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The Enchanter

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 extra mobs 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. In the Early Access build, Charisma powers much more of your kit, charmed pets hit less hard, and the three mental stat buffs merged into Sagacity.

Updated for Early Access · September 2026

Enchanter Class Guide
Ready to play one? Our Monsters and Memories Enchanter Guide covers the best races and traits, every mez and charm line, spells by level, group and solo tactics, where to level and the gear to chase.

Strengths

  • The deepest crowd control in the game: mesmerize, charm, area stuns, root and aggro-radius reduction
  • Best-in-class melee haste
  • Group mana regeneration
  • Magic-resist debuffs that boost every caster
  • Invisibility, illusions and 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
  • You need your group to listen to you

CharismaPrimary
IntelligencePrimary
WisdomSecondary
StaminaSecondary

Enchanter gameplay is about control. Before the pull, haste the melee and restore the group’s mana. When the pull comes, mesmerize the adds, call the kill target, and keep watching for breaks — a mez that slips at the wrong moment is how groups wipe. Charm can turn a mob into a temporary ally, but charmed pets hit less hard than they used to. Magic-resist debuffs make your casters land their spells.

For players who want the highest skill ceiling in the game. If you love being the one who keeps a chaotic pull under control, the Enchanter is enormously rewarding. Newer players often learn the game on something more forgiving first.

Deep Elf, Deep Gnome, Dwarf, Gnome, Goblin, Human

Races playable at Early Access. See the class guide for starting stats and our picks.

Skills

Innate Skills

Skill Trained Cap at 50 Cap at 60 Progression
Abjuration No ?? ?? ??
Alteration No ?? ?? ??
Channeling No ?? ?? ??
Conjuration No ?? ?? ??
Divination No ?? ?? ??
Evocation No ?? ?? ??
Meditation No ?? ?? ??

Combat Skills

Skill Trained Cap at 50 Cap at 60 Progression
Defense No ?? ?? ??
Hand to Hand No ?? ?? ??
Offense No ?? ?? ??

Weapon Skills

Skill Trained Cap at 50 Cap at 60 Progression
Bludgeoning No ?? ?? ??
Piercing No ?? ?? ??

Non-Combat Skills

Skill Trained Cap at 50 Cap at 60 Progression
Alcohol Tolerance No ?? ?? ??
Commerce No ?? ?? ??
Fishing No ?? ?? ??
Swimming No ?? ?? ??

Notable Gear

Ranked for Enchanter’s key attributes — Primary: Charisma · Secondary: Intelligence
Dreadtide’s Crown
Dreadtide’s Crown
Armor · Head
CHA +18
Gemless Staff
Gemless Staff
Weapon · Primary
CHA +14, INT +3
Staff of Storied Lineage
Staff of Storied Lineage
Weapon · Primary
CHA +12, INT +5
Thrym’s Fury
Thrym’s Fury
Weapon · Primary
CHA +12, INT +5
Gem-encrusted Staff
Gem-encrusted Staff
Weapon · Primary
CHA +14
Watcher’s Prismatic Lens
Watcher’s Prismatic Lens
Jewelry · Ring
CHA +8, INT +10
Deeproot Cudgel
Deeproot Cudgel
Weapon · Primary
CHA +11
Robe of the Namon Ka Har
Robe of the Namon Ka Har
Armor
CHA +7, INT +7

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Enchanter Spells & Abilities Enchanter Guides ← Back to All Classes

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