“ | Through a single word, the Enchanter can turn the intent of an enemy and break even the strongest of wills into submission. | „ |
~ Official Description |
Enchanter is a class available to the Dark Myr, Dwarf, Elf, Gnome and Human races. The primary role of the Enchanter is support, with an emphasis on crowd control. It is an Enchanter's responsibility to control the battlefield by limiting how many enemies can participate in the fight. Enchanters do this by mesmerizing their foes and causing them to cease all action, by charming them and forcing them to act under the Enchanter's will or confusing them into attacking their own allies. Foes who don't find themselves under the debilitating control of an Enchanter will find themselves wracked by detrimental incantations which prevent them from casting spells, lower their attack speed and weaken their resistance to magic.
Description[ | ]
Like the current of a raging river is the pull of an Enchanter on the mind of their adversaries. Through a single word, the Enchanter can turn the intent of an enemy and break even the strongest of wills into submission. Whether through trickery or coercion, the Enchanter is adept at controlling the battlefield and forming order out of chaos.
Gameplay Information[ | ]
Group Role
The Enchanter's official role is support . Classes in the support role focus on providing combat advantages through primarily non-destructive means, such as buffing allies and debuffing foes. Crowd control is a subset of support, and is a primary focus of the Enchanter class. Crowd control abilities center on limiting a foe's ability to participate in combat and come in two forms: loss of control and positional control. Loss of control abilities deny the target independent actions, while positional control abilities move targets or impair their ability to move by themselves. Enchanters primarily have loss of control abilities via their Mesmerize, Charm and Shock and Awe spells.
While enchanters possess some damaging spells, such as their Flay the Mind and Cranial Pressure, the side effects of these spells are emblematic of the Enchanter's focus as a class: supporting their team. Enchanters are capable of increasing mana regeneration ( Enshire's Faint Whisper), attack speed ( Illusion Graft: Quickness), casting speed ( Illusion Graft: Acuity), can grant mana directly to an ally (Gift of Inspiration) and bestow illusions (Illusion Craft).
Enchanters can decrease the attack speed and cast speed ( Illusion Graft: Fatigue), damage potential (Eyumai's Dulling) and magic resistance ( Forceful Will) of their foes, as well as silence ( Hush) them and turn their spells against them (Spell Turn)
Weapons & Techniques
Enchanters can equip Blunt and Piercing class weapons. They can only equip one-handed piercing, but may use either one or two-handed blunt weapons.
Weapon Class | Available Types |
---|---|
Blunt | Club, Long Staff, Stave, Quarter Staff |
Piercing | Dagger [1] |
Race
“ | The race you choose will provide different racial innate abilities that can and will be handy while adventuring. There will be times when the race you choose is to your, and your party’s, advantage; at other times neutral, and other times to your disadvantage. They will all be useful in any serious dungeon or other adventure area but one may be more advantageous in certain scenarios and situations. | „ |
~ Official Description (retrieved from archived FAQ) |
Enchanters can choose between five different races: Dark Myr, Dwarf, Elf, Gnome and Human
Player Guides[ | ]
- For an in-depth look at the Enchanter please see the Enchanter Guide.
FAQ / Q&A[ | ]
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Gallery[ | ]
Concept Art
Concept art of a Gnome Enchanter. [Click for Larger Preview]
Archival