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My aim is to provide a complete picture of the endgame gearing process for new players just hitting level 60 in TERA. I assume that you know nothing about the gear system or the endgame content, so I will attempt to explain -- or at least link to good info about -- every relevant part of endgame gearing.
I also recommend reading the official TERA game guide because it is packed with a ton of useful information. That said, I cover everything you need to know here, so it is not required. If you already know about all the mechanics and issues surrounding endgame gearing and just want a guide to the current endgame gear, jump straight to the gear sets section.
If you don't know anything about endgame gearing but don't want to read this whole guide, the best advice I can give is that you'll need to start working on your tier 13 set by buying the base items from the Trade Brokerage. You'll also want to buy new jewelry and make sure you fit it with zyrks. You'll want to begin farming the reputation dailies and joining the Nexus events for more gold, gear, and good times. If you PvP, you'll want to begin queueing for battlegrounds.
You'll want to run instances so you can farm fodder, alkahest, scrolls, and gold to begin enchanting your gear and re-rolling its effects.
You'll want to focus on your weapon first because you may get kicked from pick-up-groups if your weapon doesn't glow. When instance matching, if your item level is not 2 to 4 levels above recommended or you don't have uncommon crystals equipped, you may get yelled at by elitist bittervets.
Most of us aren't mean, but the sad truth is that from time to time you will get snubbed for being new. If none of that stuff made sense, or you just want the details, then read on.
That's what the rest of this guide is all about! The endgame gearing process in TERA has some unique features. BoE items can be bought and sold on the Trade Brokerage and don't become soulbound -- restricted to a specific character -- until the item is first equipped.
Once an item is soulbound it can only be used by the soulbound character, destroyed, or sold to an NPC vendor for gold. Be sure to keep an eye out for BoE items with the Cannot Trade restriction! Using your shared bank, these items can be swapped among your own characters until first equipped.
However, these items cannot be bought or sold on the Trade Brokerage or traded directly to other players. In contrast to BoE, items that are bind-on-pickup BoP are soulbound immediately to the character that first acquires or crafts the item, even if they never or can't equip it. Not only are drops from BAMs and dungeons typically BoE, but also many of the items purchased from reputation vendors. The result is that a lot of your gearing starts on the Trade Brokerage, while drops and reptuation items tend to be used as a method of earning gold or as fodder for enchanting.
That said, acquiring the items is just the first step in the long process of actually turning your stuff into powerful endgame gear. The enchanting , enigma , and masterwork systems are the real pillars of endgame gear progression. Before we talk about those systems, though, it's important to get our lingo straight.
So let's take a look at all of the info provided for an item in the game. There is a lot of detail packed into the average tooltip and most of these details are important to understand, or at least label and define, before we can talk about gearing mechanics.
Color reflects the item's quality: If the item is enchanted, the name is prefixed with the enchantment level. If the item is a masterwork, the name is prefixed with "Masterwork".
If the item's effects have not been identified, the name is prefixed with "Enigmatic". The item's quality and type Hauberk, Robe, etc. Miscellaneous info about the item shows up here. If it is soulbound, it will show to whom.
If it is not soulbound, it will show "Bind on Pickup" or "Bind on Equip". This also shows if the item can be extracted reprocessed into crafting materials , remodeled have its appearance changed , dyed , or used as a template for remodeling. Nestled in this info is the item's tier. The tier is critical information for enchanting. Restrictions that inform you if the item cannot be traded, stored in a guild bank, stored in your personal bank, sold, or destroyed.
The item's base stats. Defense and balance for armor and earrings; attack and impact for weapons, rings, and necklaces. The item's base effects, if any. Effects with a symbol are random, and can be changed with the enigma system. If the random effects have not yet been identified the item is still "Enigmatic" and the random effects will show as "Unidentified effect obscured by Enigma ".
The item's enchantment effects, if any. If the item has achieved the necessary enchantment level then the effect text is green. If the item has not been enchanted to the necessary level then the effect is shown in gray and is not yet active.
