Enchanter

AVAILABLE RACES

Dark Myr
Dwarf
Elf
Human
Gnome

Enchanter


Like the current of a raging river is the pull of an Enchanter on the mind of their adversaries. Through a single word, the Enchanter can turn the intent of an enemy and break even the strongest of wills into submission. Whether through trickery or coercion, the Enchanter is adept at controlling the battlefield and forming order out of chaos.

Mastery Path 1: Mentalist (Crowd Control/Support)
Mastery Path 2 Coercer (Spell DPS/Charm)
Combat Resource: Mana
Available Armor: Cloth
Available Weapons: Dagger, Staves, Quarter Staff, Long Staff, Wands & Sceptres
Combat Skills: Dodge
Spell Skills: Augmentation, Expulsion, Evocation, Manifestation, Illumination, Fortification, Enervation

FEATURED ABILITIES
Mesmerize

Fixate the mind of an enemy with entrancing magic, mesmerizing them, preventing them from taking any actions.

Mind Vice

Manifest a magical vice to apply intense pressure to an enemy’s brain, dealing Magic damage over time.

Strange Magic

Blast an enemy with a pulse of erratic energy, dealing Magic damage.

Ghaven’s Wild Display

Release a surge of chaotic mental energy all around you, stunning multiple enemies.

Prestidigitation

Conjure a small display of illusory lights and sounds at a location, briefly distracting hostile entities.

Enchant Object: Animate Weapon

Animates a weapon type of your choosing to assail a target, dealing physical damage over time.

Erudite Mind

Expand the mind of an ally, increasing their Intellect.

Hush

Confound the mind of an enemy, interrupting their spellcasting and silencing them.

Illusion: Race

Cloak yourself in an illusion, causing you to appear as a specified race.

Stab the Mind

Unleash a jolt of mental energy that deals Magic damage to an enemy and returns a percentage of the damage dealt as Mana to your Defensive target.

Charm

Infiltrate an enemy’s mind, taking control of them.

Illusion Graft: Celerity

Grant your nearby allies the illusion of a hastened mind and physical speed, increasing their spell and melee haste.

Mirror Shield Trick

Manifest a mirrored shield illusion to protect your defensive target. The next hostile spell is reflected back at its caster.

Whisper of Tysire

Enchant the mind of an ally with the whispers of Tysire, increasing their resting Mana regeneration rate.

Illusion Graft: Fatigue

Graft an illusion of fatigue into an enemy’s mind, slowing their attack and spell casting speed.

Lyrith’s Calm

Pacify an enemy’s will, reducing their assist radius.

Mana Guzzle

Siphon an enemy’s Mana pool.

Hallucination: Battle’s End

Force a hallucination of the battle’s outcome into your opponent’s mind, dealing significant damage, and wounding yourself. As the real battle continues, the target’s missing health will return over time. If the target is slain before the full amount of health is restored, you will recover your missing health.

*Not a complete ability list

Mentalist Mastery Examples

The life of the Mentalist is one spent deep within the mind – of self, of foe, and of friend. An Enchanter who has deigned to take up the mantle finds themself with not just an arsenal of abilities to halt or control adversaries, but also to bolster their allies, and gain mastery over the art of illusion and transmogrification. Those who seek to have deep control over the flow of a battle through mental trickery, as well as offering respite – as illusory as it may be – to allies, should seek the school of the Mentalist.

