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Enchanter leveling guide

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Getting Started:


To start out, there's a great Enchanter guide setup that has some great explanations, suggestions for low to mid gear, and some quests that give some decent lowbie stuff - Good place to start. Keep in mind that your two most important stats will be Charisma (affects mob resistance to your spells) and Intelligence (determines how much mana you have). I have added suggestions on loot later on as your level increases, but if you want to look around there's a great Enchanter Items section.

Overview: Basically what I've done is 2-box a cleric and an enchanter (this is particularly useful later on when the cleric gets complete heal). The way experience is setup really lends itself to grouping, and it makes things much easier. My normal group consists of a druid in addition to myself, though any class that can offer non-melee damage (as most of the leveling will be done through charm-fighting) is useful.

Just know that you will probably die from time to time. Charm gets resisted, or fades at a bad time (during a pull). But binding where you're fighting will make this much easier, and know that what you will be able to handle would probably kill most groups your level - the occasional setback will definately be rewarded. Additionally, with the cleric there you will be able to rez yourself, and usually 2-3 kills will erase any left over experience debt.

General Advice


These are suggestions that the Enchanter may find helpful to be succesful in a solo environment.

Don't panic

Charm will break, and although your first inclination will probably be to run, just stick it out and recharm it. Cast heal on yourself, tash the pet again (as charm usually fades shortly after tash does) and cast charm. At Level 34 you get a spell Entrancing Lights, which is a point blank, short duration mes spell (only on mobs up to lvl 50, not including undead). This is very useful - use it, tash and recharm pet, you should have time to cast charm twice before it fades, so if pet resists just re-do enticing and keep trying. Sometimes it will be resisted, sometimes it will be interrupted, but 95% of the time after a couple of tries you'll get it. Don't worry about being low on mana, if you have to just sit and use the non-combat meditative trance to get your reserves up. I like casting illusions on the pet, it makes it really easy to tell when its faded, and use pet commands to have it guard a spot a short distance from you (/pet guard here).

Fighting tips

Always charm melee type mobs, as these will do more damage than casters who will run out of mana. Keep the pet away from your group a bit, just target incoming mobs and have it attack. It's usually a good idea to root/have the puller root the mob, in case charm breaks. I only use mes in emergency cases, as its just a lot more economical to use root so the pet can move from target to target, and as more classes get root you can have more help with crowd control. Haste the pet, give it a weapon or two, use the cleric to give it HP/AC buffs, and just keep it healed. Heal over time (HoT) spells have better mana/heal ratio's, but aren't always the best in combat if the pet is low on health (more of a post fight recovery). Once the cleric gets complete heal, just keep an eye on the pet and once it gets to 15-20% hp, CH it. As you get higher in level this will be eaiser. For example, in the Heartland Plateau the Owlbears have 3,500-4,000 HP, which is great with complete heal. Keep in mind CH has a ~7 minute recycle time, which is why I let the hp get so low before using it, as HoT and spot healing really sucks mana if you have to do a lot of it.

Hotkeys are your friend

It makes it much easier to control 2 toons if you set yourself up for quick response. I've tied casting spells to the number-pad, click and hold the mouse key on a spell to create a "hotkey" to that spell slot, and put it, in decending order, in the hotkey window. #1 = top spell, #2 = next one down, etc. I also rebind #9 on the keypad to sit/stand, the * to open the spell book, enter to target nearest npc, and 0 to auto-run. Additionally, make social macro's for pet commands, the one's I usually use are /pet attack, /pet guard here, /pet follow me, /pet back off, and /pet report health, and put them all on the 2nd hotkey pad. Shift + 2 for example will be all of your pet commands, while shift + 1 will bring up all your spells and character commands. You can see what buffs are on the pet with this last command, so you can keep track of its hp/haste buffs. On the Cleric, I have done the same thing with binding the spells, sit, run, etc., and made a social to /target Enc_name and on the next line, /follow, so basically shift + 2 changes to that keypad, 1 is /target and follow, and I'm good to go. For group healing, just use the F1-6 keys to target group memebers, and if sh*t hits the fan, group-heal will heal everyone and their pets. Use EQW (eq in a window) to start each toon, alt-tab between them, and using eqplaynice is a good idea to help with system resources. You can basically run both toons from the keyboard doing this, which makes response time so much faster.

