Hey guys, I’m back again with another TERA Online Beta Impressions Report. I’ll be going over crafting Professions and gear Enhancements. These in-game features can help you kill faster, survive longer, and sometimes make money quicker, so they’re definitely worth looking into.
Explaining everything there is to know about Professions and Enhancements is beyond the scope of this report, so I’ll be keeping it simple. The objective here is to walk you through the basic procedures of gathering, crafting, and finally selling.
Anyone can take up on these Professions as there are no class/race restrictions. Below are the main types of Professions available:
Gathering is simply the process of procuring raw materials, such as ores and fibers, from rocks and plants. However, Extraction is the process of breaking down items into raw materials, though you’ll need to learn the appropriate abilities first.
Ideally, you should obtain a crafting recipe beforehand just so you know what components to be looking for; otherwise you’ll be searching for stuff blindly.
Tailoring is a Profession focused on crafting gear for magic-based classes, such as Sorcerers, Mystics, and Priests.
My mission during this beta was to craft a low-leveled robe, but I needed a recipe first, so I visited the Tailor. The best robes available at the time were the Arcanist’s Verdracloth Robes. I was then offered to choose between the Design and Attune recipe types. Design is the “base” form of equipment, whereas Attune is the “enigmatic” form (which I’ll explain soon enough). For now, I went with Design.
The next step was to obtain the materials required by the recipe. I bought whatever crafting essentials were already available from the Tailor. I then left the city and gathered raw materials scattered throughout the land.
Certain components, like the Paverunes of Titans, would’ve required me to kill the mobs that drop them. But due to time constraints, I was forced to visit the auction house instead, known as the Trade Broker, and bought the runes sold by players with inflated prices.
Once I had everything, I returned to the Tailoring forge station and approached a sewing workbench. Within a few seconds, I successfully crafted my first robe!
But I wasn’t done yet. I wanted to sell my robe to make some money, but at the moment it lacked that extra oomph to appeal to buyers. I decided to “attune” the robe. I bought its corresponding Attune recipe, got the required materials (one of them being the robe itself) and crafted the Attuned Arcanist’s Verdracloth Robe.
Remember earlier when I said something about Attune being “enigmatic”? Enigmatic simply means unidentified, as was the case with my newly crafted robe. To resolve this, I went to a General Store, bought a Common Identification Scroll, and used it to remove the enigma. Doing so finally revealed the bonus effects of the attuned robe.
By now, I was technically ready to sell the armor. But I still felt like it wasn’t enough to attract potential buyers. The next step was Enchanting.
Enchanting is the Enhancement process of leveling up your gear, which is defined by a “+” sign and a number, e.g. +1 Robe, +2 Robe, and so on. The higher the level, the higher the risk of failing, but the better the bonuses received. And in this case, the best bonuses only applied at odd intervals, like +3, +5, and so forth.
At any rate, I was ready to enchant my Attuned Arcanist’s Verdracloth Robe. Thankfully, the process was an easy affair. I only needed three things: the robe that I wanted to enchant; an enchantable item of the same tier and type to be destroyed in the process (which also set me back some gold from the Trade Broker); and a certain amount of Alkahest. I then opened up the Enchant Menu and watched my robe go up to a +1.
Unfortunately, that was when the fun ended. At that point, I realized that Tailoring and Enchanting heavily consumed my heard-earned funds, so I couldn’t go beyond a +1 and thus failed to receive any real good bonuses aside from a couple of minor stat boosts. I decided it was time to sell the robe.
On my previous Beta Impressions Report, I briefly mentioned the Pet System. Pets can be used to do a variety of things, but most importantly they can set up shop for players, kind of like portable store vendors.
First, I visited the Pet Manager. I bought Dahlia just for the hell of it. Once she was in my inventory, I bound her to my character through a process known as Imprinting. I then saw her profile and noticed that she had training slots available. And so, I bought a “Selling” trainer mod and attached it to one of the slots. My pet Dahlia now had the ability to sell items for me.
With her personal storage window opened, I dragged the Attuned Arcanist’s Verdracloth Robe over to it. It prompted me to define a quantity and price, which I set at an unreasonable number just for fun. (Thankfully no one took it seriously. I would’ve been rich if someone bought it, but then I would’ve felt guilty… Nah.) Lastly, I modified the advertisement slogan for some good old marketing. When all was said and done, our store was finally “open for business”!
We’ve already discussed one form of Enhancement, and that was Enchanting. The rest are Socketing, the Glyph System, and Armor Dyes.
By the way, I purposely skipped one other Enhancement feature called Armor Remodeling. Although the process seemed simple enough, one of the requirements, called Templates, were way too expensive for me at the time. As a result, I was unable to delve deeper into the system. Perhaps I’ll look more into it next time.
Socketing is a system that allows you to attach crystals that provide “temporary” boosts to individual weapons and armors. For example, one crystal may let you inflict more damage on a knocked-down opponent, whereas another will increase your HP by a set amount of points.
These crystals can be bought from a Crystal Manager, earned as quest rewards, or found as dropped loot. Various weapons and armors have different available numbers of sockets. You can only attach one type of each crystal per weapon or armor. For example, if you have a speed-type crystal already attached to armor you can’t have another speed-type, but you can put in a defense-type to go along with it. Also, the maximum number of crystals per weapon or armor is four.
The caveat to the Socketing System is that you risk the chance of losing a crystal if you die. This is what I meant by “temporary” boost.
If Socketing is for weapons and armor, then the Glyph system is for class skills. For example, a glyph may allow you to reduce the cooldown time for a damage-dealing skill, or it may elongate the duration of a buff skill, and so forth.
Approach a Glyphmaster to view the available set of glyphs for your class. Once you’ve purchased the glyphs that you want, you only need to open up your Skills Menu and apply them under the newly-appended Glyph tab at the top. Note that the number of glyphs you can have attached at any given time depends on the number of allocated points available.
Unlike Socketing, you don’t lose the glyphs when you die. You can still reset your points and glyph allocation, but the process requires a rare item. So might as well choose your glyphs wisely the first time around.
Dyes are purely aesthetic, but at least you’ll look sport a unique palette. Just simply find the Dye Merchant and buy a colored dye bottle. I chose yellow because I thought it would match with the overall color scheme of my character.
A window appears allowing you to drag the unequipped gear item you want to modify. You’re then given shades of that color to choose from. On the center of the screen, you can preview how your character will look until you’re satisfied, and then apply it.
Ironically, even though I chose yellow, I ended up with a darker shade that gave off more of a reddish tone. I suppose the shades vary depending on the actual gear, because I tried it on another armor and it was most definitely yellow in color, even on the darkest shade.
But it seems like purchased dyes only take in effect for one day. Some people like this, while others would prefer it to be permanent.
The biggest issue with Professions and Enhancements right now is that they’re expensive investments. The +1 Attuned Arcanist’s Verdracloth Robe alone must have cost me over 100k gold mainly due to the fact that I had to buy some of the materials. But had I gained all possible bonuses (or at least most of them) such armor would have lasted me at least a few more levels before needing to upgrade. So it’s a trade-off, but no doubt a costly one.
Anyway, I hope you enjoyed this report. Please look forward to the next one!
If you missed the previous TERA Online Beta Impressions Reports:
Closed Beta I – The Basics