Mastery Description
Hastened Turnabout If you are interrupted or silenced, when the effect wears off, you gain Hastened Turnabout, allowing you to cast your next spell at a reduced casting time.
Ability Unlock: Lesser Runeskin You are able to place a lesser version of your Runeskin spell on an ally.
Ability Unlock: Crystallize Thoughts Expertly crystallize some of your mana into a jewel. When used, it will cause a burst of mana regeneration over time to your defensive target.
Ability Unlock: Expand Mind You link your mind with an ally, allowing some of your expansive mental capacity to bleed into them. While the buff is active, the ally gains maximum mana, based off your mana pool.
Ability Unlock: Higher State (Passive) You gain a chance when casting spells to gain 1 stack of Higher State, up to a maximum of 3. Each stack increases your Accuracy and resting mana regeneration. With 3 stacks, your passive mana regeneration is also increased.
Ability Unlock: Flow State Consume stacks of Higher State to unleash a torrent of unbound mana into the area around you. For each stack consumed, affected allies gain resource reduction on their next ability used.
Fluxing Image When you take direct damage, there is a chance that an illusory afterimage of you will spawn and distract the target for several seconds before dissipating.
Mana Conduit You create a direct mental conduit between you and your ally. A portion of the mana you spend during this time is granted to your ally.
Ability Unlock: Illusory Combatant Conjure an illusion that attacks your target, dealing no damage but generating threat.
Ability Unlock: Dancing Lights Fill an area you choose within 30m, or the area around your offensive target, with dancing, flashing lights. Targets within range of the spell’s center will be mesmerized.
Suspension When casting mesmerize, or other crowd control effects that are broken by damage, your damage over time effects are suspended while the crowd control is active, but will resume once it ends or is broken.
Ability Unlock: Squee’s Forceful Polymorphificationalismation Forcefully polymorph your target into a random object.
Ability Unlock: Greater Illusion: Golden Fields Conjure an illusion of tranquil fields awash with birdsong and summer breeze into the mind of nearby allies, increasing their health and mana regeneration.
Grandmaster Illusionist Grants passive effects based on the illusion that you assume and unlocks several illusions that only a Grandmaster can maintain.
Ability Unlock: Grand Illusion: Copy Magic If used on an ally or yourself, it will grant a copy of the next successfully casted damage, control or healing spell that can be used without a resource cost, is not subject to the cooldown of the original ability and is at 100% of the original’s potency.
Ability Unlock: Grand Illusion: Twin Mind You create a near-perfect copy of your ally’s mind that exists alongside your own. For the next 10 seconds, your ability bar is replaced with a copy of theirs, allowing you to use their abilities at reduced effectiveness.

Coercer Mastery Examples

Some seek to pacify, others to misdirect. Those on a journey to become a Coercer are neither of those. Mental magic at the fingertips of a Coercer takes on a lethal and often terrifying edge, as they use spells to debilitate, dominate, and manifest illusions so potent that they cause significant harm. Were it not enough that they assault the mind directly – their arsenal of spells allows them to turn allies against one another, and send forth enchanted weaponry into battle to bring down their foes. Enchanters who desire a more forceful and violent control of a battle’s outcome will find themselves at home in the school of the Coercer.

Mastery Description
Ability Unlock: Purge Magic Attempts to purge one beneficial magical effect from your offensive target.
Force of Personality You gain critical strike chance with spells per point of Presence.
Cascading Migraine When your damage over time effects crit, it extends the duration by an additional tick.
Ability Unlock: Illusory Danger Afflict your target with dread of their impending demise, dealing damage over time and placing a random secondary effect on the target. Casting the spell again if the secondary effect is still present will overwrite it with a new randomly chosen one and will not stack.
Ability Unlock: Recall Trauma Reapply the most recently cast or expired magical damage over time effect on the target, at 40% strength. This effect stacks with the original.
Rewire Synapses Allows your Charm spell to be used on other types of enemies.
Improved Animations You can maintain additional animations, at a higher cost over time.
Ability Unlock: The Enemy Within Your target has a chance to deal a portion of damage they deal back to themselves as magical feedback damage.
Waste Not When your spell is resisted or dispelled, regain a portion of the mana cost.
Enhanced Minion Your Charmed minions may now be buffed by you and your allies. Be warned: These buffs will persist even if Charm breaks, as long as the entity remains in combat with you and/or your group.
Ability Unlock: Mass Hysteria Enemies near your target fly into hysteria, becoming confused, cowering in fear, or fleeing in fear.
Clear Mind Passive. When casting a spell, there is a chance that you gain Clear mind, reducing the mana cost of your next spell.
Unbound Mana When dealing damage with spells, there is a chance that allies near the target will regain a small amount of mana.
Ability Unlock: Borrowed Alacrity You drain away the alacrity of your target and enemies near them, reducing their action speed. This effect stacks with other slows. The targets will be slowed, and you and your allies will gain spell and melee haste for each target.
Dominate Gain direct control of your offensive target. While Dominate is in effect, your perspective will be from the target you have dominated. You may directly control movement and ability usage during this time.
Ability Unlock: Scour Magic Attempt to purge a target location of magic, dispelling some negative effects from allies, and some positive effects from enemies near target location.
Ability Unlock: Extract Spell When used on an offensive target, you gain access to one random spell from them. The target is unable to use the spell you have copied for a short time. The spell will remain on your bar and be useable until you remove the buff manually.
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