Equipment and loot

This is going to be a rough area as you're going to level up really fast, refer to Enchanter guide and the Enchanter Items section for some advice on quests and items to help out. Hunting in areas that have named that can drop caster/cleric loot is a good idea as well, and you can probably take them pretty easily with a pet and some planning. Doing the Enchanter Starfall quests for the Beguiling Idol and Armband of Conservation would be a good idea, too. Also, keep an eye out in auction for low/moderate priced gear.

Timing

Each charm has a fixed maximum duration that it can last, but can randomly break before this limit. Once you get a feel for how long the current charm usually lasts, factor that into your routine and just break and recharm your pet. For example, lets say you notice you can kill 4-5 mobs before your pet breaks, I would recharm the pet after every 3-4 then, just to be safe (as its unlikely charm will last it's longest each time).


How to recharm:


This is super easy, just target your pet while it's still charmed and cast charm on it again. Just before the charm spell lands, click the "go away" button on your pet window - this will break charm. Once you get the timing down, you can recharm the pet immediately after breaking the old charm (assuming it's not resisted). This works really well for mobs that summon if you can get the hang of it.

Hunting Suggestions

These are what I've chosen, and they are by no means the only choices. Once you get the fighting style down you can really go into any zone/dungeon that has something decent to charm and do well.

Level 1-12

Fighting in any of the newbie areas should suffice. I started a Dark Elf Enchanter and fought around Newport and when the yard trash there became too low, I went out and fought the gnolls outside/inside Blackburrow. There's really no way to speed this up, as the real power will be from level 12 onwards.

Level 12-20

I liked going to the Halls of Mielech's (formerly upper guk). The stuff around the upper levels will be low enough to fight, just charm a froglok (get a melee, not a caster). Once you start getting a bit higher, there are some areas a little farther in (just above the Undertaker area) that you can fight in. These NPC's also drop items that you can turn in just outside in the swamp for additional experience and cash.

Level 20-30

I suggest going to the Goblinskull Mountains (formerly Butcherblock). There are some things you can hunt here at a lower level but the money is going to be with the Dwarf skeletons. Once you're high enough to charm them, there are some that spawn in pairs around towers; just pacify one and charm the other. From here, I first hunted the Emerald Mountain Drakes around Kaladim as well as the goblin camp near the city. After that, along the coast there are a lot of goblins, as well as a named (Chieftain One-Ear). You will be able to clear them all before respawn starts, and the gnome skeleton, hasted with a weapon or two, should make quick work of them. The chieftain drops some decent newbie stuff, including Chieftain's Tribal Garments which is a click-cast group +attack bonus.

Level 30-40ish

Eastern Badlands is great for this level range, just charm a spider and buff it up, or one of the zombies from the camps here, and just waste stuff. Once you get up near 40's you can take the cyclops that are rare spawn (seems to be once per day cycle), which drop anywhere from 18 to 80pp each, as well as items that sell for 50-60pp at vendors.

The lower part of the Halls of Mielech has some pretty decent mobs too, and some named that will give some alright n00b loot. Captain Tigribl drops a nice necklace, and The Water Mage has some pretty decent caster loot too (Robe of Woven Fog, Seaweed Covered Sleeves - the wiki says he drops 2 more items but I have not seen them at all. His supposed head piece is also attributed to a mob in Keep of Mielech, so I assume the wiki is wrong here). For this guy just charm a froglok spellblade and split the room, for the captain just charm a froglok squad leader in his area and clear it. If you camp the Watermage, just south of his room is a "maze-like" area, a froglok dweller can spawn (any of those dead-end spawn points), and he drops a Mossy Tunic that sells for 100+ pp.

