There are so many engravings available in Lost Ark, it can be difficult to understand where to begin. We know you want to know what the best engravings are. In this Lost Ark Engravings Tier List we explore what top players rank for the best engravings to use. You can learn more about how the engravings system actually works in the Lost Ark Engravings Guide.
The tier list will show rankings in the typical tiers you are likely familiar with:
- S-Tier: The best engravings that every class needs to focus on. These will always take priority.
- A-Tier: Top engravings almost all classes want to prioritize right after their S-Rank engraving.
- B-Tier: Other viable options many classes will benefit from using.
- C-Tier: Engravings with some use but only by select classes.
- D-Tier: Engravings just plain worse than other choices and should only be used if there are no other choices.

S-Tier Best Engravings
Class Engravings
All classes have two Class Engravings as laid out in this list. Each class will have one engraving to focus on depending on their focus or playstyle of their chosen build. Whichever class engraving you choose it more important for your class should be prioritized. This means that no matter what, you should prioritize getting as many points as possible up to 15 for the class engraving of your choice.
You can find out what class engraving you should focus on depending on your build by explore these Class Guides and navigating to your class. The only class that really doesn’t need to focus on their class engraving is the Wardancer. This class can get away with just focusing on combat engravings.
Aannnnd that’s it for S-Tier. These are bar-none the main engraving you need to focus on over all other engraving options.

A-Tier Best Combat Engravings
Grudge – DPS Focus
Grudge should be the number 1 focus for all classes except Bard and Paladin, after their class engraving. These two classes will instead focus on the last two engravings in A-Rank of Specialist and Awakening. Grudge will increase your damage to boss-rank enemies, but will also increase the damage you take from them.
- Lv. 1: Damage +4% to Boss or above monsters. Damage +20% from Boss or above monsters.
- Lv. 2: Damage +10% to Boss or above monsters. Damage +20% from Boss or above monsters.
- Lv. 3: Damage +20% to Boss or above monsters. Damage +20% from Boss or above monsters.
At first glance Grudge seems to be detrimental and a negative skill due to the large amount of extra damage from bosses. The main aspect to know though is in the end-game you will be fighting bosses that will become harder as the tiers progress. In tier 3 you will eventually be getting to bosses who, if they hit you with a mechanic, you will die instantly. This makes the damage increase against you less of an issue because if you aren’t able to avoid the boss mechanics, you will be dead anyway.
It is also worth noting that the negative effect of 20% increased incoming damage is static. As you level up your tiers of the Grudge engraving, this will stay the same. The outgoing damage boost to bosses however, will increase. By the 3rd tier of Grudge, you have the same buff outgoing as you do incoming, 20%.
Bottom Line: If you are following boss mechanics and avoiding as many hits as you can, the increased damage from Grudge is always paramount to take.
Cursed Doll – DPS Focus
The Cursed Doll is the 2nd focus of non-class (combat) engravings for all classes except Bard and Paladin support. This engraving is very similar to Grudge, and is taken for the same reasons.
- Lv. 1: Atk. Power +3%. Healing -25%, natural recovery excluded.
- Lv. 2: Atk. Power +8%. Healing -25%, natural recovery excluded.
- Lv. 3: Atk. Power +16%. Healing -25%, natural recovery excluded.
As you rank up Cursed Doll, you will increase your attack power from +3%, to +8%, to +16%. The negative effect of the engraving is that incoming healing effects will be reduced by 25%. This negative effect is static, just like Grudge. Therefore, if you are able to get this to a higher tier, you will get much more out of it.
Bottom Line: Cursed Doll is an effective DPS booster every non-support class should focus on after or along with Grudge.
Specialist – Support Focus
For the support classes of Paladin and Bard, Specialist is your main focus for combat engravings, after you have prioritized your class engraving. The Specialist engraving is purely beneficial to you. There is no negative effect, and the positives are very strong.
- Lv. 1: Shield and HP recovery effects used on yourself and party members are increased by 6%, and when the target’s HP is below 50%, this effect is increased by an additional 3%
- Lv. 2: Shield and HP recovery effects used on yourself and party members are increased by 14%, and when the target’s HP is below 50%, this effect is increased by an additional 7%
- Lv. 3: Shield and HP recovery effects used on yourself and party members are increased by 24%, and when the target’s HP is below 50%, this effect is increased by an additional 12%
This engraving allows you to focus on more shielding and healing for you and your party. It adds additional benefit when the person you are healing is below 50% HP.
Bottom Line: You can’t go wrong with taking Specialist. If this engraving is available in your region, make sure you prioritize it if you are support.
Awakening – Support Focus
Your second focus for combat engravings as a support should be Awakening. All players in Lost Ark value cooldown time. This especially shines for the Paladin and Bard classes. Not only do you get reduced cooldown time, you can also increase cooldown usage.
- Lv. 1: Awakening Skill Cooldown -10%. +1 maximum use.
- Lv. 2: Awakening Skill Cooldown -25%. +2 maximum uses.
- Lv. 3: Awakening Skill Cooldown -50%. +3 maximum uses.
With less cooldown time and more casts, you are able to maximize your healing or shielding output. This will make you ever more of a beast to help your party get through tough content.
Bottom Line: All support classes will want to use this engraving when possible.

