A level 58 staff at +9, glowing with a blue aura
There are a number of benefits to enchanting the various equipment and items your character comes across when questing in 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. The higher the level of the item, the higher the added value will be.
The ranks go from +0, which is the default state of the item, to +12, which represents the highest possible value that can be achieved.
Another advantage is that each 3 ranks, a special enchantment will be unlocked on the piece of equipment.
- At +3, the enchantment ‘Do 4.5% more damage when you attack small minions’ is unlocked
- At +6, the enchantment ‘Receive 7% more healing’ is unlocked
- At +9, ‘0.2% of your total MP instantly returns when you use a skill’ is unlocked
The level 60 items do have enchantments for +12 as well, though this applies only for special end-game gear.But the best effect is unlocked once the weapon is enchanted beyond +7: It will start to glow, and the higher the rank, the more pronounced this effect will be!
Level 47 enchantable metal hauberk
A lot of items will drop on the way to level 60, but not all of these can be enchanted! With so many items available in TERA, how are you supposed to know what to enchant, and what to leave as it is?
First of all: Jewellery (like rings, earrings, and necklaces) can’t be enchanted.
The rest of the items have to have an ‘Enchantable’ tag - items without this tag won’t qualify to become the ultimate piece of gear.
Now that you have chosen the piece of gear to be enchanted, the weapon's ‘tier’ is important. Each item has a minimum character level and a tier, as well as an item level. The tier is determined by the minimum character level. Items with a character level from 45-49 are tier 9, from 50-54 are tier 10, and so on.
The tier is important because only a weapon of tier 9 can be used to enchant another weapon of tier 9. The same applies to armour, gloves, and shoes.
Only the sacrificial item is missing
Every enchantment is made using the Enchantment Interface, which can be opened by pressing ‘T’ on your keyboard.
To enchant a piece of gear, additional items are needed:
Alkahest: The basic item used to enchant all equipment. It can be bought from NPC merchants in-game in every city and village. There are three different types of Alkahest:
- Alkahest: used to enchant gear from +1 to +6 (sold by merchants)
- Refined Alkahest: Used to enchant gear from +7 to +9 (sold by speciality stores)
- Masterwork Alkahest: Used to enchant gear from +10 to +12 (sold by speciality stores)
For every tier of the item, one Alkahest is needed (tier 10 weapon = 10 Alkahest).
Sacrificial items: To enchant a weapon of tier 9, another weapon of tier 9 is needed. The same principle applies for armour, sleeves, and shoes. It doesn’t matter if an axe is enchanted with a staff, as long as it has the same tier and item slot (e.g. weapons with weapons, shoes with shoes).
Important to know is that the enchantment won’t always succeed. Every enchantment has two possible outcomes: Either it succeeds in increasing the rank, or it stays the same rank.
The item will never be destroyed or decrease a rank. However, certain items are sealed when they drop and first have to be identified before they can be enchanted!
Identifying level 50 sleeves
Equipment items with a tier of 10 or higher might drop with an enigma on them. Enigmatic items usually have lower base stats (like Defense and Balance modifiers) but can be powered up in order to be more powerful than normal items.
In order to use these items, they have to be identified with a ‘Common Identification Scroll’, which can be bought from merchants in cities as well as in villages. Only then can these items be either enchanted or equipped.
When identifying gear, the special enchantments (on +3, +6, +9, and +12 for high-level gear) are randomly generated. But there is the possibility of getting the right enchantments without having to rely on luck alone!
Resealing a staff, keeping the first enchantment
Identifying different pieces of equipment always generates random bonus enchantments. In order to get the right and more useful enchantments for the different classes, these items can be resealed in order to reset them.
In order to change the enchantments (+3, +6, etc.) on gear, these items have to be resealed using a ‘Common Enigmatic Scroll’, which can be bought from common merchants.
Every enchantment will be obscured (reset) and the item has to be identified again. This will re-generate different enchantments, which will perhaps be more suitable.
To keep one or more enchantments in the resealing process, they have to be locked.
In this example we want to keep the ‘Receive 7% more healing’ enchantment, but obscure the rest. A ‘Spellbind’ is used in order to do so, which can be bought from a speciality store. 10 Spellbinds are needed in order to lock one enchantment of a ‘tier 10’ item.
This enchantment is now locked, and when identified, the locked enchantment will stay the same, while the others are randomly generated.
Every resealing will reset the lock, so the enchantment has to be relocked for every resealing that is done.