TERA Arise
  • Introduction
  • Broad Strokes
  • Game Systems
    • Achievements and Distinctions
    • Card Collection
    • Classes and Roles
    • Combat Mechanics
    • Cosmetics and Mounts
    • Dungeons and Raids
    • Gathering and Crafting
    • Gear and Itemization
    • Leveling and Power Scaling
    • Main Story and Questing
    • Overworld and Events
    • Pets and Partners
    • Rifts and Trials
    • Seasons and Leaderboards
    • Skills and Glyphs
    • Stats and Damage
  • Class Design
    • Archer (Break/Damage)
    • Berserker (Damage/Tank)
    • Brawler (Tank/Damage)
    • Gunner (Damage/Heal)
    • Lancer (Tank/Heal)
    • Mystic (Heal/Damage)
    • Ninja (Break/Damage)
    • Priest (Heal/Damage)
    • Reaper (Damage/Heal)
    • Slayer (Damage/Break)
    • Sorcerer (Damage/Break)
    • Valkyrie (Break/Tank)
    • Warrior (Tank/Damage)
  • Technical Features
    • Anti-Cheating Measures
    • Avalonia HUD Replacement
    • JavaScript Extensibility API
    • QUIC Network Protocol
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  1. Game Systems

Main Story and Questing

Last updated 1 year ago

The main story mostly proceeds as it did in TERA, but it ends around the beginning of the Exodor storyline, as we repurpose Exodor for and cut the vast majority of its story quests. Story quests proceed linearly rather than the original mess at level 65+ where you can get a mountain of story quests dropped on you all at once.

The vast majority of side quests in the game are cut; only those that add meaningful context to the story are kept. As a rule of thumb, when completing all quests in a province, the player should only spend half as much time on side quests as they do on story quests - ideally less.

Guardian Mission quests are repurposed for overworld events.

Repeatable side quests and faction quests are cut entirely.

Due to the tighter , all level requirements for quests are removed.

overworld events
power scaling during leveling