Learning about enchanting and masteworking is part of a three-part series:
Enchant your Gear
Learn about how to enchant and masterwork your gear!
New or Returning?
Learn more about endgame gear progression.
Increase your ILVL!
Learn more about ways to increase your item level!
Feedstock has Tiers. The appropriate tier of feedstock matching the tier of the gear must be used to enchant the gear. For example, Tier 12 Feedstock must be used for Tier 12 gear. Players are able to combine Feedstock up to Tier 7 up one tier at a ratio of 6:1 (For example, 6 Tier 5 Feedstock turns into 1 Tier 6 Feedstock). For tiers higher than Tier 7, the ratio is 2:1.
Any +0 gear higher than Tier 9 can no longer be extracted into feedstock.
Any feedstock used to enchant a gear will be returned if you dismantle that item. The amount of feedstock used will be displayed at the bottom of the gear’s tooltip. For example, if you used 2,050 Tier 12 Feedstock to enchant your Superior Deathwrack Weapon and then you dismantle it, you’ll receive 2,050 Tier 12 Feedstock back. (Note that you do not receive any alkahest back.)
Alkahests is also needed, along with feedstock, to attempt an enchantment. There are different kinds of alkahest for different levels of enchantment.
Enchanting and the Enchantment UI
To bring up the enchantment UI, you can either press T (default), use the Main Menu and click “Equipment”, press the button in your inventory, or press the red and yellow Enchant symbol next to any eligible gear (on fully enchanted gear, this button is greyed out). The UI will ask you place a piece of gear into the allocated slot. There are two methods of enchanting available.
The first and most common method is the Feedstock method, which uses feedstock and alkahest to enchant. When adding the piece of gear you desire to enchant, you are already faced with suggestions of how many Feedstock you are recommended to use. It’ll also display the amount of Feedstock and Alkahest you have.
As you can see on the left, there are options on how many Feedstock you can use. The amount of feedstock you use effects the success of the enchant. The more you use, the higher the success. The rank of the feedstock must be the same as the gear’s rank. The amount of feedstock you can use depends on the gear type as well:
Weapon: You can use either 4, 8, 24 or 48.
Chest: You can use either 3, 6, 18, or 36.
Boots/Gloves: You can use either 2, 4, 12 or 24.
The amount of alkahest is a fixed amount depending on Tier:
Tier 8 or below: 8 Alkahest
Tier 9 and above: 16 Alkahest
The second method is the Gear method, which uses Bind-on-pickup gear of the same name to enchant. The UI will display the amount of available tries you have. This method does not cost alkahest. This method is an alternative and is not intended to be the main method of enchanting. This method does not increase enchantment advantage and is not a guaranteed success.
Once you press the Enchant button, you will either succeed or fail. If you succeeded, the item will enchant one level! However, if you fail, you will lose your enchantment materials. For the Feedstock method, you will gain a slight enchantment correction advantage that makes your next attempt have a higher chance! This doesn’t apply for the Gear method, however.
To enchant past +9, you must first Masterwork your gear, read below to find out how to Masterwork!
Masterwork and Re-rolling
Masterworking is a big feature in TERA. It allows gear to be upgraded to +12 and unlock extra stats. If you do not Masterwork, then you cannot exceed +9. You can only Masterwork enchantable gear and it does not need to be enchanted to be Masterworked. Once a gear has been Masterworked, it cannot revert to becoming a non-Masterworked piece.
When an item is at Masterwork status:
- Gain the “Masterwork Gear Name”, such as “Masterwork Lathetilt”. Gain the Masterwork symbol
- The gear stats are increased by a few %. For example: Increase healing by 4.5% will become 6%.
- The gear’s modifiers will receive a bonus, on top of its enchanting bonus. This bonus can be 1%, 2% or 3%. There is a tool, updated with the newest gears’ formula, which allows you to view your bonus: Masterwork Bonus Tool (Updated). Rerolling/resetting your gear will change this bonus.
- You’ll unlock extra stats for +10, +11 and +12 enchantment.
To Masterwork a piece of gear you will need a Enigmatic Scroll and an Identification Scroll (You cannot use Semi-Enigmatic Scroll). Currently there a few scrolls in the game which can aid you in Masterworking.
Only Usable for non-Masterworked gear:
- Common Enigmatic Scroll: Obtained from Merchants. Has an extremely low chance to Masterwork an item.
- Uses Common Identification Scroll: Obtained from Merchants. Reveal gear wrapped by Common Enigmatic Scrolls
Usable for both non-Masterworked and Masterworked gear:
- Master Enigmatic Scroll: Obtained from dungeons, boxes and rewards. Has a larger chance to Masterwork an item than Common (about 3%).
