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Enchanters



Class:  Enchanter
Arch-type:  Caster
Abbreviation:  ENC
Specialty:  The Mana Battery
Special Abilities:  Self Mana or Mana for Others
Primary Stats:  Intelligence & Charisma
Description:  Scholars of magic, Enchanters can imbue both creatures and objects with arcane properties. Also being Masters of the Mind, they can force their will upon others or make themselves appear as something other than what they are.

Strengths:
  • Mana Buff - Enchanters are the masters of mana if played correctly
  • Arcane proc buff - Imbues weapons with magical energy that can cause additional damage when used
  • Arcane Resistance buff - Helps characters resist Arcane based spells
  • Taunting Pets - Summoned pets taunt allowing Enchanters to solo (with care)
  • Healing Pets - Summoned pets can heal themselves
  • Charm - Enchanters can make a creature their pet for a short duration
  • Illusions allow Enchanters to get any coach in the game
Weaknesses:
  • Not mana efficient - When casting spells, enchanters tend to run low on mana if not monitored
  • Pets weak compared to other caster pets
  • Hard to use mana spells efficiently in group - Bards can mana buff whole group, Enchanters have to do it one at a time
  • Hard to get groups
Creation Tips:   Enchanters are a great class to play but are hard to do so well. To mana buff effectively in a group, you often are unable to nuke since you are constantly buffing others to keep their mana full. This isn't as bad as it seems, but if you want to be invited to a group instead of a bard, you MUST know how to mana buff well. Also, if you take the mana for self path for your specialization, you will be useless to a group. Charms are a good thing for you since you can often charm a mob and save yourself if the tank or healer dies in the group. Also, REMEMBER TO PROC BUFF! It is free damage and in a good group makes a big difference. Just be aware that sometimes other characters have a self only buff that is better (i.e. a Paladin's undead buff if you are at an undead camp).

Enchanters must pay attention to 4 stats: Intelligence, Charisma, Dexterity, and Stamina. Intelligence and Charisma are your primary stats with Intelligence giving more towards power and increases the chance your proc buff will go off and Charisma helping more with charms. Dexterity helps increase your nukes allowing you to do more damage. Stamina, of course, gives you Hit Points, allowing you to stay alive if your pet dies and you get hit.


Starting Stats:  
  STR     STA     AGI   DEX    WIS    INT    CHA    STARTING CITY  
 Dark Elf    50     55     60   70    60    90    70    Neriak  
 Elf   50    50    60    70    65    80    80    Fayspires  
 Erudite   50    50    60    65    65    95    70    Highbourne  
 Gnome   50    50    70    70    55    90   70    Klik Anon  
 Human East   55    55     65    65   60    80    75    Freeport 
 Human West   55    55     65    65   60    80    75    Qeynos 


Suggested Starting Stats:  
  STR     STA     AGI   DEX    WIS    INT    CHA    STATS CHANGED  
 Dark Elf    50     60     60   75    60    90    80    +10 CHA +5 DEX/STA  
 Elf   50    55    60    70    65    90    85    +10 INT +5 CHA/STA 
 Erudite   50    55    60    70    65    95    80    +10 CHA +5 DEX/STA  
 Gnome   50    55    70    75    55    90   80   +10 CHA +5 DEX/STA  
 Human East   55    60     65    70   60    85    80   +5 INT/CHA/DEX/STA  
 Human West   55    60     65    70   60    85    80   +5 INT/CHA/DEX/STA  

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