Creation | Skills | AA's | Spells | Epic 1.0 | Epic 1.5 | Epic 2.0
The enchanter class is perhaps one of the most difficult to play in
Everquest. There are a number of reasons for this. The
enchanter is a defensive class. Although they can be large damage
dealers via charming, they cannot do sustained direct damage via spells or
DoT's in many circumstances. Soloing, whilst possible, is generally
quite slow and as such they do not raise levels as quickly as some other
classes as their experience is almost always through that of a group.
In a grouped environment the Enchanter truly shines. They can
increase the rate at which mana regenerates from level 16 onwards. They can speed up the attack rate of tanks, and slow down the attack rate
of enemies. They are the only class who can cast damage absorbing shields on other players, and are also the only caster class which can raise intelliegence or wisdom. Enchanters can also charm NPC's and command them as a
pet, but there are risks associated with this. They can
mesmerise monsters for defined periods of time, effectively immobilizing
An enchanter is a class which takes time to become good at. They
have the largest number of spells for any class in the game, and only 8
slots to use them in. Learning the right spells for the right
situation, is imperative. At higher levels enchanters are virtually essential to most dungeon parties, and a group will learn to rely heavily
on their powers. Likewise an Enchanter will learn to rely heavily on
the protection of their group.
Enchanters die a lot at lower levels as they experiment and improve
their skills. Some people enjoy the challenge, many give up. From Level 50 onwards the role of the enchanter is almost purely crowd
control and party enhancement.
If you want a character which can deliver incredible damage, or play by
themselves, then an Enchanter is most probably not a good selection.
If you are after a challenging class that plays a defensive role in
predominantly grouped situations, then it may very well be worth a try.
Strength: Strength determines how much you can carry. It
influences maximum and average damage and how quickly you learn many
offensive skills. As an Enchanter, Strength is not truly that
important. You receive a Strength increasing spell from Level 1, and
many other Strength enhancing spells in later levels.
Stamina: Stamina affects how many hit points you have, and how
long you can hold your breath. It also affects how long you can
swing weapons before tiring, and how often you can jump before becoming
exhausted. The main boon to stamina for an Enchanter is the extra
hitpoints. However, the amount of extra hitpoints received is
minimal, and generally it isn't worth putting your bonus points into this
stat at creation.
Agility: Agility affects how quickly you can learn some
defensive skills, how difficult it is to hit you as well as how much
damage you take when you are hit. The true effect of Agility is
often debated. Since enchanters get hit a lot in combat, there is
sound argument for putting points into this statistic. However, it
doesn't seem to make a noticeable difference, and there are quite a few
Agility increasing items in the game. Enchanters also receive an
Agility increasing spell at Level 29.
Dexterity: Dexterity affects how quickly you learn weapon skills,
and how often weapons will do their special. This really only has
any relevance to Enchanters at lower levels when they are forced to
melee. You should not put points into this skill at creation.
Wisdom: Wisdom affects the amount of mana the priest classes
have, also rangers and paladins. It also affects how quickly
you can learn many skills if your wisdom is higher than your Intelligence.
This skill has absolutely no relevance for the Enchanter class and bonus
points should not be put into it.
Intelligence: Intelligence directly affects how quickly you can
learn most skills. It affects the amount of mana for bards and all
pure casters, as well as shadow knights. It is the core statistic
for Enchanters and a good amount of your bonus points should be allocated
here. Whilst some people may say it is easy to reach the soft cap of
200 intelligence through the many bonus items in the game, this is one
stat which you can never have enough of. Once you reach 200
intelligence you can then free up slots for other stat enchancers such as
for hitpoints, direct mana, AC, or charisma.
Charisma: This affects amount you will be paid for goods by NPC
merchants, and how much they will pay you. It also affects the
saving throw on certain Bard and Enchanter spells (charms in particular).
There is much debate over the true importance of Charisma for
enchanters. It seems that the truly defining element which impacts
on charm durations, mesmerise resists and other supposedly
"charisma" based spells is actually the targets Magic
Resistance. Some people claim that it makes a large
difference. Studies run at Casters Realm have been inconclusive, so
you may choose to say "better safe than sorry" and add some
points at creation.
Choosing A Race
The first thing you have to pick then is your
race. Which race you pick will determine the foundation of you
character for the rest of your life in Norrath so it is kind of important
you pick one you like. Now in terms of faction, races are generally meaningless to Enchanters.
Religion plays a much larger role. Enchanters can become any race they want through their illusion
spells, and also have direct faction increasing abilities. So when
picking a race you are deciding on one of two reasons: statistics or
looks. Personally I think statistics are more important than looks,
but looks can go a long way in a game you are going to be playing for a
Spending Your Bonus Points
In today’s EverQuest starting stats are not as crucial as they were in the beginning. We suggest maxing out your stamina stats first, and training the rest of your starting points in intellegence.
Enchanters should, unless they are
role-playing, always choose to be agnostic. In some areas your
illusion will not be enough to keep you alive. In some areas
you will still be Kill on Sight for any number of reasons, though these
are very few indeed. If you choose to be agnostic you virtually
eliminate the risk of being murdered on a religious background. It
may however exclude you from partaking in certain quests at stages during
the game or from using some items if you have no religion. In many ways the religion system
in Everquest is still unfathomed, serving only as an overriding faction
system. Who is to say what might happen as time goes on.