- Blessed Enigmatic Scroll: Obtained from EMP Store. Has a larger chance to Masterwork an item than Master (about 15%).
- Noble Enigmatic Scroll: Obtained from EMP Store. Has a 100% chance to Masterwork an item.
- Intricate Identification Scroll: Obtained from Merchants. Reveal gear wrappped by Master, Blessed or Noble Enigmatic Scrolls
Every time you use an Enigmatic Scroll, you reset the re-rollable stats (re-rollable stats are noted by this: ), unless you lock them. You can lock them by clicking the small box near the stat(s) you want to save. However, there’s a cost: you must use Spellbinds. The amount of Spellbinds used depends on how many stats you want to save and the tier of gear.
The number of spellbinds used depends on the number of lines locked (up to 5 maximum for current gear) and the tier of the gear.
S = 8 Spellbinds for Low-Tier and 16 Spellbinds for Mid and High-Tier gear
1 stat locked = S
2 stats locked = S + S×1
3 stats locked = S + S×1 + S×2
4 stats locked = S + S×1 + S×2 + S×3
5 stats locked = S + S×1 + S×2 + S×3 + S×4
Green rerollable stats colored are considered unoptimal and do not increase the item level of a piece of gear. Yellow rerollables are considered decent and increase the item level of a piece of gear. However, just because a rerollable is yellow does not mean it is optimal for your class or what the weapon is intended to do. For example, “Decreases damage taken while knocked down by 6.9%” is a good PvP roll, but a poor choice for a PvE roll. Some gear might mark this roll as good because it is a good PvP roll, but if your weapon is intended for PvE, you might consider rerolling it to something more beneficial, like “Decreases damage taken from enraged monsters by 10%”.
Everytime you re-roll/reset your gear, an appropriate Identification Scroll is used and there is a chance to Masterwork it. The chance varies depending on which scroll you use. But it is RNG and it could take you many scrolls, or it could take you one.
Congratulations, you have learned how to Masterwork and reroll!
Rerolling jewelry pieces (Rings, Earrings, and Necklaces) and accessories (Belts and Brooches) is very simple. All you need is a Semi Enigmatic Scroll:
On NA, they’re a drop from BAMs, a guaranteed reward from EMP shop loot boxes, and available from certain events.
Right clicking on the scroll will allow you to select a piece of jewelry. Left clicking that jewelry piece will reroll the item without additional menus.
Semi Enigmatic Scrolls also work on weapons and armor that are rerollable but are not enchantable.
Awakening and Awakened Enchanting
Certain gear pieces are eligible for Awakening and Awakened Enchantment, a special process that will improve certain types of gear even further.
- Ambush (VM8)
- Imperator (VM7)
- Starfall (VM6 – unobtainable)
- Lucid (VM5 PvE – unobtainable)
- Tensus (VM5 PvP – unobtainable)
- Generation (VM4 PvE – unobtainable)
- Renegade (VM4 PvP – unobtainable)
- Conflate Gear
- Guile Gear
- Slaughter Gear
- Dreadnaught Gear (unobtainable)
- Schisma Gear (unobtainable)
- Wroth Gear (unobtainable)
- Ambit Gear (unobtainable)
Travel to Habere and enter Muhrak’s Workshop. Speak with Fovarth to begin the process.
Awakening itself does not give your gear any extra stats; it simply allows it to be Awakened Enchanted. It will give your gear an Eye, replacing the Masterwork Medal. Dismantling Awakened gear does not refund any Feedstock used from Awakening.
Each attempt to enchant a weapon will cost 200 Tiered Feedstock and one of –
Each attempt to enchant a chestpiece will cost 180 Tiered Feedstock and one of –
Each attempt to enchant footwear or handwear will cost 150 Tiered Feedstock and one of –
Every attempt has a small chance of succeeding. Unlike normal enchanting, failure will not give any enchantment advantage and your gear will remain at its current enchantment level. Dismantling Awakened gear does not refund any Feedstock used from enchanting attempts.
Successfully enchanting a weapon will increase the Attack/Impact modifiers on weapons and the Defense/Balance modifiers on armor. It will also increase the item level of the piece.
On Starfall and Imperator weapons, enchanting from +12 to +15 has additional enchantment lines.
+13: Increases damage to monsters by 1%
+14: Increases damage to monsters by 2%
+15: Increases damage to monsters by 3%
+13: Recovers 100 HP.
+14: Recovers 150 HP.
+15: Recovers 200 HP.
Once an Awakened piece has been enchanted to +15, it can be liberated and traded.