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Enchanters are the most subtle of spell casters, with little focus on doing damage directly but tremendous impact on the world around them. Enchanters are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers.
Enchanters are the most subtle of spell casters, with little focus on doing damage directly but tremendous impact on the world around them. Enchanters are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers.


=Introduction=
Enchanters specialize on improving the minds of their allies, with unmatched mana regeneration spells and mental enhancements. Haste spells are also the domain of the enchanter, providing an incredible boost in attack speed for members of their group. Enchanters have many powers of illusion as well, allowing them to take the form of many different creatures and races.
Enchanters specialize on improving the minds of their allies, with unmatched mana regeneration spells and mental enhancements. Haste spells are also the domain of the enchanter, providing an incredible boost in attack speed for members of their group. Enchanters have many powers of illusion as well, allowing them to take the form of many different creatures and races.


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Enchanters are a powerful class, but often rely upon a group to reach their full potential. Experienced enchanters thrive in chaotic situations where they can make the most of their offensive abilities. The enchanter is a good choice for players who enjoy playing in groups and like to take charge of challenging situations.
Enchanters are a powerful class, but often rely upon a group to reach their full potential. Experienced enchanters thrive in chaotic situations where they can make the most of their offensive abilities. The enchanter is a good choice for players who enjoy playing in groups and like to take charge of challenging situations.


If you are new to TAKP, please read through the [https://www.takproject.net/forums/index.php?threads/new-to-the-server-check-here.19791/ New to the Server] forum post, it explains a lot of the mechanics in this guide.
=Introduction=
'' "The gloom of the recessed flooring in this dank pit assaults us, threatening to over come the torchlight borne by the noble and powerful barbarian warrior to my left.  The cleric is humming a gentle mantra to herself, and her beautiful elven cheeks are lost to the droning chants of meditation she is lost to.  The dwarven paladin that joined us at the entrance to the castle is thumbing the blade of his mighty axe nervously, though he labels the emotion 'alertness'.  Behind me the wizard, a human far from his homelands and allies, is quietly boring a hole into the back of my neck with his gaze, but I put those thoughts to the back of my mind.  The last member of our party, a druid whom I've spent many day's travelling with is now pacing nervously about in the confines of this stone chamber, longing to be outside in the winds and light that she can trust.  However, I am the enchanter, and her heart follows me into the foulest places. ''
 
'' The warrior looks up suddenly towards the door of the chamber, and a reflecting glint draws my attention momentarily to the wizard behind me--smiling.  I've only seen the wizard smile for one reason... someone is about to die.  No sooner than my thought completes, the dwarf is up and screaming battle cries to Bristlebane as he locks into combat with a hulking drolvarg bodyguard!  The barbarian stands opposite the beast and their melee begins in fury.  They swing with a ferocious and deadly speed, granted them by my own magics, and I utter the power words to draw a binding force around the drolvarg, making it's movements sluggish and predictable, so much so that it can barely muster the will to swing at the burly fighters.  As the beast howls out, three more drolvargs storm into the room... an ambush then! ''
 
'' Before they can decide who they will slay, I'm calling upon spells of mesmerization, and sieze the entire crowd under a hypnotic trance in seconds. I choose one of them to become my slave, and bend its mind to my considerable will.  Quickly it finds turning on it's comrades to be not only feasible to consider, but the only action it's capable of. The cleric replenishes the warrior's health as my new minion joins the assault.  I begin summoning binding roots of magic force to adhere the remaining beast to the ground, helpless to strike me as my short trance begins to fade.  I quickly re-mesmerize them with a stronger, safer magic that will bind them for minutes, as the first of them goes down under the fury of my demon minion and the fighters.  The wizard chuckles as the beast goes down in a burning heap, and I'm left with no doubts as to who finished the wicked thing. ''
 
'' Suddenly my mind-bent servant wrests his mind out of my reach again and charges me with renewed spirits, slamming a heavy blade into my side.  The mystic shielding permeating the air about me stops the blade from cleaving me in twain, but feel the impact I do. In a moment I will address my injuries, for this is not the time to worry about trivial matters such as dying.  I call upon a quick burst of magical scintilation, and a circle of sparkling lights flashes around me, stunning the loosed beast as I spun to face it.  I feel a crooked grin creeping onto my face as I reclaim its mind into my grasp again, and dare to sit before it as I command, "Slay a drolvarg bodyguard, minion."  Helpless to resist, the beast lumbers to the melee at hand and commences to kill its companion in arms.  The wizard rises from his meditations, signalling the death of the next beast, and the third is quickly beset upon by our full wrath as I re-root its movement to keep it worrying about the closer threats.
 
