Race: ALL, MAGIC ITEM LORE ITEM INT: +8 Race: ALL, MAGIC ITEM LORE ITEM NO DROP SV FIRE: +10 Class: NEC WIZ MAG ENC Race: ALL, MAGIC ITEM LORE ITEM 35 SV DISEASE: +25 SV MAGIC: +10 STR: +6 DEX: +6 STA: +6 CHA: +6 WIS: +6 INT: +6 AGI: +6 HP: +30 MANA: +30 Slot: FEET Velishoul's Tome Pg. Slot: CHEST WIS: +10 INT: +10 HP: +75 MANA: +25 STA: +5 CHA: +5 WIS: +5 INT: +5 MANA: +25 SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5 SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5 WIS: +2 INT: +2 HP: +30 MANA: +30 WT: 0.5 Size: MEDIUM SV COLD: +9 WT: 0.7 Size: MEDIUM Class: NEC WIZ MAG ENC Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM NO DROP WT: 0.3 Size: SMALL INT: +5 Class: NEC WIZ MAG ENC Class: ENC STR: +9 STA: +9 HP: +50 SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15 SV FIRE: +10 AC: 11 Class: WAR CLR PAL RNG SHD DRU MNK BRD ROG SHM NEC WIZMAG ENC Class: ALL Class: ALL Race: ALL, MAGIC ITEM LORE ITEM Salil's Writ Pg. WIS: +4 INT: +4 Class: NEC WIZ MAG ENC It includes roots, hastes, slows, DoTs, charms, and most buffs and debuffs. Nilitim's Grimoire Pg. STA: +4 CHA: +3 Effect: Reclaim Energy (Must Equip, Casting Time: 1.0) WT: 0.5 Size: TINY Nilitim's Grimoire Pg. WT: 0.0 Size: TINY Slot: HANDS Enchanters possess the ability to mesmerize their enemies, temporarily removing them from a battle. SV MAGIC: +10 INT: +15 HP: +90 MANA: +90 WT: 0.5 Size: TINY Race: ALL, LORE ITEM NO DROP Race: ALL, MAGIC ITEM LORE ITEM Race: HUM BAR ERU ELF HIE DEF HEF DWF TRL OGR HFL GNM, MAGIC ITEM STA: +5 CHA: +4 INT: +2 HP: +20 MANA: +50 Class: BRD ENC If your character belongs to a researching class (MAG WIZ NEC ENC) you will at first need to buy the specific tome for your class (see below). Race: ALL, MAGIC ITEM LORE ITEM WT: 0.0 Size: TINY STR: +7 DEX: +5 WIS: +5 INT: +5 HP: +50 MANA: +75 Slot: RANGE SECONDARY WIS: +3 INT: +3 DMG: 6 Enchanters are the most subtle of spell casters, with little focus on doing damage directly but tremendous impact on the world around them. Slot: WAIST So when picking a race you are deciding on one of two reasons: statistics or looks. AC: 15 Slot: FACE 174 R, (MIND WIPE) Class: ALL Class: ALL This causes a high demand for Enchanters in group scenarios. HP: +15 MANA: +20 Class: ALL STR: +15 STA: +12 HP: +50 WT: 0.3 Size: SMALL Slot: RANGE PRIMARY SECONDARY Slot: EAR Alterationis by far the more popular choice as 80% of enchanter spells are of this nature. Menu. Class: ALL WT: 1.0 Size: TINY STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +12 INT: +12 AGI: +5 HP: +75 MANA: +75 Class: NEC WIZ MAG ENC Class: ENC SV COLD: +5 Race: ALL, MAGIC ITEM LORE ITEM NO DROP In some areas your illusion will not be enough to keep you alive. AC: 2 SV FIRE: +10 SV COLD: -10 Class: ALL Enchanters really only have two choices to go for in Specialization: Alteration and Conjuration. Rank 2's also have a chance of dropping from Named NPC's. SV FIRE: +1 SV DISEASE: +1 SV COLD: +1 SV MAGIC: +1 SV POISON: +1 AC: 7 In terms of spells, there is actually very little an Enchanter cannot do to some degree, the most notable exceptions are healing type spells and snare. Race: ALL, MAGIC ITEM Slot: SECONDARY STR: +10 WT: 0.2 Size: SMALL Nilitim's Grimoire Pg. Slot: SHOULDERS Thanks for the feedback. Slot: HEAD WT: 1.8 Size: MEDIUM Race: HUM ERU HIE DEF GNM, MAGIC ITEM LORE ITEM 3: Stacking: Block new spell if slot 1 is effect 