▬▬► Should you get tired of those spots , I originally leveled my enchanter to 42 in frosthorn off of gnoll fishers , charming a cougar or wolf (Preferably a cougar, they seem to have more dps)you can shred up plenty of gnolls , just be wary of the camp and the gnoll protectors, which are easily avoided. Plenty of single pulls; in fact, I believe there is only one double pull.



Level 40-45

Heartland Plateau is another great area, just off of Eastern Badlands. You can charm the Owlbears here and take the spiders near the zone-in (a rare spawn spider pops here, Shadeweb Venomfang), and you can get started on the quests here. Do Tesia's Task first, a little running around will get you ~40% exp of a level (at 43). You can join any of the 3 factions here (required for the main quest), but I chose the gnomes (Council of Innovation quests) - they seem to be the "neutral" faction, and the last thing I needed was to be kos with the Blackscale or Silver Crown traders. Additionally, you can gather Goblin beads (you need 10), the Greater Wisp Essence from a greater wisp, and the Weakened Pounder Core and Weakened Guardian Core, from a derelict guardian and a derelict pounder. After you have the weakened cores, you can take the charmed owlbear into the gnome cave and hunt the clockworks in here for one Ancient Guardian Core, one Ancient Pounder Core, two Ancient Scavenger Core from an ancient scavenger, an ancient guardian, and an ancient pounder, and loot an Prototype Codex. After this, the goblin run/chat part is pretty easy, and just turn in your goblin beads to finish this part of the quest for another 1/2 level of experience reward.

Gear Update!

Some of your gear is probably getting a little underpowered for your level. If you haven't been looking for additional loot, here are some suggestions, and there are a couple more in the next leveling section. Dinge Lavadancer in the Red Sun Peaks drops a Bracer of Vexfire that adds +10 CHA, which is a really nice bracer for Enchanters. The wiki doesn't say what level he is, but I bought it from a player for 65pp. Additionally, in the Lair of Paw, a liodreth advisor drops the Robe of the Snake Tongued which adds +15 CHA. She spawns at the back of the zone and is an enchanter mob in the 40's. I was able to clear the whole area (25+ mobs) with no problem - good exp, but the robe is rare drop. Spawn time in Paw is 30 min.

It may also be a good idea to camp the Royal Crown from Prince Truend in Kaladim. He is the solo spawn in the "castle" looking area, and his PH is a royal guard. You can charm a royal guard here and clear the spawn pretty easily.

FYI! The spawn timer here seems to be ~ 20-25min, but there are several mobs to keep you busy, and Chamberlain Lodo spawns just down the hall, which drops Chamberlain's Leggings. In the middle of Kaladim there's also a spectral librarian which drops the Book of Spectral Monsters - may or may not be an upgrade for you at this point.

Level 46-mid 50s

The orcs in Northern Waste of Tarhyl are great - you can work on Dawnlord Ghorlan's quest I, and receive Dawn Blessed Idol as well (great +cha for ranged) if you camp The Tomb King. The camps of orcs can be nasty, use wolf illusion for SoW-like speed (if you don't have a druid), and use pacify to calm the camp. It seems like the shaman pets can aggro the orcs, so I just pacify them to be careful, though often I'll still pull more than one. Some fancy rooting will usually take care of adds, and make sure to stun (I use both CLR and ENC) to keep a desert orc seer from healing itself. Don't worry about the Seer's pets, they will die when the Seer does.

I suggest binding in zone for this, as you'll probably die pretty often. No pain, no gain though - at lvl 46 these orcs were about 2% per kill, and earning ~22 CHA to help with spell resists is worth it. You will need a lot of the headbands, depending on starting faction and whether or not you camp The Tomb King upwards of 100+. Luckily, the camps become easier as you level; the southern camp is very nice, only 4 spawns and, if things go bad, the zone to Oasis is right there. Also, your +faction spells will help with the quest, though it's still a lot of camping.

Additional Notes:


The spectres that spawn near the mid-zone camp drop 5-10pp each +trade skill stuff you can sell, and have fairly low hp. Beware of the two wandering giants, and know that ALL the green mobs will attack you when you sit ... so either have the pet kill them or find a spot they seem to not wander near very often.

