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TERA has typical MMORPG features such as questing, crafting, and player versus player action. The game's combat uses a real-time battle system that incorporates third person camera view. The player targets an enemy with a cross-hair cursor rather than clicking or tabbing an individual opponent (which is called the "Non-Target battle system" by the developer). The Players need to actively dodge enemy attacks. A keyboard and mouse or a control pad can be used to control the character.

The developers collaborated with CCP Games and their successful use of "PLEX" for Eve Online as a way of deterring gold farmers. As a result, TERA released a currency called "Chronoscrolls" that works similarly, as it allows game time to be purchased with real money and sold for in-game gold. The use of Chronoscrolls is only available to users who have purchased the game either digitally or physically. Those with the "Discovery Edition" cannot use Chronoscrolls.

In February 2013, Tera in North America and Europe transitioned to "Tera Rising", which changed the subscription model to a "freemium" design (free play plus buyable premium status and customization options). The developer has promised no time, level, or content restrictions for free players after this update. Players who purchase a 30-day "Elite" status will receive increased dungeon rewards, in-game discounts and other metagame advantages. Due to the new model, the "Chronoscrolls" mentioned above are being phased out, and are no longer sold by the developer, nor usable to extend game time. Existing chronoscrolls can be sold to merchants for 2,000 gold.

The Japanese and Korean versions of Tera also became free to play in December 2012 and January 2013, respectively.


Characters may be one of seven races:

  • The Aman, a race of draconian humanoids
  • The Baraka, a giant, intelligent race
  • The Castanics, a demon-like race
  • The Elins, an innocent nature loving race
  • The High Elves, a race of traditional and elegant humanoids
  • The Humans
  • The Popori, an animal-like race.

The Baraka, Elin, and Popori are gender locked (only male Baraka and Popori, and female Elin exist). Both males and females are playable for the rest of the races. The Elin were originally projected as Female Popori in the early stages of the game creation.

Each race has a set of unique "racial skills" that gives them minor advantages. For instance, Elins and Popori have skills that increase out-of-combat movement speed, while High Elves can restore all of their MP on a long (2 hour) cooldown. Races also have their own unique animations for many class-specific skills, leading to small advantages and disadvantages in framerate, animation speed, movement distance, attack distance, or other attributes for each individual skill depending on which race the player has chosen.



The Archer is a “Ranged Damage Class,” using a bow and wearing leather armor. They have the lowest health pool with no defensive advantages to compensate, making them more challenging to solo with. This class is known to possess a wide range of abilities to help control the fight by using traps and ranged attacks, which reduce attack speed, snare, and stun. Archers' damage scales based on the distance to the target. Within 10 meters, damage is unchanged. For every 3 meters past 10, damage is reduced by 15%. The exact scale is 11–14 meters, 15%, 15–18 meters, 15% The basic Arrow attack extends to a maximum range of 19 meters, but suffers a 1.5% penalty from the damage dealt at 18 meters. Despite this scaling, the biggest benefit to Archers is that they have the choice to remain at a safe distance, as most incoming Area of Effect attacks have an effective range of 10 meters. Their two charged attacks actually have a "kickback" component of pushing the Archer back 2–4 meters (depending on charge), meaning a well timed attack with an incoming AoE would create a simultaneous evasive maneuver and attack. In PvP, their stuns and high damage from their stances make them arguably the best PvP class.


The Berserker is a “Melee Damage Class,” using a two-handed axe and wearing heavy armor. This class is the heaviest hitter in the game but also the slowest. They can stay in the frontlines of a battle by blocking any attacks with their axe and provide powerful burst damage with charged attacks, where they unleash a single massive strike. Berserkers eventually become relatively fast at dealing massive damage through the use of certain glyphs and skill rotations. They are similar to the Sorcerer in speed and damage dealt, but have greater mobility and defense. In PvP, Berserkers are a constant threat as they can potentially one-hit KO a player with a big critical hit from their charged attack. As such, they are able to bully and keep other melee classes in check.


