Enchanter
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.
Contents
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.
- +1 dagger
- +0 robe
- Potion of invisibility
Available Spells:
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 initial focus is in Short Blades and Stealth. They have a rough time at XL 1, but have a potion of invisbility 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. Confusing Touch works where Ensorcelled doesn't; it checks HD, while monsters who've been hit by the former spell can't be put to sleep for some time. Both spells require more investment in Hexes (and Ice for Ensorcelled) in order to actually status their foes.
Dazzling Flash will blind mnosters. It is another debilitation spell, against checking HD. A few monsters are immune to blinding, but it's like a localized invisible otherwise. It only lasts a few turns, but a few turns can give you all the time for your other hexes to work.
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
- 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.
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 |