Class Guide · Updated for patch 0.30 (Early Access) · September 2026
How to build, level and play an Enchanter in Monsters and Memories — race and trait picks, the full crowd-control toolkit, group and solo tactics, a leveling path and gear to chase.
01The Enchanter at a Glance
The Enchanter is the crowd-control specialist of Monsters and Memories — a cloth-wearing caster who wins fights by deciding which enemies get to participate. Mesmerize a second and third mob while your group kills the first, turn an enemy into a temporary ally with Charm, stun a whole pack when a pull goes wrong, and keep everyone hasted and full of mana while you do it.
The developers call Enchanters “one of our strongest and most unique classes, with high group utility and desirability,” with “the deepest crowd-control suite in the game.” You will never top a damage meter. You will be the reason your group survives pulls it had no business surviving.
Strengths
The deepest crowd control in the game (single and area mesmerize, charm, AE stuns, root, aggro-radius reduction) · best-in-class melee haste · group mana regeneration · magic-resist debuffs that boost every caster · invisibility and illusions · a pet that scales with your level.
Weaknesses
Cloth armor and low health · little direct damage · slow, risky soloing · a broken mez or charm at the wrong moment can wipe a group · mana-hungry when buffing a full party · you need your group to listen to you.
02Is the Enchanter Right for You?
You’ll love it if…
You enjoy running the fight rather than just being in it; you like tracking several enemies at once; you’re calm when things go sideways; you like being the person every group wants; you enjoy utility — invisibility, illusions, gating, buffing.
You might not if…
You want to see big damage numbers; you mostly play alone; you’d rather not type instructions to your group; you find juggling timers stressful; you want a forgiving class to learn the game on.
If you’re brand new to classic MMOs, the Enchanter is a rewarding but demanding first class. Many players learn the game on something more forgiving first. If crowd control is exactly the fantasy you want, go for it — just expect a learning curve, and read the group play section twice.
03Choosing Your Race
Six races can be Enchanters at Early Access. Your class adds +4 INT and +4 CHA to your race’s base stats, and you get 10 bonus points to spend at creation. Starting values before bonus points:
| Race | INT | CHA | Starts in | Why pick it |
|---|---|---|---|---|
| Human | 20 | 21 | Night Harbor | Highest starting CHA; Tenacity protects you from being mezzed yourself. The easiest start. |
| Gnome | 24 | 19 | Night Harbor, Underdocks | Highest INT for your mana pool; Slippery breaks roots and snares so you can run. |
| Deep Gnome | 23 | 20 | Underdocks | Excellent INT and the best CHA among non-Humans. Ultravision for the dark Underdocks. |
| Deep Elf | 23 | 19 | Underdocks, Ail’Vorith | Great INT with strong AGI; Ultravision. Evil-aligned, so surface guards are less friendly. |
| Dwarf | 20 | 19 | Night Harbor | Tougher than other options; Stone Form is a strong panic button for a cloth wearer. |
| Goblin | 21 | 17 | Underdocks | Lowest CHA of the options, but Bribe can reset bad situations and AGI helps you survive. |
Spending your 10 bonus points
Before 0.30 the standard advice was “all INT.” The rework shifted that: the official class page now lists Charisma as the Enchanter’s primary stat, and 0.30 made CHA scale your Torment damage line, Mindshackle, Runeskin, Charm and your aggro-reduction spells on top of mesmerize reliability. INT still sets your mana pool.
- Recommended for most players: split them, leaning Charisma — for example +6 CHA / +4 INT. More reliable mez and charm matter more at low level than a slightly bigger mana bar.
- Humans already start with the most CHA, so +5 / +5 is fine.
- Gnomes and Deep races have INT to spare — push CHA harder (+7 or +8).
- Don’t dump points into STA early; you’ll get more survivability from gear and good positioning.
High Elf, Troll and Var’nai are listed as future Enchanter races on the official site but aren’t playable at Early Access.
