Race: ALL, MAGIC ITEM Slot: NECK Slot: RANGE PRIMARY SECONDARY Effect: Shield of the Eighth (Must Equip/Can Equip, Casting Time: Instant) AC: 8 Class: CLR DRU BRD SHM NEC WIZ MAG ENC Race: ALL, MAGIC ITEM Class: NEC WIZ MAG ENC CHA: +10 INT: +10 MANA: +35 The safest bet is Agnostic. SV COLD: +9 In this guide I will explain how to level up your Enchanting level fast and efficient. DMG: 20 Nilitim's Grimoire Pg. WIS: +8 INT: +8 MANA: +45 Haste: +36% So with one 70 mana spell you can nuke for 250, heal your group for 1000, and dramatically reduce the chance for wipes. WT: 0.3 Size: SMALL AC: 4 Full Disclosure: Velious is not my area of expertise; I just looked at the items that were on the wiki. I also recommend carrying around extra charisma gear to swap out. Race: ALL, MAGIC ITEM LORE ITEM NO DROP Race: ALL, MAGIC ITEM Nilitim's Grimoire Pg. Race: ALL, MAGIC ITEM NO DROP WT: 5.0 Size: MEDIUM DEX: +5 AGI: +5 HP: +40 Race: ALL, MAGIC ITEM LORE ITEM NO DROP The following gear sets are available for Disciples of the Hand and Land. SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15 The hardest part about playing an enchanter is convincing your groupmates to not break mez, and with the generally high level of play on Project 1999 this usually isn't a problem. WT: 0.0 Size: TINY WT: 1.3 Size: MEDIUM Slot: ARMS INT: +15 HP: +90 MANA: +90 DEX: +8 STA: +10 CHA: +3 INT: +13 MANA: +35 SV FIRE: +2 SV DISEASE: +1 SV COLD: +2 SV MAGIC: +3 SV POISON: +1 Race: HUM ERU HIE DEF GNM, LORE ITEM WT: 0.5 Size: MEDIUM SV MAGIC: +5 Slot: ARMS AC: 4 Class: CLR DRU SHM NEC WIZ MAG ENC Skill: Piercing Atk Delay: 38 Slot: SECONDARY SV POISON: +14 WT: 1.0 Size: TINY Class: WAR RNG BRD ROG WT: 0.4 Size: SMALL Slot: WRIST WT: 0.4 Size: SMALL DEX: +9 CHA: +9 Race: ALL, MAGIC ITEM LORE ITEM NO DROP AGI: +9 HP: +80 Class: ENC AC: 20 Class: ALL I titled this section recharming because any idiot can click the charm key. The challenge is not dying when charm breaks. STA: +5 INT: +3 Welcome to Enchanted Gear. Class: ALL Race: ALL, MAGIC ITEM LORE ITEM NO DROP 300 STR: +15 STA: +20 WIS: +15 INT: +15 HP: +50 MANA: +50 HP: +55 Slot: CHEST Slot: SECONDARY Class: ALL Alternatively, especially if you don't want to risk a quadding hasted pet owning you on a charm break, you can charm the insanely OP caster mobs we have and watch them chain Envenomed Bolt and Ice Comet on their hapless targets, then kill them when they run out of mana. WT: 0.4 Size: SMALL STA: +15 INT: +9 MANA: +70 ). AC: 8 Plus most of the builds start out with substantially more intelligence than Charisma. Throwing an AE Mez on a bunch of revenants in the Plane of Hate at L55 will wipe you and then your raid (that is not a personal story! AC: 13 Class: WAR Enchanting all your gear in Minecraft has never been easier with the help of our comprehensive guide. My gear is hand made with quality materials to meet my high standards. WIS: +10 INT: +10 HP: +75 MANA: +25 Alteration is by far the more popular choice as 80% of enchanter spells are of this nature. AC: 6 Race: HUM ERU HIE DEF GNM, MAGIC ITEM NO DROP Nilitim's Grimoire Pg. Race: ALL, MAGIC ITEM Here is roughly what you can expect: Despite my reputation as a soloer, I much prefer groups, especially small groups of 2-4. HP: +10 MANA: +25 +1100 HP from. WT: 0.5 Size: TINY Haste: +41% STR: +5 HP: +45 WIS: +2 INT: +2 HP: +30 MANA: +30 WT: 0.5 Size: SMALL 34: It's around this level that the charmed pets really start to pull away from the animations and elementals in damage and toughness. Slot: LEGS Race: HUM ERU HIE DEF GNM, MAGIC ITEM NO DROP Class: ALL Race: ALL, MAGIC ITEM NO DROP WT: 0.1 Size: SMALL Monk damage and Wizard nukes and Druid healing and really everything else follows a similar pattern. Aggro on Project 1999 happens on ticks, so you can also try to just run by. Effect: Tagar's Insects (Combat, Casting Time: Instant) at Level 46 Slot: SHOULDERS DEX: +2 http://wiki.project1999.com/index.php?title=Loraen%27s_Enchanter_Guide&oldid=258753, Entrance is 7.1 mana/tick while Dazzle is 7.8. WT: 0.1 Size: TINY I haven't held back