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
- 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
- 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
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.