Level 50-53+

Lair of Paw and Northern Waste of Tarhyl are pretty good still but slowing down. I've been exploring but the difficulty has really increased. I've been charm fighting in the East Freeport Gate area, but its kind of slow here. If you want more of a challenge you can try the The Darkwoods or Eastern Plaguelands - the NPCs here are a lot harder though. It's also possible to charm fight in the Tunnels of Lasanth - you can't charm the puslings but you can charm the Minotaurs. The Great Divide can be a good place too. Charming is much harder now because your Enticing Lights spell will no longer work for a short fix to charm breaking.


Start getting in on some treasure maps also - these are a great way to upgrade gear before you start raiding.

Level 53-65

This will be a long section, because anywhere you can level at 53 will pretty much still work at 65. Eastern Plaguelands is pretty good; charm a puma and collect items for the quests there. Eldenal's Mansion is also good; work on the Athica Gate necklace. Fire Grottos is good too, though charm is very difficult/impossible so it's more of a group thing. High Keep is very nice for exp/cash drops and charming isn't too bad (just avoid the courtyard). Everchill Caverns has some nice exp. too, and Sorcerer's Labyrinth has some decent exp still. Keep an eye out for quests, like those in Eastern Plaguelands that you can do, usually you can get exp while doing them and even if the item isn't useable or an upgrade for you, the resulting exp is still pretty nice. Also, if you haven't done it already, you should work on the Main Quest for exp and to get the Gemstone of the Seeker because you'll need it to get any relic spells. And, finally, if you've not been doing any treasure maps, that's something you should look into. If nothing else, you can probably upgrade all your gear from doing a couple simple/very easy/easy maps. Keep in mind that you can't do simple maps once you reach lvl 60+.


There are a lot of areas of Ikisith that are great for charm fighting also, either solo or in groups.


Consider starting the Vah quest line as you get higher in levels also, you'll get a gate neck to Southern Wastes of Tarhyl, as well as useful clickies like the mind hunger one.

AA, Tome, and Spell Suggestions

Once you get 50 just keep grinding, levels and spells are more important than AA's until you get to 65. If you do feel the need to start some AA experience, I'd work on run speed, but keep most of your experience going into leveling. Once you're 65, I suggest spending your first AA's on Run 3 if you didn't already, and then buff up your Int or Cha to finish out the General section. Your goal should be to improve your casting abilities and survivability as quickly as possible. If you're raiding much, the resists will be important for both you and your raid (after you finish Shared Mind).


As far as tomes go, I suggest finishing your AA's first - you'll be able to do this much quicker than finishing a tome. Once you're done with your AA's, tomes such as Enhanced Charisma, Overpowering Calm I & II, Glyph of Shirti (if you're worked on your main quest, faction quest, and gone through Hate's Fury 6-man) are very useful. If you've the gear and opportunity, Advanced Foe Management from emberflow is very useful also. Again, just as with your AA's, your goal should be to maximize your potential - tomes that affect mesmerization firstly, followed by survivability and general casting improvements. True Giant tomes allow the enchanter to do some melee damage, which is a lot of fun and a nice change of pace from just mesing.


Just remember also, if you can't find someone selling class tomes on listsold, you can turn in any non-class level I, II, or III tomes in the refuge (again assuming you've worked to gain access) for refuge tokens, and you can purchase the first 2 levels of class tomes there.


There are also spells that cannot be purchased that you should think about working on. If you raid, collect fragments to finish your archaic mesmerization spell Archaic: Vapor Trance. Once you're able to hunt on Ikisith, the Gruplok city in the Murk offers a quest to get a new damage over time spell, Misery of the Swamp. It's a nice improvement over your highest DoT otherwise, a nice debuff, and turn's the target into a froglok if they con even or lower. Once you have access to the refuge you can purchase a spell named Dilated Shelter, which is a raid wide rune spell. Finally, there are runic spells on Ikisith also. The first of being Runic: Aura of Destruction, a Gift of the Giantkin for casters, which you can finish mostly while experiencing there, again once you have access to the refuge.