'Max Hitpoints' and < 1537 6: Increase Magic Resist by 54 : 609: Abjuration: Self: Spellbound Shield Rk. Slot: HANDS STR: +5 WIS: +5 INT: +10 MANA: +50 Slot: CHEST STA: +5 CHA: +7 INT: +14 HP: +60 MANA: +60 Race: ALL, MAGIC ITEM Class: CLR DRU SHM NEC WIZ MAG ENC WIS: +5 INT: +5 MANA: +25 AC: 5 INT: +4 HP: +8 SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7 Class: CLR DRU SHM NEC WIZ MAG ENC WT: 0.5 Size: SMALL AC: 20 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. AC: 3 WT: 0.0 Size: TINY Race: ALL, MAGIC ITEM LORE ITEM Slot: NECK Slot: CHEST WT: 0.1 Size: TINY Enchanters have four very distinct abilities that set them apart from other classes. 174 L Slot: SHOULDERS WT: 0.5 Size: TINY Enchanter Spells These are spells that were released with the Original or … Salil's Writ Pg. CHA: +10 WIS: +5 INT: +10 HP: +20 MANA: +30 Salil's Writ Pg. AC: 8 Slot: FACE Race: HUM ERU HIE DEF GNM, MAGIC ITEM NO DROP How do I get started with research at all? Race: ALL, MAGIC ITEM LORE ITEM NO DROP Race: ALL, MAGIC ITEM LORE ITEM AC: 5 WT: 7.5 Size: LARGE Race: ALL, MAGIC ITEM LORE ITEM NO DROP SV COLD: -10 WT: 0.1 Size: TINY Class: BRD ROG NEC WIZ MAG ENC AC: 15 To get a Rank 3 Spell from the item, simply right click on the item. AC: 20 AC: 25 AC: 38 Race: ALL, MAGIC ITEM SV FIRE: +8 SV COLD: +8 WT: 0.5 Size: TINY While deficient in spell damage, the Enchanter is unequaled in charm spells (all types of mobs), mezzes (single target, target-based area-of-effect and point-blank area-of-effect), stuns (point-blank area-of-effect and single target, also possessing the highest level cap among player characters). Slot: CHEST In many situations, enchanters can call upon powerful charm spells to subjugate the mind of a monster and command it to do the enchanter's bidding. Class: ENC WT: 0.4 Size: SMALL AC: 35 Slot: RANGE STA: +9 WIS: +6 INT: +6 HP: +20 MANA: +20 WT: 0.1 Size: SMALL Class: ALL Slot: LEGS Race: HUM ERU HIE DEF GNM, MAGIC ITEM LORE ITEM DEX: +10 INT: +5 AGI: +10 MANA: +80 Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM LORE ITEM NO DROP Class: CLR DRU SHM NEC WIZ MAG ENC STR: +7 DEX: +7 STA: +7 CHA: +7 WIS: +7 INT: +7 AGI: +7 HP: +20 MANA: +20 STA: +10 CHA: +15 D&D Beyond Race: ALL, LORE ITEM Attack slowing spells are also a specialty, dramatically lowering the speed of a monster's attacks for a period of time. DMG: 6 Class: ALL Part of Tasarin's Grimoire Pg. Class: ENC Skill: 1H Blunt Atk Delay: 25 If you choose to be agnostic you virtually eliminate the risk of being murdered on a religious background. 1/29/2016 - Fixed Spell: Everlasting Breath class usage to include Shaman(51) and Enchanter(51). WT: 1.0 Size: MEDIUM You will want to use this line of mez spells instead of the mez … WT: 0.1 Size: SMALL For example, some players might argue that Strip Enchantment isn't a necessary spell to have. WT: 0.1 Size: SMALL SV FIRE: +10 AC: 2 Race: HUM ERU HIE DEF GNM, MAGIC ITEM LORE ITEM NO DROP 401, Bard • Cleric • Druid • Enchanter • Magician • Monk • NecromancerPaladin • Ranger • Rogue • Shadow Knight • Shaman • Warrior • Wizard, Picking the right race for your statistics, http://wiki.project1999.com/index.php?title=Enchanter&oldid=296190, Single Target Magical Direct Damage with Debuff (Max: 5), Single Target Magic Effect Duration Debuffer, Single Target Magical Damage over Time with Debuff (34 damage total), Single Target