B-Tier Engravings
The engravings in this part of the tier list are useful for some very specific classes. Groups of classes will use one of these sometimes as an alternative to the higher tiers. These are usually situational based on the type of attacks and stats your class uses. For example, Master of Ambush is viable only for classes that focus on back attack skills.
Keen Blunt Weapon
Keen Blunt Weapon works well for classes and builds that want to prioritize critical hits. If you have a high crit change, and are able to get this to level 2 or 3, it could be worth while to use.
- Lv. 1: +10% Crit Damage but your attacks have a chance to deal Damage -20%.
- Lv. 2: +25% Crit Damage but your attacks have a chance to deal Damage -20%.
- Lv. 3: +50% Crit Damage but your attacks have a chance to deal Damage -20%.
Master Brawler
Master Brawler is aimed toward classes who mostly deal damage with head attacks. This for example is a viable choice for Gunlancers as they have many head attack skills.
- Lv. 1: Head attack Damage +5%
- Lv. 2: Head attack Damage +12%
- Lv. 3: Head attack Damage +25%
Master of Ambush
Master of Ambush is taken for the same reasons as Master Brawler, but for back attacks.
- Lv. 1: Damage +5% for successful back attacks.
- Lv. 2: Damage +12% for successful back attacks.
- Lv. 3: Damage +25% for successful back attacks.
Heavy Armor
Heavy Armor is an option for support classes of Paladin or Bard. This will help them raise their defenses to stay alive while healing and shielding.
- Lv. 1: All Defense +30%. The amount of Defense increased by Heavy Armor Equipment is not affected by effects that cause Defense reduction.
- Lv. 2: All Defense +75%. The amount of Defense increased by Heavy Armor Equipment is not affected by effects that cause Defense reduction.
- Lv. 3: All Defense +150%. The amount of Defense increased by Heavy Armor Equipment is not affected by effects that cause Defense reduction.
Spirit Absorption
Some classes have high base move speed and Spirit Absorption will benefit them; particularly assassins and martial artists.
- Lv. 1: Atk./Move Speed +3%.
- Lv. 2: Atk./Move Speed +8%.
- Lv. 3: Atk./Move Speed +15%
Barricade
Barricade is great to use on the Gunlancer class as you are shielded quite often, so it is used aby a good amount of players.
- Lv. 1: Damage to foes while shielded +3%.
- Lv. 2: Damage to foes while shielded +8%.
- Lv. 3: Damage to foes while shielded +16%.
Super Charge
For players using charge skills often, Super Charge can be a viable choice.
- Lv. 1: Charge skills’ charging speed 8%. Damage +4%.
- Lv. 2: Charge skills’ charging speed +20%. Damage +10%.
- Lv. 3: Charge skills’ charging speed +40%. Damage +20%.
Raid Captain
- Lv. 1: Outgoing Damage +10% of basic Move Speed bonus percentage.
- Lv. 2: Outgoing Damage +22% of basic Move Speed bonus percentage.
- Lv. 3: Outgoing Damage +45% of basic Move Speed bonus percentage.

C-Tier Engravings
We will not go into depth on each of these engravings as their descriptions pretty much speak for themselves. Mostly these are very situational and will help you if you play a certain playstyle, but not as effectively as the higher tiers. These are used by some players as backup engravings after they have taken priority to their S, A, and B tier engravings. Instead, we will simply list them out and what their effect is.
Drops of Ether
Drops of Ether would be used for support classes in some cases.
- Lv. 1: Attacks have a chance to create an Ether. (Cooldown: 90s)
- Lv. 2: Attacks have a chance to create an Ether. (Cooldown: 40s)
- Lv. 3: Attacks have a chance to create an Ether. (Cooldown: 20s)
Crisis Evasion
- Lv. 1: When receiving fatal damage, become invincible for 3s, recovering 50% of the damage taken during invincibility as HP. (Cooldown: 15m)
- Lv. 2: When receiving fatal damage, become invincible for 3s, recovering 50% of the damage taken during invincibility as HP. (Cooldown: 12m)
- Lv. 3: When receiving fatal damage, become invincible for 3s, recovering 50% of the damage taken during invincibility as HP. (Cooldown: 9m)
Increase Max MP
- Lv. 1: Max MP +5%.
- Lv. 2: Max MP +15%.
- Lv. 3: Max MP +30%.
Disrespect
- Lv. 1: Damage to foes with 30% or lower HP +9%.
- Lv. 2: Damage to foes with 30% or lower HP +22%.
- Lv. 3: Damage to foes with 30% or lower HP +36%.
Stabilized Status
- Lv. 1: Damage +3% when your HP is above 80%.
- Lv. 2: Damage +8% when your HP is above 80%.
- Lv. 3: Damage +16% when your HP is above 80%.