'' As the beast falls, the barbarian looks to me, and the cleric mends my broken ribs from the impact.  "Well done enchanter, surely we were bested if naught for your skill."  I nod.  The wizard clears his throat behind me, and it goes unnoticed--but I know how much he assisted--that's why I demanded his presence on this excursion. ''
 
'' "So..." chimes in the squat paladin, "you keeping that thing charmed or not?"  I glance over at my forced pet, feeling the rage it's unable to call to the surface. ''
 
'' "For now, yes." ''
*Quoted from the tales of [https://wiki.project1999.com/Xornns_Enchanter_Guide Master Xornn]


== Class Titles ==
== Class Titles ==
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== Picking Your Race ==
== Picking Your Race ==


The first thing you have to pick is your race.  Through their illusion spells, Enchanters can become any race they want and also have direct [[Faction]] increasing abilities.  So when picking a race you are deciding on one of two reasons: [[statistics]] or looks.  When you are first starting out [[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. Take a look at the [https://wiki.takp.info/index.php/Enchanter#Racial_Faces Racial Faces table] to know what you will look like in illusion form.
The first thing you have to pick is your race.  Through their illusion spells, Enchanters can become any race they want and also have direct faction increasing abilities.  So when picking a race you are deciding on one of two reasons: statistics or looks.  When you are first starting out 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.


{| class="eoTable2 sortable" style="text-align:center"
{| class="eoTable2 sortable" style="text-align:center"
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== Spending Your Bonus Points ==
== Spending Your Bonus Points ==
If you are first starting out, make sure your Agility is at least 75, have enough Strength so you can carry loot to sell, and Stamina for more Hit Points. Enchanter gear will typically have +Int and +Cha. More about [[statistics]].
Enchanters have fairly focused stats, so you will likely only have a couple of good options for your bonus stats. If you are first starting out, make sure your Agility is at least 75, and consider pumping up your Strength enough so you can carry loot to sell. Enchanter gear will typically have +Int and +Cha.


*'''Strength''' - Mainly effects carry capacity for coin and loot for Enchanters.
*'''Strength''' - Mainly effects carry capacity for coin and loot for Enchanters.
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*'''Wisdom''' - Not a factor for Enchanters
*'''Wisdom''' - Not a factor for Enchanters
*'''Intelligence''' - Raises maximum mana gained per level and the rate at which you learn spell skills. Quickens the rate at which you learn general and craft skills if higher than Wisdom.  
*'''Intelligence''' - Raises maximum mana gained per level and the rate at which you learn spell skills. Quickens the rate at which you learn general and craft skills if higher than Wisdom.  
*'''Charisma''' - Charisma is NOT as big an impact on TAKP as it is on P99!!! Influences the effectiveness of 4 spell lines for enchanters: Charm, Lull, Memory Blur, and Mesmerize (see [https://wiki.takp.info/index.php/Enchanter#Charm.2C_Root_and_Lull_Resist_Mechanics resists section] below). Less than 100 Charisma will hurt vendor buy/sell prices.
*'''Charisma''' - Charisma does NOT as big an impact on TAKP as it does on P99!!! Determines the effectiveness of 4 spell lines for enchanters. Charm, Lull, Memory Blur, and Mesmerize. Effects the chance for Memory blur to actually work, especially on higher level targets. Lowers the enemy resist rate of Mesmerize. Effects chance of a successful charm (does not increase duration, charm break is determined by rolls against Magic Resistance aka lowering a charmed mob's magic resist will lead to longer duration charm) And reduces the chance of lull spells critically failing, aggroing the mob you intended to calm.


== Religion ==
== Religion ==
Enchanters should, unless they are role-playing, always choose to be agnostic.  In some areas your illusion and faction spells will not be enough to keep you from being Kill on Sight, usually due to Religion.  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 ([https://www.takproject.net/allaclone/item.php?id=1325 Wreath of Nature]) or from using some items if you have no religion.  Religion is one element of [[faction]] you can never change, so choose wisely.
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 ([[The Ancient Tomes]]) or from using some items if you have no religion.  In many ways the religion system in Everquest is unfathomed, serving only as an overriding faction system.