Unresistable Magic Resistance Debuffer (Max: 13), Single Target Magical Direct Damage (Max: 48), Single Target Fast Root Spell (Max: 48 Secs), Single Target Random Duration Charm Spell (Level 25 Cap), Single Target Magical Debuff DoT (Max: 80), Single Target Distance Stun (Max: 12 Secs), Single Target Mana Regeneration Increase (2pts/tick), Single Target Magical Direct Damage (Max: 95), Single Target Melee Buff with Damage Absorb (Max: 50), Single Target Magic Resist Buff (Max: 20), Self Only Morph to Troll & HP Regen Buff (1hp/tick). AC: 15 Class: ENC Alternate Advancements Wizards use a Lexicon, Mages use Elemental Grimoire, Enchanters use Tome of Endless Enchantments, and Necromancers use Book of D… Race: ALL, MAGIC ITEM LORE ITEM WT: 0.1 Size: SMALL Slot: SHOULDERS Race: ALL, MAGIC ITEM LORE ITEM NO DROP Race: ALL, MAGIC ITEM LORE ITEM NO DROP Race: ALL, MAGIC ITEM LORE ITEM NO DROP Race: HUM ERU HIE DEF GNM, MAGIC ITEM NO DROP Slot: PRIMARY SECONDARY AC: 4 WT: 5.0 Size: TINY Enchanters are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers. CHA: +13 Race: ALL, MAGIC ITEM Slot: WAIST Class: NEC WIZ MAG ENC Slot: SECONDARY Answer as many times as you have toons if you wish. SV DISEASE: +25 WIS: +9 INT: +9 HP: +75 MANA: +30 Class: CLR DRU SHM NEC WIZ MAG ENC Race: ALL, MAGIC ITEM LORE ITEM NO DROP AC: 2 Slot: NECK Nilitim's Grimoire Pg. To get a Rank 3 Spell from the item, simply right click on the item. Class: ALL 60 L Slot: NECK 115 Race: HUM ERU HIE DEF GNM, MAGIC ITEM NO DROP Slot: HANDS AC: 9 Rank 2 spells can be obtained in 2 ways. SV FIRE: +10 Rank 3 Spells. Effect: Clarity (Must Equip, Casting Time: 15.0) Enchanters should, unless they are role-playing, always choose to be agnostic. Enchanters have a wide range of utility spells, including the Clarity (AKA "crack") line of spells, which when cast on a player allows them to regenerate mana at an improved rate. AC: 4 Effect: Steelskin (Any Slot, Casting Time: Instant) HP: +30 Race: ALL, MAGIC ITEM LORE ITEM AC: 20 WT: 4.0 Size: MEDIUM Class: ALL To get a Rank 3 Spell from the item, simply right click on the item. AC: 8 Class: ALL Slot: SECONDARY AC: 35 Race: ALL, MAGIC ITEM LORE ITEM NO DROP Rank 3 Spells. AC: 35 Slot: PRIMARY Searches name, description and casting messages. WT: 3.5 Size: SMALL Race: HUM ERU HIE DEF GNM, LORE ITEM Race: ALL, MAGIC ITEM LORE ITEM NO DROP Nilitim's Grimoire Pg. Class: ENC DEX: +8 STA: +10 CHA: +3 INT: +13 MANA: +35 Race: ALL, MAGIC ITEM LORE ITEM Class: ALL Slot: FACE Slot: WRIST Effect: Invigor (Any Slot/Can Equip, Casting Time: 1.5) at Level 50 Class: ENC WT: 0.0 Size: SMALL Race: ALL, MAGIC ITEM NO DROP Race: ALL, MAGIC ITEM Slot: HEAD AC: 5 CHA: +11 WIS: +8 INT: +10 HP: +10 MANA: +20 Nilitim's Grimoire Pg. Salil's Writ Pg. Slot: PRIMARY Class: NEC WIZ MAG ENC CHA: +20 INT: +7 HP: +10 MANA: +10 AC: 20 Enchanters can become any race they want through their illusion spells, and also have direct faction increasing abilities. SV DISEASE: +12 SV POISON: +12 Rank 3 TDS spells come from drops in TDS raids. Race: ALL, MAGIC ITEM NO DROP Class: ALL Uncommon Rank 1 spells from level to 95 are available if you have a language skill of 50 or more. Slot: BACK Enchanters are a powerful class, but often rely upon a group to reach their full potential. AC: 35 WT: 0.0 Size: TINY Enchanters are the most subtle of spell casters, with little focus on doing damage