Just like base effects, enchantment effects can be fixed or random. If the item is part of a set, the set name is shown here. Sets don't have any bonuses; it is just a label to help refer to armor in a class-agnostic fashion e. If the item is enchantable but cannot be made into a masterwork, this restriction also shows up here. Every item in the game has an item level AKA ilvl. This number represents the item's power and directly corresponds to the base stats it will have attack, defense, balance, impact, MP, and damage absorption.
An item with a higher ilvl will have better base stats than an item with a lower ilvl, though the exact balance of the stats may differ. Using the ilvl to compare two items is only valid when comparing items of the same quality and type. Comparing the ilvl of a superior robe to a rare robe will not give a good picture because the quality differs. Fortunately all endgame gear is of superior quality so you almost never have to worry about that.
In addition to the item level of individual items, your character also has an item level. This is a weighted average of the item levels of all of your equipment and is also called your GearScore or GS.
Your body and weapon slots contribute the most to this value, but every piece counts and poor accessories will pull your ilvl down. Your current ilvl is shown on your character sheet. The in-game instance matching tool has minimum ilvls that you must meet before you can queue for dungeons. In addition, many player groups will expect your ilvl to be several points higher than what the instance matching tool requires.
Don't be surprised to see some hostility if you queue for a dungeon when you just barely meet the required ilvl shown in the instance matcher.
As a general rule, you probably want to be 2 to 4 points higher than what the instance finder suggests. Of course this is a non-issue if you only run with intelligent pre-mades: I know, gear-elitism sucks.
The following weightings seem to give a close approximation of your item level [ref]:. Enchanting an item has two impacts. The first is that it raises the item's ilvl and therefore increases its base stats. The second is that it can activate extra effects. Well, actually, three impacts Enchanting an item can make it as powerful as items one or two tiers higher. There is endgame gear that cannot be enchanted, but it is rarely more than stopgap placeholders or high quality fodder.
Enchantable items have more effects and can reach a higher ilvl with better base stats. The best gear in the game is only achieved through enchanting. However, you will notice that enchantable items initially start out at a lower ilvl for a given tier than their unenchantable counterparts.
The ilvl shown in an item's tooltip includes the increase derived from enchantment, so it can be used as a direct comparison against other items. The ilvl boost per enchantment level is dependent on the item type and the tier of the item. I don't know the exact formula, but the following table gives a good approximation of the expected ilvl boost from the unenchanted baseline ilvl when enchanting tier 12, tier 13, and tier 14 items.
The process of enchanting is covered by an in-game tutorial but there are a lot of details relevant to endgame enchanting that the tutorial doesn't cover. I'm going to go over the whole process here to fill in the gaps. To enchant an item you need a fodder piece and a reagant called alkahest. Both the fodder piece and the alkahest will be used up in the enchanting attempt, whether or not it succeeds. You bring up the enchanting UI with the "T" key by default and place the item you want to enchant in the center, the fodder on the left, and the alkahest on the right.
Enchanting is a safe process; the item being enchanted will never break or be made worse by the attempt. The amount of alkahest required for each attempt is equal to the tier of the item being enchanted.
For example, one attempt on a tier 13 item requires 13 alkahest. Each attempt requires only one fodder piece, but the fodder must be an item of the same tier and the same slot as the item you are attempting to enchant. The fodder must also be "extractable", which is indcated on its tooltip. It does NOT have to be of the same material or quality, however. For example, you can use any tier 13 weapon, be it a lance, a bow, etc. Likewise, you can use any tier 12 boots, be they cloth, leather, or plate, as fodder to enchant your tier 12 boots.
The odds that an enchant attempt will succeed are dependent on the current enchantment level of the item, the quality of the fodder used, and the type of alkahest used.
The higher the enchantment level, the lower the chance of success. The higher the quality fodder or alkahest, the better the chance of success. You will use Alkahest as the reagant, which you can buy from general merchants for 10s50c.