|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 lightly enchanted weapons and armour, as well as the Corona spell and some darts, which should help them out until they can use the higher level hexes.|
Some species may receive different items based on their unique restrictions.
Enchanters start with the Corona spell memorised.
Starting Skills and Stats
These are adjusted by your species' aptitudes.
Their starting focus in short blades and stealth, coupled with their spell book full of debilitating hexes like Ensorcelled Hibernation and Confusion, makes Enchanters well suited to a career as stabbers, disabling anything that hears them coming with sorcery before striking with lethal results. 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 magic resistance or magic immunity can cause some serious problems if you don't take them out in one hit!
XL 1 is especially difficult for an enchanter, because you are reliant on a very low damage dagger and Corona to kill enemies if they wake up. Once you reach XL 2 and can memorise Ensorcelled Hibernation, you become much more able to deal with enemies.
Prior to 0.14, Enchanters started with only 1 level of Spellcasting.
|Warriors||Fighter • Gladiator • Monk • Hunter • Assassin|
|Zealots||Berserker • Abyssal Knight • Chaos Knight|
|Warrior-mages||Skald • Enchanter • Transmuter • Arcane Marksman • Warper|
|Mages||Wizard • Conjurer • Summoner • Necromancer • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Venom Mage|
|Adventurers||Artificer • Wanderer|