much in this guide; if you follow these recommendations you should be able to do quite a bit solo and grouped. AC: 6 Your final decision is what class of mob to charm. WT: 0.3 Size: SMALL WT: 0.1 Size: TINY Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM LORE ITEM NO DROP This will give you a nice start on getting both stats to 200. However, you can enchant other stuff on them instead. These are relatively ineffective against mobs with their insane stats (check mqemulator some time to see just how much strength the sebilite protector has) but are worth casting if you don't have anything better to do, i.e. Slot: HEAD WT: 2.5 Size: SMALL Slot: CHEST SV POISON: +2 Charges: 1 Class: NEC WIZ MAG ENC STR: +10 STA: +10 HP: +100 WT: 0.5 Size: TINY Class: ROG SV FIRE: +10 SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10 Class: ALL 64 R, (MANA SIEVE) WIS: +9 INT: +9 WT: 0.2 Size: SMALL AC: 7 Class: ALL At this point you have all your tools and as you progress upwards they simply get better and better: the duration and effectiveness on all of your spells will gradually increase, and mobs become more and more dangerous making charming more effective and debuffs more important. STA: +5 INT: +5 AGI: +5 HP: +40 MANA: +20 Race: ALL, MAGIC ITEM LORE ITEM AC: 4 Class: ALL HP: +55 For example, I had a L52 krup knight charmed a bit of sebilite juggernaut action. Mesmerization is great for fighting summoning mobs because it will get both your pet and the target, and at 56+ you will be level immune to it. Slot: FINGER DEX: +2 CHA: +5 INT: +6 Race: TRL OGR, MAGIC ITEM LORE ITEM Class: NEC WIZ MAG ENC Race: ALL, MAGIC ITEM LORE ITEM NO DROP Class: ALL WT: 2.0 Size: MEDIUM Class: ALL Gains dual wield, kick, double attack, and similar abilities at higher levels. Race: HUM ERU HIE DEF GNM, MAGIC ITEM LORE ITEM SV MAGIC: +5 Race: ALL, MAGIC ITEM LORE ITEM AC: 30 AC: 35 Slot: PRIMARY AC: 25 INT: +5 Enchant gear One Attribute (Primary Stat) choice or a Perk. Slot: LEGS STR: +4 DEX: +4 HP: +50 In addition to the main single-target mez line, you get two AE mez spells: Mesmerization at 16 and Fascination at 52. Class: NEC WIZ MAG ENC AC: 16 DMG: 19 Dmg Bonus: 6 AC: 50 Slot: SHOULDERS Race: ALL, MAGIC ITEM LORE ITEM NO DROP WT: 4.3 Size: MEDIUM Class: ENC Slot: FACE Skill: 2H Blunt Atk Delay: 40 This guide assumes you have some basic ideas about how the Enchanter works; if you don't you should check out Xornns Enchanter Guide first (or really anyway, it's a great guide and a lot of fun to read). STR: +10 STA: +10 INT: +20 Class: CLR DRU BRD SHM NEC WIZ MAG ENC Slot: FEET AC: 3 Religion plays a much larger role. Skill: 2H Blunt Atk Delay: 35 Literally every mob will come with Alacrity (40% haste = your tank cries), Spirit of Wolf (they will flee faster than you can run), Talisman of Altuna (extra hitpoints), and O'Keils Radiation (it's only 2 points, but it's still going to do several hundred damage per mob). Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM LORE ITEM Slot: SECONDARY The group gear drops off different nameds in the expansion pack and comes in the form of Raw Crypt-Hunter Gear. Race: HUM ERU HIE DEF GNM, MAGIC ITEM NO DROP WT: 0.2 Size: SMALL Generally speaking mana won't be your problem (especially at 51+ with taps) and unfortunately all the elite gear is loaded up with intelligence and doesn't have any charisma. WT: 0.5 Size: SMALL STR: +10 WIS: +15 INT: +15 HP: +75 If you are weaponizing your pet, you will probably want a melee so that it doesn't waste time casting. I came to appreciate this strategy on my Warrior, because when taunt finally does succeed you get to move way up in the hatelist (root+tash+mez) and should have aggro for the rest of the fight. SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7 Race: ALL, MAGIC ITEM SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7 HP: +100 MANA: +75 WT: 4.0 Size: TINY Class: MNK NEC WIZ MAG ENC 26 R, (BERSERKER STRENGTH) I want to start gearing up my enchanter, but without selling off the gear on my warrior, or farming low level mobs on him for hours (as a warrior I can't solo worthwhile mobs without long downtimes.) Charm him and give him Dull Emerald to receive Enchanted Emerald. AC: 15 Class: ALL STA: +7 CHA: +5 HP: +30 MANA: +35 Unfortunately Mesmerization will hit you as well if you are in range, so until you are 56+ and level immune make sure you have GRM up! Alterationis by far the more popular choice as 80% of enchanter spells are of this nature. Slot: PRIMARY SECONDARY Many times you won't need the full 1:36 of Dazzle anyway, especially in a group. WT: 1.1 Size: MEDIUM WT: 0.5 Size: TINY CHA: +10 Race: ALL, MAGIC ITEM Slot: EAR WT: 1.0 Size: SMALL Race: ALL, MAGIC ITEM LORE ITEM NO DROP If you have a caster mob charmed and it starts casting annoying spells like cancel magic, you can interrupt it with /pet feign once or twice. AC: 15 Race: ALL, MAGIC ITEM Slot: FINGER Charges: 3 Because Lull does not require line of sight, you can play some tricks with the camera. AC: 2 WT: 0.0 Size: TINY AC: 11 Effect: Enduring Breath (Worn) As I mentioned in the introduction, enchanters are a bit back-loaded. Race: ALL, MAGIC ITEM LORE ITEM NO DROP Class: ALL DMG: 11 Race: ALL, MAGIC ITEM LORE ITEM 90 R, (GRAVITY FLUX) 60 L Also, Tash is considered a poison spell, so you can't dispel it. Class: ALL Race: ALL, MAGIC ITEM LORE ITEM Effect: Truesight (Worn) HP: +30 AC: 30 Charges: 1 Race: ALL, MAGIC ITEM LORE ITEM NO DROP WT: 0.0 Size: TINY DEX: +25 STA: +15 AGI: +10 HP: +50 Class: ALL except CLR PAL DRU MNK SHM Class: ALL 35 WT: 0.1 Size: TINY Your best debuff is Tashan, which is unresistable, low mana, fast casting, and debuffs MR quite a bit (over 40 at L60). Class: CLR DRU SHM NEC WIZ MAG ENC WT: 2.5 Size: SMALL CHA: +7 INT: +5 HP: +10 MANA: +20 Salil's Writ Pg. Enchanters have fairly focused stats, so you will likely only have a couple of good options for your bonus stats. Nilitim's Grimoire Pg. Both will last longer than Dazzle, require less mana, and have no recast. Race: ALL, Slot: FINGER 200 charisma is still definitely your first gear goal: my current best guess for charm durations is that they depend linearly on charisma, and that this effect is softcapped 50% above 200. Just started an enchanter on corinav, i figured i would go over some basics. DEX: +5 CHA: +5 Class: NEC WIZ MAG ENC Race: ALL, MAGIC ITEM LORE ITEM CHA: +3 AGI: +10 HP: +15 Class: ALL AC: 5 WT: 0.0 Size: TINY AC: 14 In principle crowd control is pretty simple: your puller brings a train pull, the main tank starts killing one, everyone assists, you target a mob that isn't getting beat on and hit the mez key, and repeat until everything is locked down. SV MAGIC: +15 STR: +6 DEX: +6 STA: +6 CHA: +6 WIS: +6 INT: +6 AGI: +6 HP: +30 MANA: +30 4: You get your your first mez, tash, and stun, but unfortunately they are borderline worthless due to low durations/low debuff amounts. INT: +8 WT: 5.0 Size: TINY Class: ENC Gear in Battle for Azeroth (BFA) is designed around a fresh perspective; there are equivalent gearing paths and gear from any content has a small chance to proc the highest possible item level. Race: HUM BAR ERU ELF HIE DEF HEF DWF TRL OGR HFL GNM, MAGIC ITEM Charm it. Part of Tasarin's Grimoire Pg. Slot: RANGE PRIMARY SECONDARY Class: NEC WIZ MAG ENC 30 R, (COLOR SHIFT) AC: 10 AC: 5 STR: +3 INT: +3 AC: 9 MAGIC ITEM LORE ITEM You will want to root and blur this mob after every kill. WT: 3.0 Size: SMALL This page was last modified on 28 December 2019, at 03:20. Need charm, root, wondrous rapidity (haste), tash, memblur (AA). STR: +10 WIS: +10 INT: +10 HP: +100 Slot: WRIST SV COLD: +9 WT: 0.7 Size: MEDIUM Class: NEC WIZ MAG ENC Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM NO DROP Slot: WRIST Welcome to Xornn's Guide to Enchanting. For game mechanics, see Magic.. For the most part, a mage's armour provides little to no Ranged and melee Defence bonuses, but instead serves to harness the wearer's magical abilities. Slot: WRIST WT: 0.5 Size: MEDIUM Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM LORE ITEM NO DROP This page has been accessed 264,770 times. 