04Recommended Traits
You pick one trait from each of four categories at creation (see the New Player Guide for the full lists). For an Enchanter:
| Category | Best pick | Why | Alternatives |
|---|---|---|---|
| Major Combat | Charismatic | +10 CHA passive — the stat that now drives most of your kit. The active (+100 CHA for 12s) is a clutch button before a must-land charm or mez. | Intelligent (bigger mana pool), Magic Resistant (resist enemy mezzes and roots) |
| Minor Combat | Alterer | Most of your spellbook — Charm, haste, slows, debuffs, Torment, root, buffs — is Alteration. +10 skill and faster skill-ups mean fewer early fizzles and resists. | Conjurer (Mesmerize line and your pet are Conjuration), Channeler (fewer interruptions when you get hit) |
| Major Non-Combat | Infravision / Ultravision | Nights and dungeons are extremely dark, and you need to see adds coming. Deep Elves and Deep Gnomes should take Ultravision. | Readiness — a cantrip slot from level 1, so Mesmerize or Invisibility survives a death |
| Minor Non-Combat | Bookworm | A free extra spellbook — perfect as your emergency book with Invisibility and Invis vs. Undead for corpse runs. | Enchanter (the Enchanting tradeskill pairs naturally with your Enchant Copper/Tin/Bronze bar spells), Medicine, any gathering trait for money |
05Getting Started
Your starter quest
Every Enchanter begins with a class starter quest that teaches the basics and hands out your first gear. For the full step-by-step walkthrough, with every NPC, location and reward, see our Enchanter Starter Quest Guide. Individual quest pages: Enchanter Starter Quest (Night Harbor).
Where to buy spells and reagents
- Guildmaster: Master Khaila, with an enchanter scribe (spell vendor) next to her in Night Harbor.
- Reagents: the Enchanter Reagents vendor outside the Spellbinders Spire sells Ethereal Daggers (about 15 copper), the reagent your Shadowkin pet needs.
- Deep-race Enchanters starting in the Underdocks or Ail’Vorith: ask a guard for the Enchanter trainer, and check our Underdocks and Ail’Vorith pages.
06Your Toolkit
Enchanter spells come in lines: you learn a spell, then buy stronger versions every few levels. Levels shown are when the first version (and each upgrade) becomes available.
| Line | Starts | Progression | What it’s for |
|---|---|---|---|
| Mesmerize line | 1 | Mesmerize (30s) → Captivate 12 (60s) → Hypnotize 28 (90s) → Trance 48 (2 min) | Puts a target to sleep. Any damage wakes it. Your defining spell. |
| Area mesmerize | 12 | Fascinate | Sleeps up to 4 enemies within 5 meters for 30s. Your ‘the pull went wrong’ button. |
| Charm line | 4 | Charm (max target level 11) → Enthrall 12 → Beguile 24 → Coax 36 → Persuade 48 | Turns an enemy into your pet. Breaks unpredictably; CHA helps it hold. Pet damage was reduced in 0.30. |
| Point-blank stun | 4 | Scintillating Shock (4s) → Scintillating Stupor 24 (5s) → Scintillation 44 (6s) | Stuns everything around you. Shared cooldown. Great for interrupting casters and setting up mezzes. |
| Aggro-radius reduction | 4 | Placate → Appease 12 → Conciliate 24 → Propitiate 44 | Shrinks a mob’s aggro range so you can split pulls or sneak past. Works on one target at a time since 0.30. |
| Root | 8 | Root | Holds a target in place for 30s. Perfect for fleeing mobs that would bring friends. |
| Haste | 4 | Haste → Adrenaline 16 → Rapidity 32 → Zeal 44 → Swiftness 55 (up to 55%) | Melee and ranged attack speed for allies and pets. Your melee will love you. |
| Melee slow | 4 | Exhaustion (10%) → Enervation 16 (20%) → Fatigue 32 (30%) → Lethargy 52 (40%) | Cuts an enemy’s attack speed. Huge for your tank on named mobs. |
| Mental stat buff0.30 | 1 | Sagacity; Group Sagacity (reagent) | Raises CHA, INT and WIS in one buff — replaced the three separate stat buffs in 0.30. |
| Mana regeneration | 8 | Tranquility → Insight 20 → Brilliance 32 → Enlightenment 48; Group Enlightenment0.30 | Mana regen for every caster in your group. Shown as Clarity in the 0.30 notes. |