The Lancer is a “Blocking Tank,” using a shield with a lance and wearing heavy armor. The Lancer is the most defensive class in the game as they can use their shield to completely guard themselves and allies standing behind them from incoming attacks. Possessing the highest survivability of all the classes, Lancers also have the lowest damage output in the game, excluding the healing classes. In PvE, Lancers are generally accepted as the main tanking class as they are able to mitigate all incoming damage without any risks, compared to the much stricter dodge timing required by the Warrior. Lancers have two key skills that allow him to hold the attention of the enemy: Shield Counter with the extra threat glyph is their main skill, which can only be used after a successful block; Challenging Shout is their second skill, of which its large range can be used as a way to pull enemies from a distance. In PvP, Lancers serve to support the party by constantly harassing the enemy's support classes with stuns and interrupts while mitigating as much damage as possible to the party. Most notably, Baraka Lancers can make use of the game's collision detection by simply being large enough to block off key doorways with their body.


The Mystic is a “Support Healer Class,” using a scepter and wearing cloth armor. The Mystic provides more utility than the traditional healer by being able to create health and mana pickups instead of directly healing the party. This means that skilled parties who proactively avoid damage by dodging will actually benefit much more from a Mystic healer as the mana pickups will allow damage dealers to use their skills without any downtime. However, this means that Mystics are constantly running around the battlefield to keep the party optimized with heals, mana, or buffs. Between Mystics and Priests, Mystics are much more difficult to play. Mystics are most notable for being able to summon temporary minions to help with healing or to draw aggro while soloing, and for their powerful crowd control abilities which makes them invaluable for initiating team battles in PvP.


The Priest is a “Primary Healer Class,” using a staff and wearing cloth armor. This traditional healer class uses a stationary style of healing, where healing doesn't require as much mobility on the Priest's part. This makes Priests much easier to play than Mystics, who must move around constantly to keep the party optimized. While Mystics specialize in boosting a party's offense, the Priest excels in keeping the party alive. Priests have all kinds of heals for any situation, and can cover the entire party with a temporary damage absorption shield. In PvP, Priests take on the tank role as the entire enemy team will naturally focus on the Priest. Their many heals gives them immense survivability and makes them quite difficult to finish off as the Priest's party will be picking off any pursuers.


A new, Elin-only class added in 2014 (exact date differs depending on version). The reaper is a "Mid-Range Damage Class," using a pair of sickle-scythes attached to chains to damage their enemies. Reapers wear leather, but are defensively fragile due to their innately low endurance stats. Instead, they rely on short teleports ('flash steps') and counterattacks to keep themselves alive in both PvP and PvE. Reaper skills execute quickly and have extremely high sustained damage, but have high cooldowns, necessating cooldown and skill management.


The Slayer is a “Melee Damage Class,” using a two-handed sword and wearing leather armor. This class naturally excels in soloing because of the innate crowd control capability it possesses through knockdowns. Their high chance of knockdowns is always a huge threat in PvP, while in PvE it provides breathing room for the group. Slayers hit extremely hard and move very fast in combat, which makes them powerful in any situation. This class is very popular because it's easy to play as well as being very reliable, which cements its position as a staple role in both high level PvE and PvP.


The Sorcerer is a “Ranged Magic Damage Class,” using an arcane disc and wearing cloth armor. Sorcerers are capable of great sustained burst damage, and are able to restore their own mana pool relatively quickly with a very short cooldown. Sorcerers, as the traditional glass cannon, output the highest DPS in the game by maintaining a fast and continuous barrage of spells at the cost of survivability. In PvE, they are the most reliable source of DPS as they are generally out of harm's way and their spells hit very hard. In PvP, they are invaluable in team fights by forcing enemy groups to scatter to avoid their powerful AoE spells.