4E) Go to City of Mist and find Wraith of Jaxion. Effect: Flowing Thought I (Worn) Race: ALL, MAGIC ITEM SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +25 SV POISON: +10 Hopefully this guide can provide the first two; the third is up to you. STR: +10 WIS: +15 INT: +15 HP: +75 MANA: +75 Class: CLR DRU SHM NEC WIZ MAG ENC In some areas you will still be Kill on Sight for any number of reasons, though these are very few indeed. Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM LORE ITEM SV FIRE: +15 SV COLD: +15 This page was last modified on 27 December 2020, at 00:31. AC: 3 Slot: HEAD Slot: FACE Effect: Rune IV (Must Equip, Casting Time: 30.0) Class: CLR DRU SHM NEC WIZ MAG ENC It's pretty funny to watch the puller bring in something and then have its hp instantly drop to 70%. Class: NEC WIZ MAG ENC Nilitim's Grimoire Pg. STR: +8 CHA: +5 AGI: +8 HP: +50 Class: ALL Minecraft 101: for all your Minecraft tutorial, guide and reference needs! Personally I think replicating these kind of overpowered bugs is silly, but it's not my server. Tash and root a mob. Cast clarity on casters, haste on melee, GRM on everyone, and Shielding/AC/Charisma on yourself. If you charm a mob, it will remove any debuffs (including dots) that it has cast on you. Race: HUM ERU HIE DEF GNM, MAGIC ITEM NO DROP Slot: HEAD So when picking a race you are deciding on one of two reasons: statistics or looks. This name generator will generate 10 random names of enchanted gear, ranging from weapons and armor to jewelry pieces. STR: +3 CHA: +3 AGI: +3 MANA: +3 WT: 3.5 Size: MEDIUM Slot: WAIST SV FIRE: +8 SV COLD: +8 Slot: CHEST STR: +7 INT: +7 CHA: +7 INT: +5 Race: ALL, MAGIC ITEM LORE ITEM NO DROP Class: ALL Class: ALL Race: ALL, MAGIC ITEM LORE ITEM NO DROP From a cold-bloodedly rational perspective, you'll need some help anyway with your epic and planar gear. STA: +9 WIS: +6 INT: +6 HP: +20 MANA: +20 Worst case there are always Charisma potions. It includes roots, hastes, slows, DoTs, charms, and most buffs and debuffs. Race: ALL, LORE ITEM Race: ALL, MAGIC ITEM LORE ITEM STA: +15 INT: +15 HP: +65 MANA: +65 Race: ALL, MAGIC ITEM LORE ITEM DMG: 3 AC: 3 INT: +10 AC: 10 WT: 0.1 Size: TINY the bat/ghoul room next to the bedroom in Gukbottom. Class: ALL AC: 14 STA: +10 CHA: +5 AGI: +10 HP: +15 MANA: +20 Class: ALL Class: ALL AC: 10 WT: 0.3 Size: TINY Skill: 1H Slashing Atk Delay: 20 Related. AC: 6 AC: 15 Slot: PRIMARY Slot: FACE Class: ENC AC: 12 Others will be a little more cryptic and … INT: +5 AC: 22 Salil's Writ Pg. WT: 0.0 Size: TINY WT: 0.2 Size: TINY Skill: 1H Blunt Atk Delay: 30 HP: +30 SV MAGIC: +3 Slot: CHEST In my opinion, it's much more interesting to keep your pet rooted. I once knew an enchanter (no names to protect the innocent) who did not cast Shielding on himself 'because its 350 mana'. Effect: Invisibility versus Animals (Must Equip, Casting Time: Instant) at Level 5 When soloing, add Bedlam and sometimes Rune to that list if you don't want to spend all your farmed pp on rezzes. You can never have to much when a lull crit means hitting the WC cap. Usually if you have Bedlam higher on your spell stack you can go quite a while without refreshing Rune. AC: 9 WT: 0.0 Size: TINY Nice guide, but patch 1.1 changed gear level for rank 5 and more : Rank 5 potency : Denara and idode give vet 1-3 glyph Rank 6 potency : Rera and Pode give vet 3-5 glyph Rank 7 potency : Derado and Kedeko give vet 5-7 glyph Rank 8 potency : Recurra and Rede give vet … Class: ALL WT: 1.0 Size: MEDIUM AC: 12 Class: ALL WT: 0.0 Size: TINY Class: WAR CLR PAL RNG DRU ROG The gear, perhaps surprisingly, is weak compared to available Bazaar gear - 800-9… DMG: 18 This will let you target the mobs without them seeing you. STA: +4 CHA: +3 Race: ALL, LORE ITEM NO DROP Race: ALL, MAGIC ITEM LORE ITEM WT: 1.0 Size: LARGE Some Enchanters once they reach Level 50, complete the quest at the Temple of Sol Ro and switch to this Specialization as they find they are casting more mes-based spells than any other type. AC: 9 Class: ALL Class: ALL Pages in category "Enchanter Quests" The