directly but tremendous impact on the world around them. Rank 3 RoS spells come from drops in RoS raids. AC: 12 Race: HUM ERU ELF HIE DEF HEF GNM, MAGIC ITEM LORE ITEM Slot: WRIST Races: Dark Elf, Drakkin, Erudite, Gnome, High Elf, Human Class: ALL AC: 8 Since Enchanters have such a long list of utility spells and buffs, I find it particularly useful to create spell sets that include individual spells. Rank 1 spells are obtained by the spell vendors near the Argath zone in. DMG: 19 Dmg Bonus: 6 AC: 50 Race: ALL, MAGIC ITEM LORE ITEM NO DROP (min: 3 characters, max: 75 characters) Search For: Class: Class: ENC In terms of spells, there is actually very little an Enchanter cannot do to some degree, the most notable exceptions are healing type spells and snare. AC: 30 Class: ALL Race: ALL, MAGIC ITEM LORE ITEM NO DROP Slot: WRIST WT: 1.0 Size: LARGE Class: ALL SV DISEASE: +50 AC: 2 DEX: +5 AGI: +5 HP: +40 Class: ENC Gains dual wield, kick, double attack, and similar abilities at higher levels. Race: HUM ERU HIE DEF GNM, MAGIC ITEM LORE ITEM NO DROP In solo play, the pet will take away 50% of the experience gained from a particular mob if, and only if, it did more damage to this mob than you. Class: CLR DRU BRD SHM NEC WIZ MAG ENC Class: ENC Race: ALL except IKS, MAGIC ITEM In many ways the religion system in Everquest is unfathomed, serving only as an overriding faction system. DEX: +25 STA: +15 AGI: +10 HP: +50 Class: ALL Race: ALL, MAGIC ITEM I'd like to see what class keeps what spells memmed for their level. STR: +3 INT: +3 Spell Name, Effect, or ID: Class: Min Level: Range / Max Level: Expansion: Order: asc Source: AC: 14 Slot: HANDS http://everquest.allakhazam.com/ The Everquest Page from Allakhazam.com, which is an information site regarding many MMORPGs Enchanters are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers. A reward box will pop up, and you can select which Spell or Spells you wish to receive. Slot: HEAD Class: ALL CHA: +5 WIS: +10 INT: +10 MANA: +20 This page was last modified on 27 December 2020, at 00:31. 288 L WT: 0.5 Size: SMALL AC: 30 Slot: CHEST Slot: PRIMARY - GamParse 1.6.1.x Update Thread - EQResource Discord Server - EQ Resource in-game channel. WIS: +5 INT: +5 MANA: +50 INT: +5 HP: +65 MANA: +65 Recommended to check all of the Enchanter spells that require Research and decide for yourself), A: (MESMERIZATION) Class: ALL SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4 AC: 2 WT: 2.5 Size: MEDIUM Nonetheless, the spell is craftable in Kunark, so it's going to be added. Until PoP it's one of the only ways to get a lot of the useful spells for some classes, like some Necromancer and Mage pets as well as many other spells for many other classes. WT: 0.2 Size: SMALL http://forums.station.sony.com/eq/forums/show.m?forum_id=167, Pet Rating: (summoned) Weak; (charmed) variable, up to. WT: 3.0 Size: MEDIUM Part of Tasarin's Grimoire Pg. STR: +15 DEX: +15 STA: +25 CHA: +25 WIS: +25 INT: +25 AGI: +25 HP: +100 MANA: +100 An Ogre Warrior would require 103.5% of the experience that the Human Cleric would. AC: 2 STR: +3 STA: +5 WIS: +3 MANA: +25 AC: 35 Common shopping methods are a) wolf form, b) enchanter faction-boosting spell on the guards outside, then minor illusion next to the merchant to shop (for enchanters below level 24), or c) illusion earth elemental (for enchanters … Race: HUM ERU HIE DEF GNM, MAGIC