The Warrior is an “Evasive Tank” or "Melee Damage Class," dual-wielding twin swords and wearing leather armor. Warriors are the other tank in the game, relying on well-timed dodges to avoid incoming damage. As a result, Warriors are the hardest class to play in the game as it requires the player to become familiar with attack patterns to dodge efficiently, while the Lancer can just hold block whenever they feel threatened. Despite their light armor, Warriors actually gain higher endurance ratings than Lancers in the endgame due to their extremely good gear scaling, which means they take less damage from hits. However, Lancers will still easily outlast the Warrior due to the reliability of their block mechanic. Despite the obvious advantages of a Lancer tank, Warriors are more than capable of tanking all endgame content; it just requires a different approach. In a damage role, Warriors excel at it as they have high mobility to stay on their targets, which also makes their play style feel like the traditional thief/rogue class. Warriors are very powerful in PvP as their tanking nature gives them lots of natural survivability while their fast attacks keeps the target pinned down. Casters are especially vulnerable to Warriors and have a very difficult time trying to escape. Warriors are a popular class due to their high-speed nature.


Dungeons and Raids Present at Release[edit]

  • Bastion of Lok: Level 20, 5-man dungeon.
  • Sinestral Manor: Level 26, 5-man dungeon.
  • Cultists' Refuge: Level 35, 5-man dungeon.
  • Necromancer Tomb: Level 41, 5-man dungeon.
  • Golden Labyrinth: Level 48, 5-man dungeon.
  • Akasha's Hideout: Level 48 Normal Mode, 5-man dungeon.
  • Akasha's Hideout: Level 48 Hard Mode, 5-man dungeon.
  • Saleron's Sky Garden: Level 53, 5-man dungeon.
  • Labyrinth of Terror(124 Item Level): Level 57 Normal Mode, 5-man dungeon.
  • Ebon Tower(124 Item Level): Level 58 Normal Mode, 5-man dungeon.
  • Labyrinth of Terror(131 Item Level): Level 58 Hard Mode, 5-man dungeon.
  • Ebon Tower(131 Item Level): Level 58 Hard Mode, 5-man dungeon.
  • Kelsaik's Nest(131 Item Level): Level 58, Normal, 5-man dungeon.

Balder's Temple and Fane of Kaprima were considered the end-game dungeons during the NA and EU release. Balder's Temple was eventually nerfed; Balder's Temple (hard mode) and Fane of Kaprima were both removed during the Wonderholme patch.

  • Balder's Temple(138 Item Level): Level 60 Normal/Hard, 5-man dungeon.
  • Fane of Kaprima(138 Item Level): Level 60 Normal/Hard, 5-man dungeon.

The following dungeons were originally released as level 58 dungeons in Korea, but were revamped to challenge and reward lower-leveled players when the game was released in North America/Europe. Because they were originally intended to be end-game dungeons, they contain challenging mechanics that are not normally found in dungeons at their levels. All of these dungeons dropped unenchantable equipment with high healing/block and very good base statistics, making them some of the best equipment in the game at their respective levels. These dungeons were reverted to level 58 during the K-Tera synchronization patch.

  • Sigil Adstringo: Level 45, 5-man dungeon.
  • Suryati's Peak: Level 52, 5-man dungeon.
  • Ascent of Saravash: Level 56, 5-man dungeon.

Kelsaik's Nest (hard mode) was originally a level 58 dungeon in K-Tera. Because of the very difficult mechanics of this dungeon, it was revised to a level 60 dungeon during the NA release. The dungeon was also updated to drop some of the best equipment in the game at the time. Kelsaik's Nest was eventually reverted to a level 58 dungeon in NA.

  • Kelsaik's Nest(132 Item Level): Level 60, Hard Mode, 5-man dungeon.

Temple of Temerity Update (NA/EU)[edit]

The Temple of Temerity update added one dungeon, originally named "Training Grounds" in the Korean and Japanese versions of the game, to the NA and EU releases. Although the original Training Grounds is a level 58 dungeon, Temple of Temerity was released as level 60, with the HP and damage of all bosses and mobs increased to match the higher level. Temple of Temerity dropped tokens that can be exchanged for improved "glyphs", which increase attributes and/or add new effects to a character's skills.

