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There 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.

+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.


An enchanted staff for level 58 priests at +9. The staff is surrounded by a blue aura.




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.



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.





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.



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.


Resealing a staff whilst keeping the first enchantment effect locked.




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

Lancer with a +15 weapon.