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Enchanter Creation

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 them.

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.

Statistics

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 long time..

Base Statistics

Race STR STA AGI DEX WIZ INT CHA Bonus
Dark Elf 60 65 90 75 83 109 70 30
Erudite 60 70 70 70 83 117 80 30
Gnome 60 70 85 85 67 108 70 30
High Elf 55 65 85 70 95 102 90 30
Human 75 75 75 75 75 85 85 30

 

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.

Religion

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.

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