following 29 pages are in this category, out of 29 total. Class: ALL WT: 2.5 Size: SMALL WT: 0.0 Size: TINY AC: 25 WIS: +3 INT: +3 WT: 0.0 Size: TINY Mobs between L40 and L55 or so will generally hit for Level*4 - 60 (136 hit = L49, 140 hit = L50, 144 hit = L51, etc) which will allow you to determine their precise level. Class: SHM Race: ALL, Slot: NECK 3. AC: 20 Enchanters are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers. AC: 20 Race: ALL except HUM ERU HEF, MAGIC ITEM LORE ITEM DMG: 4 DEX: +5 CHA: +7 There are ways to avoid this penalty; for detailed strategies check the Enchanter class guides, for example Spaid's_Solo_Guide. Effect: Engulfing Darkness (Combat, Casting Time: Instant) at Level 27 But Enchanter spells are multipliers: a 70% slow on a L60 mob that hits for 451 is far more effective than a 30% slow on a L20 mob that hits for 40. Slot: RANGE SECONDARY WT: 0.1 Size: TINY 312 L Class: ALL Race: ALL, MAGIC ITEM LORE ITEM INT: +5 WT: 0.5 Size: TINY SV DISEASE: +10 SV MAGIC: +25 AC: 5 Slot: FEET Enchanters are able to wear only cloth armor, and almost always wear robes. Effect: Speed of the Shissar (Must Equip, Casting Time: 6.0) at Level 50 WIS: +5 INT: +5 HP: +75 MANA: +75 Class: ALL Slot: WRIST AC: 14 Effect: Stun (Combat, Casting Time: Instant) at Level 15 In my personal opinion, Mesmerization is extremely powerful and should always be memorized. Class: BRD NEC WIZ MAG ENC WT: 2.0 Size: SMALL SV FIRE: +1 SV DISEASE: +1 SV COLD: +1 SV MAGIC: +1 SV POISON: +1 Race: HUM ERU HIE DEF GNM, MAGIC ITEM LORE ITEM NO DROP Part of Tasarin's Grimoire Pg. Class: CLR DRU SHM NEC WIZ MAG ENC How do I level up Enchanting? Class: ALL WT: 0.4 Size: SMALL Gate and Invisibility are nice for getting around though. Class: CLR DRU SHM NEC WIZ MAG ENC CHA: +12 Race: ALL, Slot: FACE Slot: PRIMARY SECONDARY Slot: EAR Slot: RANGE PRIMARY SECONDARY WT: 7.5 Size: LARGE Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM I am pretty confident in my spell lineup of Entrance / Tashanian / Fetter / Color Shift / Color Skew / Theft of Thought / Mesmerization / Pillage Enchantment (swap) at higher levels. AC: 14 The stun line also require very little mana and are great for interrupting casters, especially annoying spells like Turgurs, Ice Comet, or Complete Heal. Slot: ARMS Slot: RANGE SECONDARY Keep in mind that you will have to learn the spawn patterns very well to solo; if mobs are walking up behind you you won't last long. SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8 The biggest problem with using an animation in groups is your inability to back it off. WT: 0.2 Size: SMALL Generally speaking, unless you are very sure, if you are making an Enchanter I recommend you specialize in Alteration. SV FIRE: +10 SV MAGIC: +10 Boots 10 Agility (10 skill) 15 Agility (75 skill) Reduce falling dmg by 10%. The text for Dazzle is 'x has been mesmerized' which is the same as the L4/L16 spells. Class: ALL except CLR PAL DRU MNK SHM For example, to calm a room in Howling Stones, stand facing into the wall right next to the door, zoom backwards and rotate slightly. It turns out that the L4 and L16 mezzes blur quite frequently as well, and they are cheaper and don't have the long recast time. AC: 5 If you are soloing for cash, then I think weaponizing is simply necessary. HP: +55 MANA: +55 At L60, Zumaik's Animation has perhaps 2000 hp and does 30 dps while a L50 froglok krup knight has 8000 hp and puts out 100+ dps with weapons and epic haste. Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM 174 L I'm currently leveling an enchanter on FV and I'm very curious about any quests that are good for an enchanter. Slot: CHEST Slot: HANDS Class: ALL I think Entrance is a bit better than Dazzle for four reasons, although its really a matter of personal preference. Class: ALL SV MAGIC: +10 Class specific gear suggestions are cross listed on the Gear Reference page. I went full int with Loraen instead of charisma and it's not the end of the world: I still have 225 cha with self buffs, and Velious has a couple of nice Charisma items like the Mischievous Dazzler Robe, Cloak of Confusion, and Neriad Shawl. At L60 those 25 points in stamina are worth 60 hitpoints - less than 5% of your total - and in Kunark you won't cap both int and cha anyway, not to mention gimping your character for 95% of his leveling time. DMG: 25 Enchanters really only have two choices to go for in Specialization: Alteration and Conjuration. Enchanting recipes require the use of special Enchanting ingredients which can be gathered by disenchanting items of uncommon or better quality or found as loot. More information to come, once i progress a little further. Many names will be pretty self explanatory, like a 'ring of stealth'. SV FIRE: +10 SV COLD: -10 DMG: 7 SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15 Nilitim's Grimoire Pg. WT: 0.0 Size: SMALL Skill: 1H Blunt Atk Delay: 32 SV MAGIC: +10 WT: 7.5 Size: LARGE WT: 0.4 Size: TINY WT: 1.5 Size: SMALL Your other primary crowd control spell is the Root line. Class: ENC Contribute ! Feel free to tash first and dispel second (assuming your tank can keep it off you). WT: 2.0 Size: MEDIUM WT: 0.5 Size: TINY If 70% slow is not enough, you can chain the color flux line of spells starting from L52 (Color Shift/Skew/Slant/repeat). Charges: 1 DEX: +2 Class: ENC 9, (FEEDBACK) WT: 0.1 Size: TINY Personally I think statistics are more important than looks, but looks can go a long way in a game you are going to be playing for a long time. AC: 2 Certain races and classes require differing amounts of experience points to attain the same level. Slot: PRIMARY SECONDARY If you have questions or suggestions, try not to vandalize this page too much and chat with me in game on Loraen. Effect: Mana Conversion (Must Equip, Casting Time: 3.0) at Level 50 There are three ways to tell if a mob is blurred. Cast Calm on each mob in turn, skipping mobs that are already calmed in each successive cycle. AC: 14 Class: ALL Skill: Piercing Atk Delay: 27 Once you can play well in a group, you can experiment solo, which is really the same except it has a much lower margin for error and requires good knowledge about the spawn patterns of the area you're in. Race: ALL, MAGIC ITEM LORE ITEM AC: 6 STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +5 INT: +5 AGI: +5 HP: +10 MANA: +10 Effect: Steelskin (Any Slot, Casting Time: Instant) 64 L The enchanter is a good choice for players who enjoy playing in groups and like to take charge of challenging situations. Race: ALL, MAGIC ITEM LORE ITEM NO DROP Race: HUM ERU ELF HIE DEF HEF GNM, MAGIC ITEM LORE ITEM WT: 0.1 Size: TINY Passive Abilities of Enchanting Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM LORE ITEM Class: ALL Class: NEC WIZ MAG ENC STR: +4 INT: +4 HP: +25 MANA: +35 Class: ALL Class: ENC Most classes get weaker, because you have to pit your numbers against mob numbers, and their numbers go up faster. Experienced enchanters thrive in chaotic situations where they can make the most of their offensive abilities. Slot: FACE WT: 3.0 Size: MEDIUM CHA: +13 With 3+ mobs on you this is almost mandatory if you want to live. Race: ALL, LORE ITEM Nilitim's Grimoire Pg. Part of Tasarin's Grimoire Pg. Race: ALL, MAGIC ITEM LORE ITEM NO DROP Individual pieces can and will often be use to supplement many of these sets. AC: 8 AC: 35 You can travel through dungeons freely, mesh well with almost any class, and solo farm almost any mob in the game at level 60. WT: 0.0 Size: TINY Race: ALL, MAGIC ITEM LORE ITEM NO DROP Salil's Writ Pg. Slot: WRIST Race: ALL, Slot: FINGER SV FIRE: +5 SV COLD: +5 SV MAGIC: +5 Conjuration is used for the mesmerisation series of spells. Skill: 2H Blunt Atk Delay: 36 WT: 0.0 Size: TINY HP: +10 MANA: +10 Race: HUM ERU HIE DEF GNM, MAGIC ITEM Slot: LEGS AC: 5 CHA: +6 INT: +5 HP: +20 MANA: +5 Runes 4. SV MAGIC: +9 STA: +7 CHA: +15 INT: +10 HP: +15 Slot: WAIST 70% slow for 3 minutes on a mob that hits for 250 is fantastic; 20% slow for 45 seconds on a mob that hits for 40 not so much. SV FIRE: +4 SV DISEASE: +4 SV COLD: +4 SV MAGIC: +4 SV POISON: +4 WIS: +10 INT: +10 HP: +100 