D-Tier Engravings
+MP Regen
- Lv. 1: MP Regen +5%.
- Lv. 2: MP Regen +15%.
- Lv. 3: MP Regen +30%.
Broken Bone
- Lv. 1: Damage to staggered foes +7.5%.
- Lv. 2: Damage to staggered foes +20%.
- Lv. 3: Damage to staggered foes +40%.
Champion’s Tenacity
- Lv. 1: Outgoing damage +3% at 50% or lower HP.
- Lv. 2: Outgoing damage +8% at 50% or lower HP.
- Lv. 3: Outgoing damage +16% at 50% or lower HP.
Contender
- Lv. 1: Atk. Power +1% for 15s after killing a foe. (Max. 5 stacks)
- Lv. 2: Atk. Power +1.5% for 25s after killing a foe. (Max. 6 stacks)
- Lv. 3: Atk. Power +2.5% for 40s after killing a foe. (Max. 7 stacks)
Crushing Fist
- Lv. 1: Ignore 10% of Defense when attacking staggered enemies.
- Lv. 2: Ignore 30% of Defense when attacking staggered enemies.
- Lv. 3: Ignore 50% of Defense when attacking staggered enemies.
Divine Protection
- Lv. 1: When attacked, there is a 20% chance of activating Divine Protection which reduces the damage received by 60%. (Cooldown: 60s)
- Lv. 2: When attacked, there is a 20% chance of activating Divine Protection which reduces the damage received by 60%. (Cooldown: 20s)
- Lv. 3: When attacked, there is a 20% chance of activating Divine Protection which reduces the damage received by 60%. (Cooldown: 10s)
Enhanced Shield
- Lv. 1: Become immune to all Status effects while affected by shields, but -90% Shields’ HP and Defensive Stance’s damage absorption amounts. (Not applicable to Battlefield Shield)
- Lv. 2: Become immune to all Status effects while affected by shields, but -75% Shields’ HP and Defensive Stance’s damage absorption amounts. (Not applicable to Battlefield Shield)
- Lv. 3: Become immune to all Status effects while affected by shields, but -50% Shields’ HP and Defensive Stance’s damage absorption amounts. (Not applicable to Battlefield Shield)
Ether Enhancement
- Lv. 1: Ethers, when obtained, generate additional Ethers with Crit Damage +4%.
- Lv. 2: Ethers, when obtained, generate additional Ethers with Crit Damage +12%.
- Lv. 3: Ethers, when obtained, generate additional Ethers with Crit Damage +24%.
Explosive Expert
- Lv. 1: Bomb/grenade Battle Item carrying limit +1.
- Lv. 2: Bomb/grenade Battle Item carrying limit +2.
- Lv. 3: Bomb/grenade Battle Item carrying limit +3.
Fortitude
- Lv. 1: Incoming damage is reduced proportional to HP lost. (Max. 5%)
- Lv. 2: Incoming damage is reduced proportional to HP lost. (Max. 15%)
- Lv. 3: Incoming damage is reduced proportional to HP lost. (Max. 30%)
Lightning Fury
- Lv. 1: Attacks have a 60% chance of generating a lightning orb. These lightning orbs can only be generated once every 4s. When 5 orbs are created, they explode and damage surrounding foes.
- Lv. 2: Attacks have a 60% chance of generating a lightning orb. These lightning orbs can only be generated once every 2s. When 5 orbs are created, they explode and damage surrounding foes.
- Lv. 3: Attacks have a 60% chance of generating a lightning orb. These lightning orbs can only be generated once every 1s. When 5 orbs are created, they explode and damage surrounding foes.
Magick Stream
- Lv. 1: MP Regen up to +10% every 3s while you are not attacked. This effect is temporarily removed when you are attacked. (Cooldown: 10s)
- Lv. 2: MP Regen up to +30% every 3s while you are not attacked. This effect is temporarily removed when you are attacked. (Cooldown: 10s)
- Lv. 3: MP Regen up to +60% every 3s while you are not attacked. This effect is temporarily removed when you are attacked. (Cooldown: 10s)
Necromancy
- Lv. 1: Attacks summon temporary soldiers that damage foes. (Cooldown: 75s)
- Lv. 2: Attacks summon temporary soldiers that damage foes. (Cooldown: 30s)
- Lv. 3: Attacks summon temporary soldiers that damage foes. (Cooldown: 15s)
Preemptive Strike
- Lv. 1: When attacking Challenge or lower monsters with full HP, your attack is a guaranteed crit with +30% Damage.
- Lv. 2: When attacking Challenge or lower monsters with full HP, your attack is a guaranteed crit with +80% Damage.
- Lv. 3: When attacking Challenge or lower monsters with full HP, your attack is a guaranteed crit with +160% Damage.
Shield Peircing
- Lv. 1: Damage to shields +16%.
- Lv. 2: Damage to shields +50%.
- Lv. 3: Damage to shields +100%.
Strong Will
- Lv. 1: Incoming Damage -5% while Pushed.
- Lv. 2: Incoming Damage -15% while Pushed.
- Lv. 3: Incoming Damage -30% while Pushed.
Vital Point Strike
- Lv. 1: Stagger attack effectiveness +6%.
- Lv. 2: Stagger attack effectiveness +18%.
- Lv. 3: Stagger attack effectiveness +36%.