Tera trade broker locations
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. Typically you get fodder pieces from the Trade Brokerage or by running instances.
The Trade Brokerage even has a convenient smart search option just for finding enchanting fodder. For tier 12 and tier 13 the fodder costs are usually not too bad and the biggest expense tends to be the Refined Alkahest. However, tier 14 fodder can be quite expensive and may begin to surpass the cost of the alkahest as the major gold sink for each attempt. Another input to the chance of success for an enchantment attempt is the "Enchantment Correction" on the item.
Every time an enchantment attempt fails, the enchantment correction for the item is increased. The exact amount by which it increases depends on the quality of the fodder and alkahest used in the failed attempt.
This correction factor is used as a boost to the next enchantment attempt. Once an enchantment attempt succeeds the enchantment correction is reset back to 0. This value is a property of the item, so if you trade an item, or buy or sell it on the Trade Brokerage, the item will retain its current enchantment correction. The drop rates were reduced in the "TERA: Rising" expansion so the prices of this item are in flux right now, though on my server it runs 80g per unit.
You can use the same alkahest as for a regular item. This reagant is found in specialty boxes bought from the cash shop and, of course, on the Trade Brokerage.
It provides an increased chance of success and can be used at any level of enchanting so it can be used instead of Refined Alkahest or Masterwork Alkahest. At this point I have no data on whether the extra cost of this alkahest is worth it for the increased success chance.
The most likely scenario for using Extensive Alkahest is when the fodder costs start to dominate the cost of alkahest. All endgame items have extra effects in addition to their base stats. These effects are listed in green text on the item tooltip. An item usually has a set of fixed effects that never change. Most endgame items also have random effects, which are indicated with.
The effects on an item, whether they are fixed or random, are split into two groups: Base effects are always active. Enchantment effects are only active once the item reaches the necessary enchantment level. An item with random effects either a base effect or an enchantment effect can have these random effects changed using the enigma system. This is affordable for regular enchantable items but quite costly for unenchantable items and masterworks.
You will sometimes notice significant price differences on the same items at the brokerage. This is usually because one item has desirable effects while another has crappy effects no one wants. The item with desirable effects is often said to have perfect stats ; this simply means that it has all of the best random effects for a specific class or role.
You can watch the brokerage for days looking for the exact effects you need, or you can buy the cheapest version of the item and then use the enigma system to try and get the effects you want. An item is "Enigmatic" when its random effects have not been identified. It will have a blue "? In order to find out the effects on an enigmatic item, you use a Common Identification Scroll sold by standard merchants for 52s50c.
When you use the scroll on the enigmatic item the scroll is consumed and the item's random effects are set. You will never get two random base effects that are the same, and you will never get two random enchantment effects that are the same. However, random effects CAN duplicate pre-existing fixed effects. Likewise, a random base effect can duplicate a random enchantment effect.
So it would be theoretically possible to get 4 copies of the same effect on an item: To do this you need to use a Common Enigmatic Scroll sold by standard merchants for 5g25s. When you use this scroll on an enchantable item that has random effects, the random effects will be cleared and the item will return to an "Enigmatic" unidentified state. You can then use a Common Identification Scroll on the item in order to get new random effects.
Re-rolling an item does not reset its enchantment level. You may see references to an Intricate Enigmatic Scroll , but these are not in the game and in most cases they meant a Master Enigmatic Scroll. Unidentified effects on Enigmatic Masterwork items show up as "Unidentified effect obscured by Intricate Enigma " and the item's tooltip will also show "Requires Intricate Identification Scroll to Remove Intricate Enigma" as a reminder to use the correct scrolls.
In addition to the special scrolls needed for masterworks, there is also a special Semi-Enigmatic Scroll. This scroll must be used when you want to re-roll random effects on items that are not enchantable, such as jewelry. You can buy them on the brokerage, but they are not cheap. Once you've figured out the scrolls to use, you may come to realize that the chance of getting the exact effects you want on a re-roll are pretty slim when you start talking about two or three random effects at once.
