Hello everyone! 👋 We’ve been working on our gear progression system, with the goal of adapting the entire leveling journey from level 1 to the level cap 60, as well as endgame, covering the full arc of classic content.
Our focus is to bring (and adapt) systems introduced in later versions of TERA into the classic progression flow, in a way that fits the server’s pacing without compromising the classic feel.
Important: we're still in development. Values and mechanics may change as we test, balance, and gather feedback.
Gear Upgrade
The upgrade system was introduced in TERA in 2017 (Storm Cry / Heroic Oath). In original classic TERA, this system didn’t exist.
For those unfamiliar: upgrades let you evolve your current gear into a stronger version, allowing you to:
- partially carry over enchant levels,
- create shortcuts for players who hit maximum enchant,
- reduce the feeling of “starting from scratch” every time you replace gear.
How we’ll use it in Reforged
With the upgrade system, players will have two progression paths:
- Drop (RNG): obtain the desired item directly from dungeons/content
- Upgrade (materials): progress your gear through materials, with no failure chance
The idea is to keep drops meaningful, while offering a “stable” path for players who prefer consistent progression.
The upgrade system is not limited to leveling progression. Aside from crafted gear, endgame gear can also be obtained via upgrades.
Upgrade Materials
Upgrade materials vary by gear type:
- Weapons: Paverune/Silrune/Quoirune/Archrune/Keyrune of Shara + Aeru Rune
- Armor (Chest/Gloves/Boots): Paverune/Silrune/Quoirune/Archrune/Keyrune of Arun + Aeru Rune
Enchant: +15 without Awakening (on specific gear)
The Awakening system allowed enchanting past +12, but it required extra conditions and came with heavy RNG.
In Reforged, we want a more straightforward progression:
- Superior gear (yellow): enchant up to +12
- Mythic gear (purple): enchant up to +15, no Awakening required
Materials follow the standard:
- tier-appropriate Alkahest
- tier-appropriate Feedstock
For now, we want to keep this pattern from level 1 all the way into endgame, making enchant materials more rewarding at low levels as well. This is still being tested.
Infusion (adapted)
The Infusion system was introduced in the 2019 patch as a min/max layer, but in the original game it was extremely RNG-heavy.
In Reforged, infusion has two clear roles:
- Attribute min/max
- A source of Feedstock (through “fodder” infusion gear)
Infusion fodder gear (3 grades)
During progression, “fodder” items (dropped from mobs, BAMs, and dungeons) will be available in three rarity grades:
- Uncommon
- Rare
- Superior
The rule is simple: the higher the grade, the stronger the attribute on the infusion item.
What changes compared to original infusion
This adaptation reduces RNG and gives players more control:
- Each item can only have one roll per attribute type Example: if your gear already has Power +4, it cannot receive another Power +4 infusion.
- Each infusion material has only one roll Meaning you know exactly which stat you’re applying.
This turns infusion into something more “crafty/intentional” and less “casino-like.”
Dismantling infusion gear
Infusion items that you don’t use can be dismantled to obtain Feedstock, which will be the main source of enchant feedstock during progression.

Flawless gear and early-game progression
Flawless gear has always existed in early-game content as a crafted option based on the best dungeon drops. In original classic TERA, obtaining it took a lot of time and resources, and it later became obsolete with the introduction of Avatar weapons.
What we’re changing
- All Flawless gear is now considered Mythic (purple) → therefore it can be enchanted up to +15.
- It becomes an alternative progression route, especially useful for:
- players who struggle more with certain content;
- a progression baseline for the Mentorship system (in development), where high-level players can “downscale” to help low-level players.
For experienced players who want to rush through leveling, Flawless remains optional.
Practical example: building a weapon (enchant → upgrade → infusion)
Below is a step-by-step example using the Lance of Devotion, showing how a piece of gear is built.
Note: the numbers shown come from the current build and may change with balancing.
1) Choosing the main stat (roll)

2) Viewing available rolls and the item’s state

To reroll an item’s attributes, you can use a Semi-Enigmatic Scroll. All refinable gear from level 1 onward shares the same roll setup. Gear customization and min/max will be done via infusion.
3) Enchanting (from +0 to the goal)

4) Upgrade: source item

5) Upgrade: target item

Notice the source item is +12, so the upgrade will go straight to +9 on the next item. If the current item were +9, the upgrade would result in the next item at +0.
Currently, our enchant carryover table for upgrades works like this:
| Current enchant | Upgrade result |
|---|---|
| +9 | +0 (minimum to upgrade) |
| +10 | +3 |
| +11 | +6 |
| +12 | +9 |
| +13 | +12 |
| +14 | +0 (tier skip) |
| +15 | +9 (tier skip) |
Tier skip: the upgrade skips the first gear of the next patch and goes directly to the intermediate gear.
6) Infusion: choosing an attribute (PvP Attack example)

7) Result after infusion (attribute applied)

8) Another infusion: cooldown reduction example

9) Final result (consolidated item view)

In the next article, we’ll cover crystal progression and infusion material upgrades.
See you next time! 🛠️