| Self shield0.30 | 1 | Vespyra’s Veil (replaces the Spellshield line) | Self buff: max HP, AC and magic resist, plus see-invisible and a chance to daze attackers. Lasts an hour. |
| Runeskin | 8 | Runeskin (25) → II 16 (60) → III 28 (250) → IV 40 (600) → V 52 (800) | Absorbs damage. Now scales with CHA. |
| Damage + debuff | 1 | Torment → Torture 12 → Traumatize 24 → Anxiety 36 → Dread 48 → Anguish 60 | Magic damage that also lowers the target’s INT, WIS, CHA and mana regen. Draws a lot of aggro. |
| Channeled damage0.30 | 16 | Mindshackle (formerly Psionic Hemorrhage) | Damage every second plus a 50% snare; +50% damage if a Torment-line spell is on the target. |
| Magic-resist debuff0.30 | 4 | Magic Break → Splinter 12 → Crack 24 → Fracture 40 → Shatter 60 (now Fracture Magic) | Lowers magic resistance so every caster’s spells land more often. |
| Physical debuff0.30 | 1 | Enfeeble → Vertigo (formerly Enfeeblement) 12 → Infirmity 24 → … | Lowers STR, DEX and AGI. |
| Pet0.30 | 1 | Shadowkin Defender (Ethereal Dagger reagent) | Since 0.30 it summons at your current level, so it never falls behind between upgrades. Lower damage than a Necromancer’s or Elementalist’s pet. |
| Utility | 1–20 | Invisibility, Invis vs. Undead, Unveil0.30, Gate, Soulbind, Dispel Magic, Bind Vision, Enduring Breath, Shrink, Recharge Item, Polar Align: North, Minor Illusion and racial illusions | Travel, scouting, corpse runs and binding your whole group. |
07Spells to Prioritize, Levels 1–28
You won’t be able to afford every spell as soon as it unlocks. This is the order that matters most for a new Enchanter:
| Level | Key spells | Notes |
|---|---|---|
| 1 | Mesmerize, Torment, Sagacity, Strength, Shadowkin Defender, Invisibility, Invis vs. Undead, Minor Illusion | Mesmerize and your pet first. Buff your group before every fight. |
| 4 | Haste, Charm, Exhaustion, Scintillating Shock, Placate, Gate, Soulbind, Dispel Magic, Magic Break, Unveil | Haste is mandatory. Gate + Soulbind make you the group’s travel agent. |
| 8 | Root, Runeskin, Tranquility, Bind Vision, Memory Fog, Mana Surge | Tranquility on every caster. Root anything that runs. |
| 12 | Captivate, Fascinate, Enthrall, Torture, Appease, Vertigo, Enduring Breath | Captivate doubles your mez time. Fascinate saves wipes. |
| 16 | Adrenaline, Enervation, Mindshackle, Runeskin II, Recharge Item | Upgrade haste and slow. Mindshackle gives you real damage for soloing. |
| 20 | Insight, Mana Drain, Mental Surge, Shrink | Better mana regen. Mana Drain on enemy casters. |
| 24 | Beguile, Traumatize, Scintillating Stupor, Conciliate, Magic Resistance | Stronger charm and stun. |
| 28 | Hypnotize, Runeskin III, Mana Drain II | 90-second mezzes change how big a pull you can handle. |
Past level 28, the pattern continues: upgrade your mez, charm, haste and slow lines first, then mana regen and Runeskin, then damage.
08Playing in a Group
This is where Enchanters shine. A good Enchanter makes a group feel two levels higher than it is.
Before the pull
- Buff everyone: Haste on melee and pets, Sagacity and your mana-regen line on casters and the healer, Strength on melee, Runeskin and Vespyra’s Veil on yourself.
- Agree on a system with your group. The classic rule: the tank calls the kill target, the Enchanter handles everything else, and nobody touches a mezzed mob.
- Know your escape route and your Gate spell’s cooldown.
During the fight
- Mez the addsAs soon as extra mobs arrive, mesmerize every one that isn’t the kill target. Announce it in group chat: "Mezzing the 2 casters — don’t touch."
- Slow the kill targetPut your melee slow on the mob the tank is fighting, especially named mobs and anything that hits hard.
- Re-mez before it breaksRefresh mezzes before they expire rather than after they break. Watch the durations, and remember any damage — including area spells and damage shields — wakes a mezzed mob.