ITEM NO DROP WT: 0.1 Size: TINY AC: 7 STR: +10 WIS: +15 INT: +15 HP: +75 Uncommon Rank 1 spells from level to 93 are available if you have a language skill of 25 or more. AC: 12 WT: 0.5 Size: TINY WT: 1.0 Size: TINY Enchanters really only have two choices to go for in Specialization: Alteration and Conjuration. Effect: Serpent Sight (Worn) Armor: Feeble (Cloth) Slot: HEAD In terms of debuffs, the Enchanter commands the second most powerful slow spells in the game (surpassed only by the Shaman), and is unsurpassed in other debuffs. AC: 6 Class: NEC WIZ MAG ENC Enchanters have many powers of illusion as well, allowing them to take the form of many different creatures and races. Race: ALL, MAGIC ITEM LORE ITEM NO DROP WT: 0.4 Size: SMALL DMG: 4 Class: ALL WT: 0.0 Size: TINY Class: ENC SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5 Race: ALL, Slot: NECK Game Description Imbues your group with power, restoring a small amount of mana, adding to the damage their spells do and adding an additional damaging spell to many damage spells … AC: 4 DMG: 11 WT: 0.0 Size: TINY SV FIRE: +6 SV DISEASE: +6 SV COLD: +10 SV MAGIC: +6 SV POISON: +6 Nilitim's Grimoire Pg. For details see Pets and Experience. Spell use: Yes. DEX: +2 CHA: +5 INT: +6 Class: NEC WIZ MAG ENC Race: HUM ERU HIE DEF GNM IKS, Slot: BACK WT: 0.2 Size: SMALL MAGIC ITEM Race: ALL, MAGIC ITEM LORE ITEM NO DROP 64 L AC: 10 Class: ENC Class: ENC CHA: +15 SV FIRE: +1 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +1 SV POISON: +1 For instance my main "Battle" spell set consists of 7 spell gems that never change. Class: NEC WIZ MAG ENC WT: 2.5 Size: SMALL Class: ALL Haste spells are also the domain of the enchanter, providing incredible boosts in attack speed for members of their group. Class: ALL WT: 0.7 Size: MEDIUM Class: ALL Slot: NECK STR: +9 WIS: +9 INT: +9 HP: +75 MANA: +75 Nilitim's Grimoire Pg. As you probably already know Enchanters are made for crowd control purposes and for this they use mez spells. STR: +10 DEX: +10 STA: +10 CHA: +10 WIS: +10 INT: +10 AGI: +10 HP: +100 MANA: +100 Slot: SHOULDERS WT: 0.0 Size: TINY WT: 0.5 Size: MEDIUM SV COLD: +25 SV FIRE: +1 SV DISEASE: +4 SV COLD: +1 SV MAGIC: +1 SV POISON: +1 Slot: FEET Race: ALL, MAGIC ITEM Rank 3 CoV spells come from drops in CoV raids. The first and most widely renowned spell they possess is their Clarity spells. Class: ENC Coming back to Everquest with a twist - Enchanter help appreciated So after 20 years, for some reason I got the bug to play Everquest again. AC: 10 Slot: ARMS Turns out I had a Facebook friend who was leaving the game and he offered me his account, which I took him up on. AC: 14 Class: ALL Velishoul's Tome Pg. AC: 8 36, (COLOR SKEW) 8 Effect: Rune IV (Must Equip, Casting Time: 30.0) Race: ALL except HUM ERU HEF, MAGIC ITEM 312 R, (STRIP ENCHANTMENT) WT: 0.2 Size: TINY Skill: Piercing Atk Delay: 23 CHA: +7 INT: +5 HP: +10 MANA: +20 SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8 Slot: CHEST SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10 AC: 10 Haste spells are also the domain of the enchanter, providing an incredible boost in attack speed for members of their group. SV MAGIC: +5 WT: 1.0 Size: MEDIUM SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5 WIS: +8 INT: +8 MANA: +45 Class: ALL Charges: 1 Class: ALL WT: 0.2 Size: SMALL WT: 3.5 Size: MEDIUM Class: ALL AC: 6 