= Skills =
= Skills =
*Work on raising your Defense skill as you level, capping it at each level. You WILL get hit as an Enchanter, and defense skill will play a large role in whether you survive!


Reference the [https://www.takproject.net/SkillCaps/ TAKP Skill Caps] page for the caps on skills by level.
Reference the [https://www.takproject.net/SkillCaps/ TAKP Skill Caps] page for the caps on skills by level.
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== Mesmerization Spell Information ==
== Mesmerization Spell Information ==
On TAKP, all mez spells can overwrite each other. Select the lowest mana mez that achieves your desired effect (duration, mob level, AE, etc.)
{| class="wikitable sortable" style="text-align:center"
{| class="wikitable sortable" style="text-align:center"
|-
|-
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|}
|}


== Stun Spell Information ==
== Spell Focus Effects ==
{| class="wikitable sortable" style="text-align:center"
Full list of [[Spell Focus Items]]
|-
! Color Flux !! Description !!  !! Mana !! Casting Time !! Fizzle Time !! Fizzle Adj !! Recast Time !! AE Radius !! Push Back !! Duration !! Target Type !! Skill !! Resist !! Level
|-
| style="text-align: left"|  Color Flux || Stun for 4.0 seconds ||  || 20 || 1 || 2.25 || 25 || 12 || 20 || 0.5 || Instant || PB AE || Divination || Magic (0) || 4
|-
| style="text-align: left"|  Color Shift || Stun for 6.0 seconds ||  || 40 || 1.5 || 2.25 || 25 || 12 || 25 || 0.5 || Instant || PB AE || Divination || Magic (0) || 20
|-
| style="text-align: left"|  Color Skew || Stun for 8.0 seconds ||  || 60 || 2 || 2.25 || 5 || 12 || 30 || 0.5 || Instant || PB AE || Divination || Magic (0) || 44
|-
| style="text-align: left"|  Color Slant || Stun for 8.0 seconds || Decrease Mana by 100 || 125 || 1.5 || 2.25 || 0 || 12 || 35 || 0.5 || Instant || PB AE || Divination || Magic (0) || 52
|-
| style="text-align: left"|  Entrancing Lights || Mesmerize (1/55) ||  || 75 || 1.5 || 2.25 || 5 || 12 || 30 || 0.5 || 1 ticks || PB AE || Divination || Magic (0) || 34
|-
| style="text-align: left"|  Word of Morell || Mesmerize (1/65) ||  || 300 || 1.5 || 2.25 || 5 || 12 || 30 || 0.5 || 1 ticks || PB AE || Divination || Magic (0) || 62
|-
|}


== Root Spell Information ==
Take note, lesser focus effects can significantly impact some vital Enchanter low level roots/stuns/mezs still used at higher levels:
{| class="wikitable sortable" style="text-align:center"
*[http://www.takproject.net/allaclone/spell.php?id=2360 Affliction Haste I] (33%) and [http://www.takproject.net/allaclone/spell.php?id=2339 Spell Haste I] (15%) work to a minimum 1 second casting time up to level 20 spells (Color Flux 1 sec, Color Shift 1.5 sec)
|-
*[http://www.takproject.net/allaclone/spell.php?id=2361 Affliction Haste II] (33%) and [http://www.takproject.net/allaclone/spell.php?id=2340 Spell Haste II] (15%) work to a minimum 2 second casting time up to level 44 spells (Root 2 sec, Color Skew 2 sec, Enthrall & Entrance 2.5 sec)
! Name !! Mana !! Casting Time !! Fizzle Adj !! Recast Time !! Duration  !! Resist !! Level
*All other spell focus hastes have a minimum 3 second casting time
|-
| style="text-align: left"|  Root || 30 || 2 || 25 || 2.25 || 2 ticks @L4 to 8 ticks @L14  || 0 || 8
|-
| style="text-align: left"|  Instill || 60 || 2.5 || 25 || 2.25 || 1.2 minutes @L20 to 1.6 minutes @L27  || 0 || 29
|-
| style="text-align: left"|  Immobilize || 80 || 1.75 || 0 || 3 || 1 minute  || 0 || 39
|-
| style="text-align: left"|  Paralyzing Earth || 100 || 2.5 || 0 || 2.5 || 3 minutes  || 0 || 49
|-
| style="text-align: left"|  Fetter || 75 || 1.75 || 0 || 2.25 || 3 minutes  || 0 || 58
|-
| style="text-align: left"|  Greater Fetter || 140 || 1.75 || 0 || 2.25 || 3 minutes  || -30 || 61
|}