Temple of Temerity was reverted to a level 58 dungeon with the more recent K-Tera synchronization patch.

  • Temple of Temerity(140 Item Level): Level 60, 5-man dungeon.

Argon Queen Content Update[edit]

The Argon Queen update expanded on the campaign against the Argons; players are required to complete a series of quests relating to the Argons and their connection to the defeated god, Kelsaik, cumulating in an assault on Argon Corpus - the Argon base - and the defeat of the leader of the Argons, Shandra Manaya, in the hardest instance of the game.

  • Argon Corpus(142 Item Level): Level 60 Normal Mode. 5-man dungeon.
  • Argon Corpus(147 Item Level): Level 60 Hard Mode. 5-man dungeon.
  • Manaya's Core(153 Item Level): Level 60 Hard Mode. 5-man dungeon.
  • Nexus Traverse: Level 60, 20-man raid.

Manaya's Core (normal mode) was not added with the Argon Queen update, but was included in the game in a later patch. It contains a slightly slower variation of Shandra Manaya with reduced mechanics, lower health, and decreased damage.

  • Manaya's Core(147 Item Level): Level 60 Normal Mode. 5-man dungeon.

Sirjuka Gallery was added with the Argon Queen update. The dungeon was a "timed run" consisting of defeating waves of mobs before they could destroy a "crystal" located in the center, with the party scoring points for killing mobs, protecting the crystals, and performing other pre-determined actions. The points determine the quality of the reward that are received at the end of the dungeon.

  • Sirjuka Gallery(140 Item Level): Level 60, 5-man dungeon.

The Argon Queen patch also added the first Player versus player instance in the North American/European versions of TERA. "Fraywind Canyon" is an instance that pits two teams of up to 15 players against each other. Teams must compete to capture "pyres" located at the north, south, and center of the map to score points; points can also be scored by killing members of the opposing team or by killing special monsters that spawn in the instance. The first team to reach 5000 points is declared the winner.

  • Fraywind Canyon: Level 60, 15-man PvP Instance.

Crucible of Flames Update[edit]

The Crucible of Flames update added one "timed run" dungeon, Crucible of Flames. Crucible of Flames is an adjustable difficulty dungeons, rewarding points in a similar fashion to Sirjuka Gallery, although points were primarily earned by finishing bosses and mobs as quickly as possible on as high of a difficulty as possible. Crucible includes a "ranking" feature where players scoring the most points within a 2-week "season" would earn additional rewards, among which an exclusive mount.

  • Crucible of Flame(142 Item Level): Level 60, 5-man dungeon.

Champion's Skyring Update[edit]

The Champion's Skyring update added a new PvP instance, "Champion's Skyring", to the game. Champion's Skyring is a simple 3v3 PvP match set within a mostly open arena, with pillars that can be used as cover. Teams are composed of one healer and two DPS, and matches continue until one team is completely incapacitated. The first team to win twice (out of three matches) is declared the winner. Champion's Skyring introduced a new type of PvP credit - Killing Spree - that can be used to buy new PvP gear.

  • Champion's Skyring: Level 60, 3-man PvP Instance.

Corsair's Stronghold Update[edit]

The Corsair Stronghold patch added a new PvP instance, Corsair's Stronghold. The instance pits two teams of 20 players against each other; teams take turns assaulting and defending a fortress, with the attack being declared successful when a crystal in the center of the fortress is destroyed. The attacking team may use airships, scale ladders, or break gates to break through the fortress's defenses, while the defending team must protect these chokepoints - and ultimately, their crystal - from attack. The team that takes the least time to break the crystal, or brings the crystal down to the lowest health in the case that both teams fail to successfully break, is declared the winner.

Corsair's Stronghold also introduced "equalized battlegrounds", where players' gears are temporarily suppressed and replaced with a set of gear with predetermined stats to eliminate gear advantage. In addition, Corsair's Stronghold is the first dungeon that is open to players level 30-60. Lower level players will have their skills scaled upwards to match

  • Crucible of Flame(142 Item Level): Level 60, 5-man dungeon.

