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Version 0.29: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
The Enchanter specialises in the subtle art of hexes. Instead of directly damaging foes, hexes disable and debilitate them, allowing the Enchanter to finish the helpless creatures in combat. The Enchanter begins with a lightly enchanted dagger, a robe, a potion of invisibility, and a selection of hexes.

Enchanters are mages who have specialised in the subtle art of Hexes. Although not as directly damaging as Conjurations or the elements, high-level Hexes offer a wide array of very handy effects.

Preferred Species

Deep Elf, Felid, Kobold, Spriggan, Naga, and Vampire are the recommended species if you pick an Enchanter Background.

Starting Equipment

Some species may receive different items based on their unique restrictions.

Available Spells:

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Enchanter adds 7 to your starting Intelligence and 5 to your starting Dexterity.


An Enchanter's initial focus is in Short Blades and Stealth. They have a rough time at XL 1, but have 2 potions of invisibility to make up for it. As soon as they get access to extremely debilitating hexes in Ensorcelled Hibernation and Confusing Touch, they become excellent stabbers.

While there are some devastating Hexes spells available to late-game characters, be prepared to branch out at least a little, as enemies with high willpower can cause serious problems if you don't take them out in one hit. An orb of guile or scroll of vulnerability can help you affect enemies with high willpower, though such items will also reduce your own willpower.

Spell Info

Ensorcelled Hibernation is your classic sleep n' stab spell. Succeed against your opponent's willpower, and they'll be vulnerable to a single extremely deadly stab attack, preferably from your dagger. Monsters who've already been entranced can't be put to sleep for some time, nor can monsters resistant to cold. Confusing Touch is your answer to that, and is your longest-lived Hex available. It also has the advantage of multiple "casts" for 3 MP, checking for will every time you melee. Both spells require more investment in Hexes (and Ice for Ensorcelled) in order to actually affect your foes, but easily pull their weight.

Dazzling Flash is another debilitation spell. Because it checks HD over Will, pesky monsters resistant to your other hexes will most likely be vulnerable. To monsters not immune to blinding, dazzle is effectively a localized invisible. It only lasts a few turns... but a few turns can be all the time you need to set up something else (or run away). In addition, it has a wide area-of-effect - all your other spells are single target.

While not as flashy as an Enchanter's other spells, Tukima's Dance allows you to take advantage of otherwise tough, weapon-wielding enemies like ogres and orc warlords. For many monsters, their weapon comprises over half their damage output. Now it's a summoned monster on your side. Tukima's will also work on ranged weapons; a centaur can't shoot you without its bow.


  • In 0.29, most backgrounds were buffed; Enchanters gained a second potion of invisibility.
  • Prior to 0.28, Enchanters had the Corona spell, but did not start with a potion of invisibility.
  • Prior to 0.27, Enchanters started with the Book of Maledictions, which had the same spells as Enchanters do now.
  • Prior to 0.15, Enchanters started with some darts and 1 level of Throwing, but only 2 levels of Stealth.
  • Prior to 0.14, Enchanters started with only 1 level of Spellcasting.
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