== Charm Information ==
== Spell Research ==
''' Research Only Enchanter Spells '''


=== Basic Tactics ===
Combine in [http://www.takproject.net/allaclone/item.php?id=17500 Tome of Endless Enchantment]
 
*'''Single Kill''': Charm a pet, buff/give pet toys, and use to kill mobs. Periodically break charm, mez and memblur to quickly heal pet. Re-tash, snare and charm. You can pet tank or pet DPS with a player tank or while kiting.
*'''Double Kill''': Charm a pet and attack a similar mob. Intent is to kill both for XP at the end of the fight, letting them both beat each other down relatively equally. Break charm before pet dies, using DD or DOTs to finish them off for full XP from both. Plane of Storm frogs is an ideal location...so easy even Druids can do it.
*'''Reverse Charm''': Charm a more difficult mob and have it attack a number of other mobs. Root them all, and let them beat down your pet. Break charm and nuke for full XP. Charm the next strongest in the bunch and repeat, continuing to refresh root the entire time.
 
=== Recharming ===
On a charm break:
#Stop the mob from hitting you using stun/mez/root/snares (Runes help here...)
#Refresh debuffs (tash, malo, snare)
#Recharm
#Rebuff
 
It's important to stand far away from your charmed pet during regular group charming. This way you have time to cast and channel a PBAE Stun before your charmed pet gets to you and starts beating you up. If your charmed pet is ensnared, you can usually skip straight to recharming without any delay.
 
If the geometry allows keep your Enchanter's back to a wall or solid structure so that pushback is less extreme. The amount your character moves is related to your FPS and typically your FPS is lower when you are boxing and even lower on toons in the background window. So if you're casting and tabbing to another box you will be subject to more extreme push allowing more chance for an interrupt.
 
''Example'': When charm breaks cast Color Slant. Immediately use a Global Cool Down (GCD) reset clickie like JBoots or [https://www.takproject.net/allaclone/item.php?id=6329 Rod of Insidious Glamour] once (used to be twice before 2023). Instant clickies forces your spell gems to refresh instantly rather than waiting 2 seconds, saving you precious seconds to recharm. Then immediately cast Boltran's to recharm. This should land the charm before Stun ends.
 
The alternative is cast level 4 Mesmerize instead of Boltrans here. Then you recast tash and recharm. This allows you a 24 second grace period to debuff and recharm rather than the 8 seconds Color Slant provides you.
 
On higher level targets, your stuns will not work so switch to PBAE Mez (Entrancing Lights/Word of Morell) instead. AE Mez will mez for one tick, GCD hotkey once to refresh spell gems, then recharm or cast a longer mez so you can re-tash and recharm at your leisure.
 
Once you get Affliction Haste 3 (Falinkan Circlet), you can actually Stun->Tash->GCD->Charm before the Stun ends.
 
Before you get a hang of it, I suggest not using dual wield on pet and not hasting the pet. It makes the breaks far more forgivable.
 
=== XP Penalties ===
If one or more pets (including charm pets) deals all of the damage to a mob, then only 31% of the normal XP will be awarded. In these situations, have someone in the group do at least one point of damage to all of the mobs. Low level nukes or a [http://everquest.allakhazam.com/db/item.html?item=14673 Blue Ceramic Band] are handy for this purpose. [https://wiki.takp.info/index.php/Experience_Points#Charm_Pets Read here] for more details on XP penalties for charm and dire charm pets
 
== Animation Pets ==
 
[https://www.takproject.net/allaclone/pets.php?class=14 Animation stats]
 
== Illusions ==
 
 
=== Useful Illusion Effects ===
Several illusions have beneficial secondary effects, such as increasing resists, run speed, or gaining levitation without a bat wing.
 