K-TERA Synchronization Update[edit]

The K-TERA Synchronization Update was a patch that purported to remove all of the region-specific changes in NA and EU. Among other changes, many of the dungeons that had their levels altered from the Korean version of TERA were reverted to their original format.

  • Sigil Adstringo(134 Item Level): Level 58 (originally 45), 5-man dungeon.
  • Ascent of Saravash(134 Item Level): Level 58 (originally 52), 5-man dungeon.
  • Suryati's Peak(126 Item Level): Level 58 (originally 56), 5-man dungeon.
  • Kelsaik's Nest(132 Item Level): Level 58 (originally 60), Hard Mode, 5-man dungeon.

Kelsaik Raid Update[edit]

The Kelsaik Raid Update added two raids - a 10-man and a 20-man version of Kelsaik's Nest. The bosses in these dungeons have mechanics similar to the level 58 version of Kelsaik's Nest, but with added damage. Several new mechanics were introduced as well.

  • Kelsaik's Raid X(147 Item Level): Level 60, 10-man raid.
  • Kelsaik's Raid XX(153 Item Level): Level 60, 20-man raid.

Wonderholme Update[edit]

The Wonderholme update made several significant changes to the game. A number of old dungeons were removed or modified significantly, and a number of new instances were added to the game. The Wonderholme instances are not continuations of the main storyline; BHS has stated that Wonderholme was intended to be more amicable to newer and less dedicated players.

  • Channelworks(153 Item Level): Level 60, 3-man dungeon.
  • Shattered Fleet(153 Item Level): Level 60, 5-man dungeon.
  • Kezzel's Gorge(153 Item Level): Level 60, 7-man raid.
  • Wonderholme(155 Item Level): Normal Mode, 10-man raid.
  • Wonderholme(159 Item Level): Hard Mode, 10-man raid.
  • Balder's Temple: Level 60 Solo Mode, 5-man dungeon.
  • Removed Dungeons
    • Balder's Temple: Level 60 Hard Mode, REMOVED.
    • Fane of Kaprima: Level 60 Normal Mode, REMOVED.
    • Fane of Kaprima: Level 60 Hard Mode, REMOVED.
    • Argon Corpus: Level 60 Hard Mode, REMOVED.

Wounded World Update[edit]

The Wounded World Update added a number of new dungeons, included a new end-game raid called "Rift's Edge" where the raid fights a number of flower and bug-themed bosses. The Wounded World instances are sidequests rather than continuation of the main storyline.

  • Ghillieglade: Level 60, 1-man dungeon.
  • Lakan's Prison: Level 60, 5-man dungeon.
  • The Abscess: Level 60 Normal Mode, 7-man raid.
  • Rift's Edge: Level 60 Normal Mode, 10-man raid.
  • Rift's Edge: Level 60 Hard Mode, 10-man raid.

The Abscess (Hard Mode) was introduced in the Korean and Japanese version of TERA in a separate patch, but in NA was released with the other dungeon in the Wounded World update. The dungeon was meant to be analogous to Manaya's Core - a difficult end-game dungeon that requires considerable practice to reliably complete, dropping some of the best equipment in the game. While the bosses are similar to the Abscess 7-man raid, the mechanics are heavily modified and damage greatly increased.

  • The Abscess: Level 60 Hard Mode, 5-man dungeon.

Fate of Arun Update[edit]

End of 2014 the update Fate of Arun was released for TERA and renamed the game in TERA: Fate of Arun. The update added new features like the new maximum level 65 and four new zones to the game, in which the story is continued. A number of new instances is also available now.

  • Sabex Armory Level 61, 5-man raid.
  • Macellarius Catacombs Level 64, 5-man raid.
  • Ravenous Gorge Level 65, 3-man raid.
  • Bathysmal Rise Level 65, 5-man raid.