- Stun to recoverIf adds get loose, Scintillating Shock stuns everything around you and buys time to re-mez. If it’s truly lost, Fascinate the pack and call for the group to back off.
- Control the runnersRoot mobs that flee at low health so they don’t bring friends back.
/g Mezzing %t — do not attack and hit it each time you mez.09Soloing and Charm
Enchanters are one of the harder classes to solo, but it’s doable, especially early.
- Pet plus haste: at low levels, your Shadowkin Defender with Haste on it does most of your killing. Slow the target, let the pet tank, and add Torment or Mindshackle when your mana allows.
- Charm soloing: charm a strong mob, haste it, and send it at something else. When it’s nearly done, be ready: charm will break, and when it does the former pet attacks you. Mez it, re-charm it, or root it and walk away.
- Expect less than before: 0.30 reduced charmed pet damage significantly, because it used to outdamage 2–3 extra group members. Charm is still strong, just not the one-button solo it once was.
- Raise your CHA as high as you can before relying on Charm. Higher CHA means longer, steadier charms.
- Pick easy targets: caster mobs and mobs that can’t heal or flee are safer to charm. Anything useful your charmed pet can do, it can also do to you after the break.
- Mana Drain and Reclaim Essence help you stay topped up between pulls.
10Leveling Path
A suggested route for an Enchanter. As a crowd-control class you’ll level fastest in groups, so aim for dungeons over open-field grinding whenever you can find a party.
| Levels | Where | Why it’s good for Enchanters |
|---|---|---|
| 1–5 | Night Harbor newbie yards / Underdocks newbie yard | Do the starter quest. Pet + melee on rats, bats and beetles. |
| 3–11 | Tomb of the Last Wyrmsbane | The best early group dungeon. Lots of pulls with multiple skeletons — perfect mez practice. Priests Timmon Bell and Jakob Geffrey (~8) drop Wyrmsbane cloth gear. |
| 4–9 | Evershade Weald scout paths | Wolves and orc scouts; Scout Grimgaze drops the Luminous Runestaff. |
| 8–14 | Infested Crypt | Spider swarms reward good area crowd control once you have Fascinate. |
| 8–15 | Ail’Vorith caves (Deep races) | Cultist warrens and patrol grounds; lots of casters to mez and drain. |
| 10–16 | Tel Ekir, Shaded Dunes camps, Ancient Crypt | Ashira camps and crypt skeletons. Font Seeress Jumana (14) drops the Ring of Water. |
| 18–27 | Fallen Pass, Keeper’s Bight Sangrel camp | Dense camps where Hypnotize and a good tank let you hold large pulls. |
See Where to Level in the New Player Guide for more spots, and each zone page for maps and named mobs.
11Gear to Look For
Wear cloth and stack Charisma and Intelligence, then mana and Wisdom. Stamina and AC help you survive the hit or two that gets through. Avoid gear with negative CHA — some caster items (like Necromancer-flavored masks and skulls) carry big CHA penalties that hurt you far more than the INT helps.
Early gear (roughly levels 1–16)
| Item | Slot | Stats | Where |
|---|---|---|---|
| Wyrmsbane Cloth Robe | Chest | INT +2, CHA +3, WIS +3, Mana +15 | Tomb of the Last Wyrmsbane |
| Ring of the Deacon | Ring | INT/CHA/WIS +1, Mana +5 | Jakob Geffrey, Tomb (~8) |
| Whispering Hours Pendant | Neck | CHA +1, Mana +10 | Jakob Geffrey, Tomb (~8) |
| Luminous Runestaff | Primary | INT +2, Mana +5 | Scout Grimgaze, Evershade Weald |
| Deathcharmer’s Masquerade | Face | CHA +2, Mana +10 | Taeresh Deathcharmer, Evershade (13) |
| Venomdrop Earring | Ear | INT +2, Mana +5 | Infested Crypt |
| Ring of Water | Ring | INT +3, CHA +1, WIS +5 | Font Seeress Jumana, Tel Ekir (14) |
| Moonlit Crystal Ball | Primary | CHA +3, WIS +3, Mana +5 | An Ashira Fortune Teller, Tel Ekir |
| Wyrmsbane Insignia Cloak | Back | INT/CHA/WIS +1, Mana +10 | High Marshal Fionna, Tomb (~16) |
| The Measure Stick | Primary (2H) | INT +5, WIS +4, CHA +3, HP +6, Mana +7 | Tig’s Measuring Quest, Sungreet Strand |
