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Enchanter
September 16, 2026 at 02:39 PM
Initial version (2026-09-16)
The Enchanter is the roster's premier crowd control class and one of the seven true caster classes. The official archetype phrase is Masterful Conductor. It is also the only class stated to rely on Charisma as a primary stat, which directly affects the strength of its spells.
Field | Detail |
|---|---|
Archetype | Masterful Conductor |
Roles | Crowd Control, Support, Utility |
Playable races | Deep Elf, Deep Gnome, Dwarf, Gnome, Goblin, High Elf, Human, Troll |
Armor and weapons | Earlier class documentation, written before the 2026 rework began, describes Enchanters as typically wearing cloth armor and wielding staves, wands and daggers. |
Rework status | No detailed rework published as of September 16 2026. The class page describes intended direction only |
An Enchanter incapacitates, stuns and charms, and supports the group between those. Its buff suite covers mana regeneration, melee hastes and damage absorption, and its debuffs reduce enemy resistances and slow enemy attacks. It also has illusions that alter appearance for social, factional and situational utility, and a minor summoned companion that adds to its presence rather than doing the fighting for it.
That combination makes the class the control seat in a group that is camping and pulling in a shared zone. Where the Bard spreads short auras over everyone and the Inquisitor applies control from inside melee range, the Enchanter's version is finesse at a distance.
The Enchanter is open to Deep Elf, Deep Gnome, Dwarf, Gnome, Goblin, High Elf, Human and Troll.
That list covers the full designed race roster. High Elf and Troll are designed but are not among the races playable at Early Access launch on October 1 2026, so the practical choice at launch is the remainder of the list.
As of September 16 2026 no detailed ability rework has been published for the Enchanter. It is one of five classes without one, alongside the Bard, Necromancer, Ranger and Shadow Knight. The class page describes intent rather than a shipped ability list, and the following is that intent.
Direction | Stated intent |
|---|---|
Scaling and depth | The class is to be developed through scaling and depth rather than by adding or removing large parts of the kit. |
Charm | Charm is being tuned. It is currently stronger than intended and will be brought into better balance, but it remains a core part of how the class plays. |
Illusions | Illusions are to gain practical social and factional value rather than being cosmetic. |
Less generic utility | Generic utility that overlaps other classes is being reduced. |
Charm being explicitly kept is worth noting, because the roster-wide direction is fewer crowd control options and the team has named too many crowd control options as a problem. The Enchanter is the class that keeps its charm; the Bard is the class being asked to stop relying on it.
The clearest published change affecting the Enchanter comes from the other side. The Inquisitor rework pulled several formerly shared lines apart:
Mesmerize has been slightly branched, so the Inquisitor version differs from the Enchanter version.
The Inquisitor's Distress line absorbs spells that were formerly shared between the two classes.
Enchanter hastes stack with the Secondary Haste component of the Inquisitor's Aura of Rapidity, so the two classes are additive rather than redundant in a group.
That last point is how haste tiers work across the whole roster. Primary, Secondary and Tertiary haste are distinct stacking tiers, which is why a group can run more than one haste source without wasting one of them. See Classes for the cross-class mechanics.
Enchanters are one of the seven true caster classes that receive cantrips, so one memorised spell is retained through death, with the first granted at level 4. See Death Penalty.
Crowd control is worth more here than in games with instanced content, because zones are shared and pulling a camp cleanly is the normal way a group operates. See Grouping and Combat for how pulling, targeting and considering a target work, and Gameplay for the wider design.