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Enchanter

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Enchanter
Class archetype
Caster
Armor class
Silk

 
Preferenced statistics
Title at level 51 Illusionist
Title at level 55 Beguiler
Title at level 60 Phantasmist
Title at level 65 Coercer
Enchanter Links
A Brood of Talin pursues his former master upon breaking the Enchanter's Control spell.

Being masters of manipulation, Enchanters shine in challenging situations where they can make full use of their control abilities. The enchanter's strength lies in his spells. Through casting them, he is capable of tricking enemies into fighting on his side, putting them to sleep, stunning them, summoning a floating sword-and-shield pet, and casting direct damage and damage over time spells. The enchanters ability to augment their party and cripple their enemies should not be understated. Two of the prized spell lines for Enchanters are their ability to greatly enhance the rate at which mana refreshes for their party and the break neck speed boosts an enchanter can bestow on fighters.

Enchanters bring a lot of utility to the party as well, including Invisibility, Levitate, Stumble (making monsters fail or miss combat rounds), enchantment destruction (breaking harmful enchantments on your party, breaking helpful enchantments on enemies), the ability to debuff enemies stats, resists and speed, the ability to augment sight, bestow illusions to party members and more.

Finally, in raid and big group exp situations Enchanters spend most of their time trying to add DPS through some combination of pet damage (including charm) and the use of two specialty spells, Spell: Somatic Bond and Spell: Runic: Avatar of Destruction, which allow the enchanter to "piggyback" on the damage output of their most powerful groupmates.

Charm

Charm is not as strong as you might have seen on live and other servers. Charmed pets have a max of 50% haste. There is also a stiff assistance penalty for killing a mob that starts out as low HP. This would include killing a mob that was once your pet, you cannot break your pet that is low HP and get full experience for killing it.

Starting Statistics

The Enchanter class receives 30 starting points to distribute in the various stats. The stats that the game deems important to the class are Intelligence and Charisma. Intelligence determines the total mana you can hold, and Charisma is used for charming as well as determining a mobs resistance to your spells. The effect of higher Charisma is noticeable, even in the early levels.

Race STR STA AGI DEX WIS INT CHA
Dark Elf 60 65 90 75 83 109 70
Erudite 60 70 70 70 83 117 80
Gnome 60 70 85 85 67 108 70
High Elf 55 65 85 70 95 102 90
Human 75 75 75 75 75 85 85

Skills

(*) Does not follow the 5(lvl+1) skill-up formula.

Combat Skills

Level <50 cap 50+ cap
1H Blunt 1 140 200
2H Blunt 1 160 210
Piercing 1 160 210
Hand to Hand 1 90 120
Throwing 1 100 150
Offense 1 160 210
Defense 1 160 210
Dodge 22 120 150

Class Skills

Level <50 cap 50+ cap
Abjuration 1 200 250
Alteration 1 200 250
Conjuration 1 200 250
Divination 1 200 250
Evocation 1 200 250
Channeling 1 200 250
Meditate 4 200 250

Other Skills

Level <50 cap 50+ cap
Sense Heading* 1 200 200
Bind Wound 1 100 150
Swimming* 1 200 250
Fishing 1 250 250
Baking* 1 250 250
Tailoring* 1 250 250
Blacksmithing* 1 250 250
Fletching* 1 250 250
Brewing* 1 250 250
Alcohol Tolerance 1 250 250
Begging 1 200 ?
Jewelcrafting* 1 250 250
Pottery* 1 250 250

A Dark Elf enchanter casts an illusion spell to lend himself the temporary appearance of a High Elf. This capacity for "shapeshifting" is one of the enchanter's defining traits.


Classes of Dalaya
Hybrid classes
Bard • Beastlord • Paladin • Ranger • Shadowknight
Melee classes
Monk • Rogue • Warrior
Priest classes
Cleric • Druid • Shaman
Caster classes
Enchanter • Magician • Necromancer • Wizard