{| class="wikitable"
|-
! Lvl !! Illusion !! Duration !! Effect
|-
| 8 || Gnome || 36 min || Shrink & see through walls by sitting against them
|-
| 12 || Dark Elf || 36 min || Ultravision (use [https://lucy.alkabor.com/spell_407.html Cast Sight] on yourself for a longer UV)
|-
| 24 || Earth Elemental || 36 min || Hole faction
|-
| 29 || Air Elemental || 36 min || Levitate
|-
| 29 || Water Elemental || 36 min || Water Breathing
|-
| 34 || Fire Elemental || 36 min || Increase Damage Shield by 9 (L34) to 17 (L65)
|-
| 39 || Drybone || 36 min || Increase Fire Resist by 25
|-
| 39 || Spirit Wolf || 36 min || Increase ATK by 15; Increase Cold Resist by 10
|-
| 44 || Scaled Wolf || 1hr 12min || Increase Movement Speed by 42% (L44) to 45% (L50); Increase ATK by 30
|-
| 44 || Werewolf || 36 min || Increase ATK by 45 (L44) to 66 (L65); Increase Attack Speed by 40%; Increase STR by 23 (L44) to 30 (L58)
|-
| 49 || Imp || 36 min || Levitate; Increase Fire Resist by 15
|}
 
=== Racial Faces ===
To see which face your character will have when they cast a racial illusion, consult the following:
 
'''Male Faces'''
 
[[File:IllusionTableMale.png|700px]]
 
'''Female Faces'''
 
[[File:IllusionTableFemale.png|700px]]
 
== Spell Focus Effects ==
Full list of [[Spell Focus Items]]
 
Take note, lesser focus effects can ''significantly'' improve some useful low level Enchanter root/stun/mez spells, still used through your 50s. Gaining one as soon as possible will help you survive charm breaks, until you get stronger Runes/better gear/AAs. Getting off a 1.3 second Root never gets old...
*'''[https://wiki.takp.info/index.php/Spell_Focus_Items#Affliction_Haste Affliction Haste] I''' (33%) and [https://wiki.takp.info/index.php/Spell_Focus_Items#Spell_Haste Spell Haste] I (15%) work on up to level 20 spells with a minimum '''''1 second''''' casting time (Color Flux 1 sec, Color Shift 1.5 sec)
*'''[https://wiki.takp.info/index.php/Spell_Focus_Items#Affliction_Haste Affliction Haste] II''' (33%) and [https://wiki.takp.info/index.php/Spell_Focus_Items#Spell_Haste Spell Haste] II (15%) work on up to level 44 spells with a minimum '''''2 second''''' casting time (Root 2 sec, Color Skew 2 sec, Enthrall & Entrance 2.5 sec)
*All other spell focus hastes have a minimum '''''3 second''''' casting time
 
== Spell Research ==
''' Research Only Enchanter Spells '''
 
Combine in [http://www.takproject.net/allaclone/item.php?id=17500 Tome of Endless Enchantment]
:* Mesmerization - Part of Tasarin's Grimoire 26 [http://www.takproject.net/allaclone/item.php?id=16072 Left] / [http://www.takproject.net/allaclone/item.php?id=16073 Right] (21 Trivial)
:* Mesmerization - Part of Tasarin's Grimoire 26 [http://www.takproject.net/allaclone/item.php?id=16072 Left] / [http://www.takproject.net/allaclone/item.php?id=16073 Right] (21 Trivial)
:* Color Shift - Part of Tasarin's Grimoire 312 [https://www.takproject.net/allaclone/item.php?id=16076 Left] / [https://www.takproject.net/allaclone/item.php?id=16077 Right] (41 Trivial)
:* Color Shift - Part of Tasarin's Grimoire 312 [https://www.takproject.net/allaclone/item.php?id=16076 Left] / [https://www.takproject.net/allaclone/item.php?id=16077 Right] (41 Trivial)
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Generally speaking, unless you are very sure, if you are making an Enchanter I recommend you specialize in Alteration.
Generally speaking, unless you are very sure, if you are making an Enchanter I recommend you specialize in Alteration.


= Quests =
= Enchanter Quests =
*[https://www.takproject.net/allaclone/item.php?id=28237 Fine Antique Ring] [[Fine Antique Ring]]
*[https://wiki.project1999.com/Rod_of_Insidious_Glamour_Quest Rod of Insidious Glamour] for your global cool down clickie
*Get your free Spell Haste II [https://www.takproject.net/allaclone/item.php?id=9321 Fine Cut, Diamond Inlaid Mask] before level 10 (no death penalty) [https://everquest.allakhazam.com/db/quest.html?quest=2203 Quest info]
*[[Epic Quests]]
*[[Newbie Armor Quests]] and dance for Foxtrader in the Bazaar!
*[https://www.takproject.net/allaclone/item.php?id=6329 Rod of Insidious Glamour] for your global cool down reset clickie. [https://wiki.project1999.com/Rod_of_Insidious_Glamour_Quest P99 quest guide]
*[https://www.takproject.net/allaclone/item.php?id=15678 Spell: Tashania] (level 44 Tash spell). [https://wiki.project1999.com/Coin_of_Tash_(Tashania) P99 quest guide]
*Illusion: Iksar. [https://wiki.project1999.com/Illusion:_Iksar_Quest P99 quest guide]
*Enchanter Epic [https://www.takproject.net/allaclone/item.php?id=10650 Staff of the Serpent]. TAKP has an [https://www.takproject.net/EpicTracker/ Epic Tracker] for you character. [https://wiki.project1999.com/Enchanter_Epic_Quest P99 quest guide]
*General [[Quest Information]]
*General [[Quest Information]]