To help with the odds you can use Spellbind to lock effects. When you use a Common Enigmatic Scroll on an item you are presented with a dialog which shows all of the random effects on the item. If you want to keep one of these effects you can lock it. A locked effect will not change when you reset the random effects.
The amount of Spellbind required to lock an effect is equal to the tier of the item for the first and second effect, the tier times 2 for the third effect, the tier times 3 for the fourth effect, and so on. For instance, locking one effect on a tier 12 item would require 12 Spellbind , while locking three effects would require:.
The lock is not permanent and the effect is only preserved for that one use of the Common Enigmatic Scroll. The high cost of Spellbind compared to the low costs of common scrolls means it may not make sense to bother locking effects when re-rolling regular items. Re-rolling masterwork items, however, requires far more expensive scrolls and the use of Spellbind usually makes sense in that case.
Rising", Spellbind was removed from the vendors. It is now a rare drop as well as an item found in specialty lockboxes purchased from the cash shop. You can buy it from the Trade Brokerage as well, but because of these recent changes the prices are in a state of flux.
Using the enigma system to get the exact effects that are most beneficial to your class, role, and playstyle is a major part of improving your endgame gear. The list of possible effects that can be randomly generated is dependent on the type of equipment.
The masterwork status merely indicates that it CAN be enchanted to this level. Masterwork items are identified by a "Masterwork" prefix, as well as a golden tooltip border and this icon: A Masterwork item may also increase the power of some of its effects.
For instance, an effect with a 7. You should only consider doing this for the very best gear, and it's not something you need to worry about when you first hit Nevertheless, having all top-tier masterwork items represents the pinnacle of gear progression in TERA. Masterworking an item piggy-backs on the enigma re-rolling system. Every time you re-roll an item there's a chance that it can become a masterwork except for items that specifically state they cannot be made into a masterwork in their tooltips.
There are two approaches you can take to masterwork an item:. Each attempt has a 1 in chance 0. With this method your expected average number of attempts the over-under is around Each attempt has a vendor cost of 5g77s50c. Start with a Master Enigmatic Scroll scroll. When an MES is used the resulting enigmatic item will have a golden "? With this method, your expected average number of attempts the over-under is about The cost of each attempt is affected by the current brokerage price for ME scrolls on your server.
Which process is better? Well, the numbers suggest that using the common scrolls becomes cheaper on average once ME scrolls cost more than g. However, the common scroll method also involves clicking several thousand scrolls, and the value of the time spent clicking can't be ignored in your decision. Regardless of the method you choose, once you have created a masterwork item, you MUST use a Master Enigmatic Scroll and an Intricate Identification Scroll in order to re-roll random effects on that item.
This makes the process of re-rolling for the desired effects on masterworks much more expensive than for normal items. As long as you use these expensive scrolls for re-rolling, the item is guaranteed to remain a masterwork. There is one final wrinkle with masterwork items. This modifier affects the ilvl bonus and the amount of base stats such as attack, balance, etc. You can use this tool to see how the hidden bonus impacts the base stats on a number of endgame items.
The only way to know the value of the hidden bonus on your masterwork is to compare its base stats against this tool or against other identical masterwork items at identical enchantment levels. Every time you re-roll a masterwork this hidden bonus is reset, so you can perfect it by re-rolling just as you would for normal random effects.
Unfortunately, there is no way to lock the bonus modifier like you can with regular random effects. In KTera the masterwork process was called "luxing", and you may still hear it referred to by that term from time to time. The luxing process in KTera is somewhat different than the masterwork process in North American TERA, so you may find misleading or confusing information about the process when searching for details.
The crystal system in TERA is where situational adaptability comes into play. Rather than carrying around multiple gear sets or swapping enchants like you might in other MMORPG's, in TERA your gear's base stats and effects are designed to aid you in all scenarios. When you need to adapt to a specific fight you do it by customizing your cystal setup instead.
Crystals are not destroyed when removed from your gear, so it doesn't cost anything to swap your crystal setup for specific situations. If you hadn't found this feature yet, you can save different gear sets on your character sheet. These saved sets include the crystals you have equipped. This makes it easy to swap crystal setups; just save multiple sets with identical gear but different crystals. You can use this to tailor your crystal setup for specific content e.
