Enchanter – project 1999 wiki electricity 1800s

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.

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.

The subject of where to distribute bonus points is heavily debated among Project 1999 enchanters. The two recommended distributions are either 25 Intelligence, 5 Charisma or 5 Intelligence, 25 Charisma. Those who intend to charm frequently as a solo tactic are advised to distribute their points into Charisma. Enchanters who do not intend to charm will probably see a greater benefit from an increased mana pool. However, enchanters who reach the highest levels will find that gear can easily raise a small mana pool, or boost a low Charisma if they later decide to take up charming.

The only real decision is whether to put 5 points into intelligence or 5 points into stamina. How to decide comes down to whether you’d classify yourself as a "neck beard" ("leg beard" if you’re a woman) or "casual scum". Both are terms of endearment here on P99 and the difference between the two groups is self-explanatory. As a hardcore enchanter during the Velious era, you will have 255 intelligence eventually without ever having put any points into it. At which point you’ll gripe about it constantly, much to the consternation of your guild-mates who have lives. Don’t be that guy/gal. If you look in the mirror and you haven’t shaved in a week because you were too busy playing online games, go ahead and put the 5 extra starting points into stamina. Alternatively, if you will almost always have something better to do than sign into Project 1999, you will probably never see any appreciable benefit from 5 extra points of stamina but 5 intelligence will give your mana pool a small boost.

For those still considering not putting 25 points into CHA, let me share a story. This server has been around for years and will probably continue to be for years to come. I started my enchanter casually over 6 years ago. I’m pretty sure I read this exact page when deciding how to spend my starting points. I ended up making a high elf and spending my points 25 INT 5 CHA. Fast forward six years later, my enchanter now has 255 INT unbuffed and I’m so annoyed about not having that extra 20 CHA, I’m editing the wiki page to try and stop others from making the same mistake. I can only hope you won’t be in the same situation, because whoever you are, you will do the right thing and spend 25 points into CHA and be grateful that you did… during all stages of the game. Casual scum can stop reading at the end of this paragraph. Go put 25 points into CHA and 5 points into INT. Have fun!

Attention beards of the neck and leg, at level 60 your investment of 5 starting points into stamina will be worth 12hp. To reiterate, for enchanters, stamina is worth 2.4 HP per point at level 60. You may be saying "WHAT?!?!?!" right now but let me explain. All stats you can spend starting points on other than Charisma, Intelligence and Stamina aren’t worth worrying about as an enchanter. Strength may let you carry more at lower levels but you will eventually have 100% weight reduction bags and high-end items will give you more strength, you will have max intelligence whether you want it or not if you raid long enough and any AC you gain from agility probably doesn’t do anything anyway.

Certain races and classes require differing amounts of experience points to attain the same level. For example, a Human Enchanter requires 110% of the experience that a Human Cleric would require to be the same level. An Ogre Warrior would require 103.5% of the experience that the Human Cleric would.

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.