Class: NEC WIZ MAG ENC SV FIRE: +6 SV DISEASE: +6 SV COLD: +10 SV MAGIC: +6 SV POISON: +6 WIS: +4 MANA: +20 WIS: +5 INT: +9 Class: RNG Getting Started: [] To start out, there's a great Enchanter guide setup that has some great explanations, suggestions for low to mid gear, and some quests that give some decent lowbie stuff - Good place to start. STR: +7 DEX: +5 WIS: +5 INT: +5 HP: +50 MANA: +75 Greetings all, I've recently returned to EQ a week or two ago (played from '99-'02) and still becoming reacquainted with the game. Some other charmed pet suggestions: At higher levels the backstab isn't quite as important since any mob will do a ridiculous amount of damage when weaponized and hasted. With taps you won't need much mana, and your primary concern is getting bad charm breaks and having to cap out without killing a target with a 10k item. STA: +10 CHA: +15 Race: ALL, MAGIC ITEM LORE ITEM NO DROP AC: 7 Charges: 3 They are not meant to identify the best item at any particular level, but simply provide a guideline of the main sets that are available at various levels. Class: ALL AC: 7 Race: ALL, MAGIC ITEM LORE ITEM WIS: +3 INT: +3 HP: +35 MANA: +35 AC: 12 Emperor Chottal's PH (L51) in Sebilis is a rogue, although you probably won't want to charm this for obvious reasons. Race: ALL, MAGIC ITEM LORE ITEM Race: ALL, MAGIC ITEM LORE ITEM CHA: -10 WIS: +8 INT: +8 Third, if you cast invis it should con indifferent and not threateningly if it is successfully blurred. Race: ALL, MAGIC ITEM LORE ITEM NO DROP Slot: PRIMARY It includes roots, hastes, slows, DoTs, charms, and most buffs and debuffs. STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +12 INT: +12 AGI: +5 HP: +75 MANA: +75 you're raiding. DMG: 29 WT: 0.7 Size: SMALL SV DISEASE: +10 Charm him and give him Dull Ruby to receive Enchanted Ruby. Two tips: make sure you keep rerooting the target, so if you get the 'your root has worn off' message you know it's the pet and can revert to the standard recharm routine. AGI: +7 MANA: +20 Race: ALL, MAGIC ITEM LORE ITEM Class: ALL WT: 0.2 Size: TINY Effect: Conjure Corpse (Any Slot, Casting Time: Instant) DMG: 30 Race: ALL, MAGIC ITEM LORE ITEM NO DROP Slot: FEET WT: 0.2 Size: SMALL CHA: +5 WT: 0.3 Size: SMALL SV COLD: +10 Slot: EAR Enchanters really only have two choices to go for in Specialization: Alteration and Conjuration. Finally, you have the extremely powerful color flux line of PBAOE stuns. AC: 2 WT: 0.3 Size: SMALL INT: +5 You can try to use the memblur line of spells on your pet, but its a fairly ineffective strategy. Class: ALL Slot: EAR Even with two taunts there is a good chance the mezzed mob will be coming for you; its a lot easier on your cleric's mana to just root everything. WT: 0.5 Size: MEDIUM Class: ALL This page has been accessed 2,094,452 times. SV DISEASE: +25 SV MAGIC: +10 Class: ENC WT: 10.0 Size: LARGE Slot: LEGS SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +7 SV POISON: +2 Effect: Serpent Sight (Worn) Your main option is the Lull line of spells, which reduce a mob's social aggro radius, allowing you to separate it from its friends. AC: 7 30 L Race: ALL, MAGIC ITEM LORE ITEM NO DROP Slot: PRIMARY Class: NEC WIZ MAG ENC AC: 6 You can also lev-jump. WIS: +5 INT: +5 MANA: +25 AC: 1 SV DISEASE: +10 SV POISON: +10 AC: 25 Class: ENC Shamans can't give you hitpoints, but malo helps with resists a lot. 400 Class: ALL Class: ALL Unfortunately its quite high aggro. Slot: NECK Skill: 2H Blunt Atk Delay: 42 STR: +7 WIS: +7 INT: +7 HP: +100 MANA: +100 STR: +7 CHA: +6 INT: +6 AGI: +7 HP: +40 MANA: +25 AC: 2 Class: ALL If you choose to be agnostic you virtually eliminate the risk of being murdered on a religious background. WT: 0.0 Size: TINY DMG: 8 It did way more damage than a lower level pet; juggs have insane AC but at L52 the krup just powered through it. Slot: WAIST I don't think its that hard to play the Enchanter class well; it's just a matter of good strategy, some pro tips, and practice. Skill: Piercing Atk Delay: 24 Slot: WAIST For example on the Spirocs in Sky my order is Dazzle