| Obsidian Shackle | Wrist | AC 2, Mana +5 | Ail’Vorith starter quest |
Charisma upgrades for later
| Item | Slot | Stats | Where |
|---|---|---|---|
| Charmweaver Robe | Chest | AC 17, CHA +5 | Manciple Daphne, Night Harbor |
| Twilight Cap | Head | INT +5, CHA +3, Mana +30 | Victualler Veera, Night Harbor |
| Twisted Cord | Waist | INT +3, CHA +6, Mana +30 | Chaim the Herald, Glass Flats |
| Gem-encrusted Staff | Primary | CHA +14, Mana +35 | Soraya the Mirage, Glass Flats |
| Thrym’s Fury | Primary | INT +5, CHA +12 | Aidan Thrym, Fallen Pass |
| Robe of the Namon Ka Har | Chest | AC 31, INT +7, CHA +7, Mana +25 | Namon Ka Har, Fallen Pass |
| House Captain’s Ring | Ring | AC 6, CHA +6 | Dame Lysandra Thrym, Fallen Pass |
| Runestone of Pride | — | CHA +7, Mana +15 | Morthkara the Blight, Fallen Pass |
Stats from our item database. Item levels aren’t published, so “early” is based on where they drop. Browse the database for more INT/CHA cloth.
12Managing Your Mana
- Sit between pulls. Your Meditation skill (from level 4) only boosts mana regeneration while you're sitting. Resting at a campfire also speeds up health and mana regeneration and builds the Rested experience bonus.
- Keep your mana-regen buff on yourself at all times, not just on the healer.
- Prioritize control over damage. A mez that saves the group is worth far more mana than a Torment that adds a little damage and pulls aggro.
- Mana Drain enemy casters: it takes their mana and gives it to you.
- Reclaim Essence turns a spare pet into mana (25% of its health) — recast the pet afterward.
- Mind Surge / Mana Surge / Mental Surge transfer your mana to an ally at a loss. Save them for when your healer is about to run dry mid-fight.
- Don’t overbuff. Use Group Sagacity and Group Enlightenment when you have the reagents rather than casting single-target versions on everyone.
13Common Enchanter Mistakes
- Letting mezzes expire. Refresh them early, before they break.
- Using area damage near mezzed mobs — or grouping with someone who does. One area spell wakes everything.
- Nuking with Torment early in a fight. It draws heavy aggro, and a cloth Enchanter with aggro is a dead Enchanter.
- Charming without a plan for the break.
- Forgetting Haste. Keep it up on every melee character and pet — it’s your biggest damage contribution.
- Fighting on the front line. Stand back, stay out of area attacks, and keep line of sight on every mob you’ve mezzed.
- Not binding your group. Soulbind everyone near the hunting spot so deaths don’t mean a long run.
14Enchanter FAQ
Is the Enchanter good for new players?
It’s rewarding but demanding. If you’ve never played a classic MMO, expect a learning curve. If crowd control is the fantasy you want, it’s absolutely playable as a first class — just group often and communicate.
What’s the most important Enchanter stat?
Charisma and Intelligence. Since patch 0.30, Charisma scales much more of the kit (Charm, mesmerize reliability, your damage lines and Runeskin), so most Enchanters should lean CHA. INT sets your mana pool.
Can an Enchanter solo?
Yes, but slowly. Use your Shadowkin pet with Haste and slow early on, and Charm stronger mobs once you have high Charisma and a plan for when it breaks. Charm pets hit less hard since 0.30.
What’s the best race for an Enchanter?
Human for the highest starting Charisma and an easy Night Harbor start, or Gnome for the highest Intelligence. Deep Gnome is an excellent Underdocks option with strong INT and CHA.
What happened to Enchant Ally and Greater Invisibility?
Both were removed in patch 0.30. Enchant Ally may return later with more polish; Greater Invisibility was removed from every caster to keep stealth travel risky.
Do Enchanters get cantrips?
Yes — Enchanters are a true caster class and get their first cantrip slot at level 4. Put Mesmerize or Invisibility there so it survives a death.