Slot: WAIST AC: 22 Class: ALL Race: ALL, LORE ITEM Slot: NECK CHA: +7 INT: +5 INT: +5 Effect: Rune IV (Must Equip, Casting Time: 30.0) CHA: +4 INT: +5 HP: +10 MANA: +20 AC: 5 Race: ALL, MAGIC ITEM LORE ITEM NO DROP WT: 0.1 Size: TINY SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4 Effect: Color Shift (Must Equip, Casting Time: 8.0) at Level 40 INT: +5 AGI: +5 WT: 1.0 Size: MEDIUM HP: +100 MANA: +75 Class: ALL except CLR PAL DRU MNK SHM STR: +7 WIS: +7 INT: +7 HP: +100 MANA: +100 The 8th slot I use for swapping in various spells. http://forums.station.sony.com/eq/forums/show.m?forum_id=167 The Enchanters Asylum, the Everquest Enchanter forum on Sony's board (paid member access only). AC: 7 Nilitim's Grimoire Pg. WT: 2.0 Size: TINY To get a Rank 3 Spell from the item, simply right click on the item. Race: ALL, MAGIC ITEM LORE ITEM NO DROP Class: ALL WIS: +10 INT: +10 HP: +100 MANA: +100 Slot: SHOULDERS AC: 6 A reward box will pop up, and you can select which Spell or Spells you wish to receive. WT: 0.1 Size: TINY So create a spell set with those 7 spells. SV COLD: +25 Class: ALL Race: ALL, MAGIC ITEM LORE ITEM Skill: Piercing Atk Delay: 24 Slot: EAR This Tome acts like a container. Race: ALL, MAGIC ITEM LORE ITEM Race: HUM ERU HIE DEF GNM, MAGIC ITEM LORE ITEM NO DROP Class: ALL Race: ALL, MAGIC ITEM LORE ITEM NO DROP Slot: FINGER Class: ALL AC: 10 Role: Utility-Slower/Debuffer), Crowd Control, Support Part of Tasarin's Grimoire Pg. Slot: RANGE PRIMARY SECONDARY Class specific gear suggestions are cross listed on the Gear Reference page. Effect: Invisibility (Must Equip, Casting Time: 8.0) at Level 50 WT: 1.0 Size: TINY Nilitim's Grimoire Pg. HP: +65 AC: 13 The benefits conferred by each rank are listed in the chart below. Slot: SECONDARY 90 R, (GRAVITY FLUX) Slot: EAR Q: What are VendorComponentsWorthADamn? SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5 Class: ALL Class: ALL Slot: CHEST Slot: SECONDARY STR: +10 WIS: +10 INT: +10 HP: +100 WT: 0.8 Size: SMALL Slot: CHEST STR: +25 INT: +15 MANA: +50 Slot: HEAD AC: 20 116, (SHIFTLESS DEEDS) Slot: HANDS HP: +55 MANA: +55 Race: HUM ERU HIE DEF GNM, MAGIC ITEM LORE ITEM NO DROP WT: 2.0 Size: MEDIUM WT: 0.3 Size: SMALL Slot: HEAD Class: ALL except CLR PAL DRU MNK SHM STR: +5 HP: +45 Class: NEC WIZ MAG ENC WT: 2.4 Size: SMALL Race: ALL, MAGIC ITEM LORE ITEM AC: 9 Most enchanters choose this as their field of Specialization. AC: 10 INT: +4 HP: +15 301, (ALLURE) SV COLD: +10 AC: 6 Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM It may however exclude you from partaking in certain quests at stages during the game (The Ancient Tomes) or from using some items if you have no religion. AC: 5 Class: NEC WIZ MAG ENC The enchanter is a good choice for players who enjoy playing in groups and like to take charge of challenging situations. Race: ALL, MAGIC ITEM LORE ITEM Race: ALL, MAGIC ITEM LORE ITEM Race: ALL, MAGIC ITEM LORE ITEM Class: ALL 400 Enchanters specialize on improving the minds of their allies, with unmatched mana regeneration spells and mental enhancements. Slot: FINGER Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM LORE ITEM NO DROP Race: HUM ERU HIE DEF GNM, MAGIC ITEM LORE ITEM AC: 15 Class: BRD NEC WIZ MAG ENC AC: 35 Race: ALL, MAGIC ITEM HP: +10 MANA: +25 WT: 3.5 Size: MEDIUM Race: ALL, MAGIC ITEM LORE ITEM NO DROP AC: 8 Race: ALL. WT: 1.5 Size: SMALL Effect: