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Enchanter Tips and Tricks

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Meditation is a critical skill for Enchanters. You get it at level 4, and need to train 1 point in it with a guild master. It goes up quickly on its own as you sit and refill your mana store, so its not worth putting more points into.

Defense and Dodge are good to raise. They increase when you are being hit. There are level caps on how high they will go, but do go over 100 at about level 34.

Low Level Gear and Quests

20's Gear and Quests

You can start collecting your Wyvernfang Ornate Silk items, summary found in Wyvernfang Armor Quests.

30's Gear and Quests

Enchanter Pets

The Enchanter pet is weak compared to Mage and Necromancer pets; they do less damage and have fewer hit points. Their primary purpose is to keep you safe. Enchanters can get aggro early in a fight, and your pet will automatically assist you by pulling a mob off of you so you can try to cast without interruption. Any further dps it offers your group when the situation is under control is a bonus.

The summoned pet helps you control a situation while also offering minor extra dps. In contrast, a Charmed pet will offer much more dps and hitpoints at the cost of potentially adding to the chaos of a fight (when it breaks Charm), rather than helping you control it.

Summoned pets can dual wield weapons (rather than its default of weapon and shield) at level 20 if you hand them a weapon. You can haste your pet with the Quickness spells, as well as Strength. You can also cast an illusion on it such as Gnome, to make it smaller. Any armor that you give the pet enhances its armor class as it would a character.

#petname [name] can be used to rename your pet (before you summon one).

General Spell Information

Mob resist rates in Shards of Dalaya are determined in part by your charisma, so the higher the better. Additionally, you have the Tash line of spells to lower a mob's resistance to magic based spells. Your own direct damage, damage-over-time, area-of-effect damage, and mezmerize spells are magic-based, so casting Tashan (level 4 spell) before you cast anything else decreases the chance of a resist.

Tashan is a low aggro spell in Dalaya and, if you do get aggro from a mob, your summoned pet usually pulls it off of you fairly quickly.

Enchanters enhance other players with spells like:

    • Strength (slightly more damage done),
    • Quickness (melee attack haste),
    • Breeze/Clarity (for caster mana regeneration),
    • Gift of Magic (spells which increase the players maximum mana store),
    • Insight (spells to temporarily increase INT and WIS),
    • Levitate (make players fly),
    • Increase Armor Class with spells like Illusionary Leather (works on pets as well),
    • Rune players to give them temporary hitpoints. The mob must first fight through this Rune before damage is done to the character,
    • cast illusions such as Human form to change faction (for example, casting Human illusion on an Iksar player to let them enter Newport),
    • Other illusions such as Illusion: Werewolf offer additional enchancements.

Enchanters cripple monsters by casting spells like

    • Tashan (lower magic resistance),
    • Languid Pace (slow attack speed),
    • Weaken (less damage per hit),
    • Enfeeblement (make the mob easier to hit), and
    • Mana Sieve (lower the mobs mana pool).
    • Lull monsters so that they are easier to pull individually.
    • Cancel Magic to remove any beneficial buffs the monsters have on them.
    • Nuke and do Damage-over-Time (which further reduces the mobs stat's).

Charm is often used to change a monster from fighting against your group, to assisting you in your fight. This is dangerous since charm might break at any time, but it's often very useful for a short term advantage. Enchanters can charm a wider variety of mob types than other classes who might be restricted to undead or animals only.

And, last but not least, Enchanters can enchant metal bars to make enchanted jewelry.

All this can be done while wearing nothing but silk pajamas :p

Charming

Enchanters are the masters of Charming, which turns a mob into a pet for a limited amount of time.

  • Spell: Charm- Level 12, works up to level 24.
  • Spell: Beguile- Level 24, works up to level 39. Excellent for charming Thurgadin Guards, and using them to kill wyrms and other mobs in zone

Gnome Enchanters

  • Other than clerics, there are no buffing classes that start in Underhill. So, if you can find a group, it is likely that you have value.
  • Add as much as you can into Charisma, your spell resist rate uses Charisma in the calcs. Don't underestimate the value of your charisma! Gnomes start with a poor charisma, so don't neglect it when rolling up the character.
  • As a solo friendly class, you might do fairly well as a Gnome although at early levels this isn't so obvious.