increases balance and chance to resist stun while under boss' feet by X%.
  • Decreases duration of slowing effects by X%.
  • Decreases PvP damage by X.

Rings and Necklaces

  • Increases healing 4.5%. (Healer only, affects outgoing heals)
  • Increases crit damage by +0.04. (Increases your crit damage by 4%; a 2x crit becomes 2.04x)
  • Increases your crit rate by 2.
  • Increases weakening effects on opponents by 2.6%.
  • Increases stun effects on opponents by 2.3%.
  • Increases periodic damage on opponents by 3%. (Despite what it says, it actually increases the chance of DoTs being inflicted, not the damage done by DoTs)

Earrings

  • Decreases poison damage by 15%.
  • Decreases duration of stun effects by 10%.
  • Increases HP restoration by 4.3%. (Affects incoming heals)
  • Increases resistance to weakening effects by 2.3%.
  • Increases resistance to periodic damage effects by 2.6%.
  • Increases resistance to stun effects by 1.9%.


2 Comments

if i am understanding this guide correctly, a player does not use semi or master enigmatic scrolls on gear they received in a dungeon or as a drop as these are not mw?? am i correct? 

 

tyvm for taking the time to read my ?..

if i am understanding this guide correctly, a player does not use semi or master enigmatic scrolls on gear they received in a dungeon or as a drop as these are not mw?? am i correct? 

 

tyvm for taking the time to read my ?..

Semi-Enigmatic Scrolls are only used to reroll anything that can't be enchanted (jewellery, belt, brooch, etc.)

 

Master Enigmatic Scrolls are used on enchantable gear to advance them further, increasing their stats and allowing them to be upgraded to +12 enchantment level.