Illusion: Water Elemental (Must Equip, Casting Time: 4.0) at Level 25 Slot: CHEST Class: ALL 416, (REOCCURRING AMNESIA) Slot: WRIST AC: 15 Race: ALL, MAGIC ITEM LORE ITEM NO DROP Slot: RANGE PRIMARY SECONDARY Class: NEC WIZ MAG ENC Slot: LEGS Race: HUM ERU HIE DEF GNM, MAGIC ITEM LORE ITEM NO DROP Slot: FEET The second of these abilities is their mesmerizing line of spells. AC: 10 Race: ALL except HUM ERU HEF, MAGIC ITEM LORE ITEM WT: 1.0 Size: MEDIUM Effect: Alliance (Any Slot/Can Equip, Casting Time: 0.0) at Level 30 Experienced enchanters thrive in chaotic situations where they can make the most of their offensive abilities. Slot: HEAD Your final decision is really a matter of personal strategy. STR: +7 INT: +7 The memblur component, however, seems to take effect as normal. CHA: +5 MANA: +50 AC: 6 SV MAGIC: +10 STR: +10 STA: +10 HP: +100 WT: 0.4 Size: SMALL Class: NEC WIZ MAG ENC Race: ALL, MAGIC ITEM LORE ITEM NO DROP Effect: Truesight (Worn) WT: 5.0 Size: TINY Race: ALL, MAGIC ITEM LORE ITEM NO DROP Class: ALL WT: 0.2 Size: TINY 288 R, (PILLAGE ENCHANTMENT) A reward box will pop up, and you can select which Spell or Spells you wish to receive. Class: ALL SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8 SV FIRE: +10 SV COLD: +10 Class: NEC WIZ MAG ENC Slot: FEET WT: 0.5 Size: TINY MANA: +25 Slot: BACK Race: ALL, MAGIC ITEM Race: ALL, Slot: FINGER They can be purchased from the Group Gear Vendor in Ethernere Tainted West Karana using Mark of Valor, which are earned from doing Heroic Adventures. 312 L I'll hit THANKS as much as I can each day for the first 25 responses. Class: ALL SV MAGIC: +5 Slot: FEET Slot: ARMS AC: 5 Race: ALL, MAGIC ITEM LORE ITEM NO DROP Class: ALL CHA: +5 STR: +15 STA: +20 WIS: +15 INT: +15 HP: +50 MANA: +50 SV DISEASE: +10 Slot: RANGE WT: 0.0 Size: TINY WT: 0.4 Size: TINY STR: -10 DEX: +5 STA: -8 CHA: +25 INT: +10 STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +5 INT: +5 AGI: +5 HP: +50 MANA: +50 Slot: WRIST Slot: WRIST INT: +9 Race: HUM ERU HIE DEF GNM, MAGIC ITEM LORE ITEM SV MAGIC: +9 Slot: BACK WT: 0.5 Size: MEDIUM Race: HUM ERU HIE DEF GNM, MAGIC ITEM http://www.therunes.net for a para-SOE discussion forum regarding the Enchanter class. Class: MNK ENC Slot: WRIST AC: 16 Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM LORE ITEM WT: 4.0 Size: TINY WT: 0.3 Size: SMALL DEX: +5 INT: +10 HP: +10 It includes roots, hastes, slows, DoTs, charms, and most buffs and debuffs. Race: ALL, MAGIC ITEM NO DROP Slot: FINGER CHA: +5 HP: +45 Race: ALL, MAGIC ITEM Class: ENC INT: +5 MANA: +10 Race: ALL, Slot: NECK Class: ALL AC: 25 WT: 0.0 Size: TINY Class: ALL WT: 0.3 Size: SMALL AGI: +9 HP: +80 Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM All you need to do is put the spell ingredients in there, hit combine and you have a new spell (or failure). Effect: Ultravision (Worn) Class: ALL These spells successfully prevent monster… AC: 3 Class: MNK NEC WIZ MAG ENC STR: +8 INT: +8 MANA: +40 Effect: Minor Healing (Any Slot, Casting Time: Instant) Race: HUM ERU HIE DEF GNM IKS, Slot: FINGER Race: ALL, Slot: FINGER SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +10 SV POISON: +5 Race: ALL, MAGIC ITEM LORE ITEM In battle, enchanters are able to bring order to chaotic situations, often saving their group in a fight that would otherwise be lost. 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