The primary focus of this art can be summed up by the name of the arcane order to which it belongs - enchantment. Spells are crafted to enchant people, places and things. An Enchanter can charm beings and make them fight for a new master, or magically enchance the capabilities of a sword-welding(sic) warrior. She even has some proficiency in offensive spells. - EverQuest manual
Enchanters are the most subtle of spell casters, with little focus on doing damage directly but tremendous impact on the world around them. Enchanters are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers.
Enchanters specialize on improving the minds of their allies, with unmatched mana regeneration spells and mental enhancements. Haste spells are also the domain of the enchanter, providing incredible boosts in attack speed for members of their group. Enchanters have many powers of illusion as well, allowing them to take the form of many different creatures and races.
In battle, enchanters are able to bring order to chaotic situations, often saving their group in a fight that would otherwise be lost. Enchanters possess the ability to mesmerize their enemies, temporarily removing them from a battle. Attack slowing spells are also a specialty, dramatically lowering the speed of a monster's attacks for a period of time. In many situations, enchanters can call upon powerful charm spells to subjugate the mind of a monster and command it to do the enchanter's bidding.
Enchanters are a powerful class, but often rely upon a group to reach their full potential. Experienced enchanters thrive in chaotic situations where they can make the most of their offensive abilities. The enchanter is a good choice for players who enjoy playing in groups and like to take charge of challenging situations.
|Level 1-50||Level 51-54||Level 55-59||Level 60|
Picking the right race for your statistics
The first thing you have to pick then is your race. Which race you pick will determine the foundation of you character for the rest of your life in Norrath so it is kind of important you pick one you like. Now in terms of faction, races are generally meaningless to Enchanters. Religion plays a much larger role. Enchanters can become any race they want through their illusion spells, and also have direct faction increasing abilities. So when picking a race you are deciding on one of two reasons: statistics or looks. 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.
Enchanters should, unless they are role-playing, always choose to be agnostic. In some areas your illusion will not be enough to keep you alive. In some areas you will still be Kill on Sight for any number of reasons, though these are very few indeed. If you choose to be agnostic you virtually eliminate the risk of being murdered on a religious background. It may however exclude you from partaking in certain quests at stages during the game (The Ancient Tomes) or from using some items if you have no religion. In many ways the religion system in Everquest is unfathomed, serving only as an overriding faction system.