All superior endgame weapons and armor each have 4 crystal slots. The exact crystals you use for your class and role are not something I try to cover here. Your best bet at finding a good crystal setup is to start at the TERA forums for your class and look for the guides that are usually stickied there. The crystals you use at level 60 are crux crystals. You can buy the common versions from any standard crystal merchant, and the "pristine" common versions from the specialty Vanarch merchants.
The more powerful uncommon and "fine" versions of crystals are drops from mobs and can be found at the Trade Brokerage. For initial content at 60 you can probably get away with using common crystals, especially for pre-mades, but if you use instance matching and run PuGs you will often be expected to have the expensive uncommon crystals.
When you die in TERA there is a chance that one of the crystals in your gear will be destroyed. You should always carry around extra crystals! To help with costs, you can use crystalbind scrolls to protect your crystals when you die. Instead of a crystal being destroyed, the crystalbind is consumed.
These scrolls are drops from many of the end-game instances, and a non-tradeable version is also one of the rewards from the Locked Strongboxes added in "TERA: The cost of these scrolls is usually lower than the cost of replacing uncommon crystals. However, you have to use the scroll ahead of time to protect yourself, and they don't last forever: This means you are banking on dying each time you use one.
Crystalbinds are a good way to reduce costs at the cutting edge of progression, or as cheap protection against the inevitable Nexus-lag mystery death. When you first hit 60 one of the cheapest and simplest ways you can improve your ilvl is to update your jewelry.
These are your two earrings, your two rings, and your necklace. The quest rewards as you approach and first hit 60 typically leave these slots badly under-geared. You also want to have rings and earrings with crystal slots.
The crystals used with jewelry are not the normal armor and weapon crystals. Crystals for jewelry are called zyrks , and they come from reptuation vendors and dungeon drops. You should have no problem finding affordable zyrks on the brokerage.
This guide won't try to cover which zyrks make the most sense for your class and role. The guides in your class forums should provide starting points for this information. The best way to deck out your jewelry is still to just hit the Trade Brokerage. Because the prices and availability of specific items may vary, you'll want to learn how to use the advanced filtering, sorting, and searching features in the brokerage.
In this case you want to filter your results by only the relevant jewelry categories and then sort by item level. For earrings you can probably afford a Baby's Sigh or Caged Raindrop The BoE, best-in-slot earring BiS is Queen's Call , and there are a number of other earrings with item levels between and If you see one at an affordable price, by all means, grab it.
The rings you can likely afford are the Grooved Setting and Quaver Ring As with earrings there are a number of other rings between these two levels. There are also a number of BoP reputation rings available with item level Don't blow a ton of cash on a ring without looking at these too: The affordable necklaces will be a Practicum Necklace or Windswept Pendant There are other sources of jewelry that are BoP or BoE cannot trade , and these items won't be found on the Trade Brokerage.
Depending on your class and build, some of these items may actually be better for you than the BoE, BiS items mentioned above. While this won't greatly impact your choice of what to start with as a fresh 60, it's important to know where to look next. The Bellicarium faction, CoF dungeon, and SG dungeon all have high level jewelry with stats that might be better for your build. There are a few miscellaneous things worth mentioning that can affect your progress as a character and your performance in PvE, but don't necessarily tie into any specific gear topics.
Don't forget to use your campfire charms! I found myself in dire need of money, so i decided to experiment with the Trade Broker system, however, whenever i try to open the window, it just ….
Syscoin to DXC http: Steem to DCR http: Waves to STU http: Friday, 15 June I hope you enjoyed my first post and will keep your eyes on The Tera Broker and my simple methods on making gold in the beautiful world of Tera.
Expect more posts in the very near future which will be discussing multiple methods of making …. Qtum to SKB http: Request Network to WRT http: Lumbertown as seen from above. Ripple to TWO http: Aion to AM http: The Auction house and player Trading systems are systems that players may use to buy, sell, or trade items with other places in the game.
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Making Gold in Tera Online for Experienced …. Print a Commercial Invoice; FedEx Global Trade Manager