Classes
Identity
The Enchanter is a master of mental influence, shaping the flow of battle through sheer force of will. Their magic bends perception, alters behavior, and disrupts enemies in ways no other caster can match. Where the Bard supports through music and presence, the Enchanter supports through focused spellcraft, turning the battlefield into a stage they control.
Their strength lies in managing threats rather than confronting them directly. They can halt enemies in place, redirect their aggression, or turn them against their own allies. A minor summoned companion adds to their presence, but their true power comes from orchestrating the fight itself.
Their enhancement magic is highly prized. They can sharpen the minds of casters, accelerate the strikes of melee fighters, shield allies with protective wards, and weaken enemy resistances to amplify the damage of every spellcaster around them. Illusions further define their identity, allowing them to shift appearances in ways that carry real social and practical impact throughout the world.
The Enchanter demands constant awareness. Their tools are powerful yet fragile, and maintaining control requires attention to every moment of the fight. A good Enchanter elevates the group; a master is irreplaceable.
Archetype: Masterful Conductor
Roles: Crowd Control, Support, Utility
Races: Deep Elf, Deep Gnome, Dwarf, Gnome, Goblin, High Elf, Human, Troll
Enchanter
Defining Traits
Premier crowd-control class
Relies on Charisma as a primary stat, directly affecting the strength of their spells
Controls encounters through incapacitates, stuns, and charms, enabling CC‑driven strategies that can manage the most chaotic situation
Has a suite of powerful buffs, including mana regeneration, melee hastes, and damage absorption
Has debuffs that reduce enemy resistances and slow their attacks
Uses illusions to alter appearances for social, factional, and situational utility
What’s Changing
The Enchanter’s existing toolkit is solid and their identity is clear, so the update focuses on scaling and depth over addition and removal. Charm is being tuned; it's currently stronger than intended and will be brought into better balance, but it remains a core part of how the class plays. Illusions are getting more practical value, expanding their usefulness in social and factional situations.
More:
Scaling and upgrades in core ability lines
Practical value from illusions
Less:
Generic utility spells that don't reflect the Enchanter's focus on mental influence and control
Archer - Bard - Beastmaster - Cleric - Druid - Elementalist - Enchanter - Fighter - Inquisitor - Monk - Necromancer - Paladin - Ranger - Rogue - Shadow Knight - Shaman - Spellblade - Wizard