Difference between revisions of "Enchanter"
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Some [[species]] may receive different items based on their unique restrictions. | Some [[species]] may receive different items based on their unique restrictions. | ||
*+1 [[dagger]] | *+1 [[dagger]] | ||
− | *+ | + | *+0 [[robe]] |
'''Available Spells:''' | '''Available Spells:''' | ||
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An Enchanter's inital focus is in [[Short Blades]] and [[Stealth]]. They have a rough time at XL 1, but as soon as they get access to extremely debilitating hexes in [[Ensorcelled Hibernation]] and [[Confusing Touch]], they become excellent [[Stabbing|stabber]]s. 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 can't take them out in one hit. | An Enchanter's inital focus is in [[Short Blades]] and [[Stealth]]. They have a rough time at XL 1, but as soon as they get access to extremely debilitating hexes in [[Ensorcelled Hibernation]] and [[Confusing Touch]], they become excellent [[Stabbing|stabber]]s. 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 can't take them out in one hit. | ||
− | While outshined by their other spells, [[Tukima's Dance]] allows you to take advantage of otherwise tough, weapon wielding enemies like [[ | + | While outshined by their other spells, [[Tukima's Dance]] allows you to take advantage of otherwise tough, weapon wielding enemies like [[ogre (monster)|ogres]] and [[orc warlord]]s. |
==History== | ==History== |
Revision as of 11:31, 14 July 2021
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, and the Book of Maledictions. |
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 Races
Deep Elf, Felid, Kobold, Spriggan, Naga, and Vampire are the recommended races if you pick an Enchanter Background.
Starting Equipment
Some species may receive different items based on their unique restrictions.
Available Spells:
Enchanters start with the Corona spell already memorised.
Starting Skills and Stats
These are adjusted by your species' aptitudes.
- Short Blades: 1
- Dodging: 2
- Stealth: 3
- Spellcasting: 2
- Hexes: 3
Choosing Enchanter adds 7 to your starting Intelligence and 5 to your starting Dexterity.
Strategy
An Enchanter's inital focus is in Short Blades and Stealth. They have a rough time at XL 1, but 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 can't take them out in one hit.
While outshined by their other spells, Tukima's Dance allows you to take advantage of otherwise tough, weapon wielding enemies like ogres and orc warlords.
History
- In 0.27, Enchanters will no longer be tied to the Book of Maledictions, keeping all the same spells.
- 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.
Backgrounds | |
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Warriors | Fighter • Gladiator • Monk • Hunter • Brigand |
Zealots | Berserker • Chaos Knight • Cinder Acolyte |
Warrior-mages | Warper • Hexslinger • Enchanter • Reaver |
Mages | Hedge Wizard • Conjurer • Summoner • Necromancer • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Alchemist |
Adventurers | Artificer • Shapeshifter • Wanderer • Delver |