The Enchanter is the premier conductor of adventuring parties in Eth-ur — a master of mental influence who shapes the flow of battle through crowd control, augmentation, and subtle manipulation. Where other classes fight with steel or raw magical destruction, the Enchanter fights with the battlefield itself, mesmerizing enemies, turning them against their own allies, and amplifying every member of the group in ways no other class can match.
A great Enchanter makes impossible pulls possible. Their ability to hold multiple enemies in stasis — frozen while the group methodically eliminates targets one by one — is unmatched in the game. When an Enchanter is in the group, every melee fighter swings faster, every caster’s spells hit harder, and every healer runs out of mana less often. When there isn’t one, the group simply handles less.
- Unmatched crowd control — Mesmerize, Charm, Root, and AoE sleep let one player manage entire camps
- Best haste buffs in the game — attack speed up to 55% for all melee fighters at high levels
- Mana support for the group — Mana Drain on enemies, Mana Surge restoration for allies
- Magic resistance debuffs dramatically amplify all spellcaster damage
- Strong buff suite: INT, CHA, STR, WIS, mana regeneration, and Runeskin damage absorption
- Summoned Shadowkin pet adds extra presence and frontline defense
- Illusions allow disguise and factional manipulation with real social utility
- Invisibility and Greater Invisibility for scouting and strategic positioning
- Cloth armor only — the most fragile class in the game in terms of raw defense
- Very difficult to solo — highly dependent on Charm, which breaks unpredictably
- Near-zero direct damage potential; you will never top a damage chart
- One broken charm at the wrong moment can wipe an entire group — high accountability
- Requires constant communication with the party (“don’t hit the mezzed targets”)
- Mana-intensive, especially when maintaining buffs across a full group
Primary
Governs spell damage, mana pool, and mana regeneration. Your most important stat — maximize it at every opportunity. Enchanters receive +4 INT at creation.
Secondary
Directly powers the reliability and duration of Charm and Mesmerize. Higher CHA means longer, more stable crowd control. Essential for CC-focused play. Enchanters receive +4 CHA at creation.
Tertiary
Affects mana regeneration rate. A solid secondary investment once INT and CHA are maximized, particularly valuable in sustained multi-pull encounters.
Survival
Determines maximum health. Also scales the bonus HP granted by Enchant Ally. Invest here if you want better survivability — cloth armor means you cannot afford to take many hits.
Before the pull: Your pre-combat preparation sets the tone for everything that follows. Cast Haste on melee fighters, refresh INT and WIS on casters, top off mana regen on the healer, apply Runeskin on yourself, and maintain your Shadowkin pet. The group should arrive at every fight in peak condition — that responsibility sits squarely on you.
Opening the engagement: The moment combat begins, Mesmerize every enemy that isn’t the designated kill target. This is the defining Enchanter action. Communicate clearly — “the ones with the blue circle are mezzed, do not touch them” — and repeat it until everyone knows. The tank engages the primary target; the rest of the group burns it down while you hold the camp frozen.
Mid-fight management: Refresh crowd control before it expires — never wait for a mezz to break naturally. Stack Torment and Psionic Hemorrhage on the primary target for damage over time and magic resistance debuffs. Use Magic Break to shatter enemy magic resistance, multiplying all spellcaster damage. Drain mana from powerful caster enemies to neutralize their threat entirely.
Charm play: Turning a powerful enemy against its own allies is one of the most effective tools in the Enchanter’s kit — and one of the most dangerous. Charm breaks unpredictably, and when it does, the former pet immediately aggros back to you while you’re wearing cloth. Use it aggressively only when your tank is ready for the break and you have an escape plan.
The Enchanter is not for players who want to top damage charts or feel the satisfaction of a killing blow. It is for the strategist — someone who gets more satisfaction from perfectly managing four simultaneous crowd-control targets than from exploding any single enemy.
If you enjoy being the invisible hand that makes everything possible — the person the group cannot function without even though your name never appears in the damage log — and you can stay calm under pressure when a charmed enemy breaks at the worst possible moment, this is your class.
The Enchanter rewards preparation, communication, and composure. You will spend most of your time preventing chaos rather than causing it. When you do it well, the group sails through content that would overwhelm them without you. Best fit for experienced MMO players, group-oriented players, and anyone who values controlling the pace of a fight over raw personal output.
The Enchanter is available to eight races. Choose based on your preferred stat focus — Gnome leads in raw Intelligence for maximum spellpower, while Human offers the highest base Charisma for the most reliable crowd control.
Recommended: Gnome (highest base INT at 24), Human (highest base CHA at 21), Goblin (strong INT + AGI balance). Also available to: Deep Elf, Deep Gnome, Dwarf, High Elf, Troll.