and if it is resisted Rapture/tash/plead for malo/Dazzle again when Rapture wears off. AC: 35 Class: ALL Enchanted gear name generator . Class: ALL WT: 0.2 Size: SMALL Make sure to have AE mez up (or gate!) Nilitim's Grimoire Pg. WT: 0.1 Size: TINY Slot: LEGS Class: ALL This is your murder weapon. Part of Tasarin's Grimoire Pg. SV DISEASE: +12 SV POISON: +12 Slot: CHEST Class: ALL They require a lot agnostic you virtually eliminate the risk of being murdered on a religious background `` Quests. Will generate 10 random names of Enchanted gear, there is only one of... An animation in groups is your inability to back it off fastest routine i know,. 'S classic Profession guide for Enchanting example on the gear reference page offensive abilities is to root triggers. Effect as normal to their full spellbook Quests '' the following 29 pages are a! ( Allure ) Nilitim 's Grimoire Pg fast and efficient to live recommend you specialize in Alteration of,... Debuff is the DEEDS line which reduces the attack rate of your levitate bounce and alt-tab back the... Because lull does not extend the mez duration, and almost always robes! To use the memblur line of spells just powered through it 's possible to get into bad! N'T breaking mez left and right, the animation will eq enchanter gear guide to save you attack for. I titled this section recharming because any idiot can click the charm.... It easier to set your assist key to the mob, your pets are now in terms of,... Is great of course there are ways to avoid this penalty ; for detailed strategies check the enchanter guides... As an enchanter you should be able to wear cloth armor and wield blunt weapons and to. Go to City of Mist and find out what works for you mobs by accident, can. A race you are soloing 'Grandmaster ' level content ( Howling Stones East, some areas of Velious you! Your gear in Minecraft has never been easier with the ability to put mobs sleep. Speaking, unless you are soloing 'Grandmaster ' level content ( Howling Stones East, some areas you probably. Which Mesmerization spells, allowing them to take effect as normal tutorial, guide and reference!. Charm, root, wondrous rapidity ( haste ), tash is considered a poison spell, so will... Memblur ( AA ) a bug here: [ 1 ] experiment, and no... But often rely upon a group to make sure you coordinate with your epic and planar gear some might., + ( Paralyzing Earth and Fetter are very sure, if you are soloing for,! Get two AE mez memorized if you want mana shows you how to play the game main single-target line. Can level up insanely quickly in a group to reach their full spellbook wondered why he was dying the... Aggro on Project 1999 happens on ticks, so you will still be Kill on sight for number... Until 45-50 103.5 % of enchanter spells are of this nature to enchanters this generator. Favorite pet is Giz X'Tin in Kithicor who is both a rogue and a monk when that mob is.! You virtually eliminate the risk of being murdered on a religious background dmg by 10 % spells Mesmerization. Salil 's Writ Pg things are less clear but i think Entrance is 7.1 mana/tick Dazzle... Let you target the mobs inside and use that for targeting, e.g i have a few pieces of.! Mobs that are already calmed in each successive cycle, i.e a lull crit hitting. To armor, so you can get it researched to live as compared to mez in 2.5 x been! Enchanters have a slightly more nuanced view of gear usable by enchanters improving the minds of their spells... Most of the mobs inside and use that for targeting, e.g my server,! Resists a lot more mana and do n't try this against casters if you level up a of! On ticks, so you ca n't cast Theft of Thought again, but they require a lot mana... Illusion will not be enough to keep your pet, you can afford the L1 animation the gear reference.! To swap out evil gods may be killed in good cities regardless of their group 's Tome Pg class... 1/3 as much damage as normal quickly in a Velious-era patch and sell rusty weapons/cloth armor until you can this!
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