= Useful Items =
= Enchanter Alternate Advancement =
*[https://www.takproject.net/allaclone/item.php?id=2300 Journeyman's Boots] for run speed but also as an outdoor GCD item
 
*'''[http://everquest.allakhazam.com/db/item.html?item=14673 Blue Ceramic Band]''' Clickable at level 20, useful for doing a point of damage when charm killing.
 
*An invisibility clickie to quickly break charms. [https://www.takproject.net/allaclone/item.php?id=5733 Ring of Stealthy Travels],  [https://www.takproject.net/allaclone/item.php?id=27836 Boots of the Mosquito], [https://www.takproject.net/allaclone/item.php?id=10593 Goblin Gazughi Ring] (super rare on TAKP), etc.
 
*'''[[Horses]]:''' On EQMac there was a bug that let you use old models get the horse buff icon, which lets you meditate without riding a horse. The benefit of this is you can move at normal sow speeds while buying the cheapest horse, don't suffer from acceleration/deceleration effect of horses, can duck spells to interrupt casting, avoid sit agro, and not have to use Luclin models if you don't like the graphic. You can read about that setting [http://wiki.takp.info/index.php?title=Frequently_Asked_Questions#How_to_disable_Luclin_models.3F here].
 
= Alternate Advancement =


A full list of [[Alternate Advancement]] abilities.
A full list of [[Alternate Advancement]] abilities.
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Additional AAs to aim for: Spell Casting Reinforcement Mastery, Channeling Focus, Natural Durability, Combat Stability, Innate Defense.
Additional AAs to aim for: Spell Casting Reinforcement Mastery, Channeling Focus, Natural Durability, Combat Stability, Innate Defense.


=Enchanter Spell List=
=Enchanter Spells=
Utilize the [https://www.takproject.net/spellguide/ TAKP Spell Guide] to keep track of what spells you have, what they do, and where to get them.
Utilize the [https://www.takproject.net/spellguide/ TAKP Spell Guide] to keep track of what spells you have, what they do, and where to get them.


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| 300
| 300
| 6 Seconds
| 6 Seconds
| [[Divination]]
| [[Conjuration]]
| Area of effect around the caster
| Area of effect around the caster
|}
|}
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| Self only
| Self only
|-
|-
| http://www.takproject.net/allaclone/icons/163.gif [https://www.takproject.net/allaclone/spell.php?id=3241 Night`s Dark Terror]
| http://www.takproject.net/allaclone/icons/163.gif [http://www.takproject.net/allaclone/icons/163.gif Night`s Dark Terror]
| Single Target Increase Attack, Dex, Add Proc: [http://www.takproject.net/allaclone/spell.php?id=1965 LifetapEffectNormal] and Apply the Illusion: Scarecrow Effect
| Single Target Increase Attack, Dex, Add Proc: [http://www.takproject.net/allaclone/spell.php?id=1965 LifetapEffectNormal] and Apply the Illusion: Scarecrow Effect
| 200
| 200
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| Group
| Group
|}
|}


=References=
=References=
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*[https://www.everquest.com/classes Official ''EverQuest'' classes]
*[https://www.everquest.com/classes Official ''EverQuest'' classes]
*[https://wiki.project1999.com/Xornns_Enchanter_Guide Xornn's Enchanter Guide] from P99 - Not AKurate but entertaining none the less
*[https://wiki.project1999.com/Xornns_Enchanter_Guide Xornn's Enchanter Guide] from P99 - Not AKurate but entertaining none the less
*[https://www.paullynch.org/eqblog/?p=57 Enchanter Guide for Leveling in Dawnshroud Peaks] from 30-35
[[Category: Classes]]
[[Category: Classes]]
[[Category:Enchanter]]
[[Category:Enchanter]]

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