Enchanter

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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 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:

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.

Strategy

An Enchanter's initial 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 don't take them out in one hit. The Orb of Guile helps affect enemies with high willpower.

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

Backgrounds
Warriors FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver