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Dark Age of Camelot – Enchanter Guide

Enchanters are mages, capable of summoning underhill pets to aid in combat. They have powerful debuffs to hinder their foes. The class can be specced and played differently based on your playstyle focus; PvE or RvR.

Class Abilities

Armor: Cloth Weaponry: Staves Miscellaneous: Sprint, Quickcast Tradeskills: All  

Starting Race Attributes

Let’s have a look at the Enchanter starting race attributes. The rising attributes are in color. As you know, each class in the game has a primary, secondary, and tertiary stat. These stats are adjusted at different levels as the character progresses through the leveling structure: Primary: Increases every level. Secondary: Increases every other level. Tertiary: Increases every third level.   Starting Stats: Primary = INT; Secondary = DEX; Tertiary = QUI
Race STR CON DEX QUI INT PIE EMP CHA
Elf 40 40 75 75 70 60 60 60
Lurikeen 40 40 80 80 60 60 60 60

Skill points acquired every level: 1 X current level.

  You have probably figured it out: Enchanters Intelligence will increase every level, while the Dexterity will be every other level and Quickness every third levels. Also, note that some Enchanters consider Constitution to be a more important attribute than Quickness. In that case, the maximum number of hit points your character would be considered more important than the attack speed in melee combat or evasive skills . Of course, this is entirely up to you. From my viewpoint, quickness is irrelevant for enchanters. If you have points to waste, spec in constitution – but if you’re like me you’d go intel and dex only. Your starting points in dex should be much higher if you are an elf. While the Elf has to invest in the Realm Ability Aug dex5 to be optimal, the Lurikeens do not, but their intelligence is slightly lower than the Elf’s.  
Race STR CON DEX QUI INT PIE EMP CHA
Elf 40 40 75 75 70 60 60 60
Lurikeen 40 40 80 80 60 60 60 60
  Do not do like me and go for Elf. It’s a lot of wasted points and you are so tall and easily targetted in RvR. Lurikeen should be the race to go. The point adds I recommend and use personally at character creation are +7 intelligence and +16 dexterity on the Elf (This is to reach the 392 dex break point sob). See the waste? Obviously, you do not need this much points in dex if you are a Lurikeen. You can go +15/+10

Enchanters Specialization

PvE Specialization: Full mana (You want that purple focus shield!) RvR Specialization: 49 Mana, rest light (You want that purple heat debuff!)  

Mana Specialization Spells:

As taken from darkageofcamelot.com Empowering
Damage Shield (Focus)
Anyone that hits the target with a melee attack is damaged by this protective shield. This is a focus spell; the caster cannot move or take any other action or the spell will end.
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
1 Aura of Echoing Pet 2.5s/5 seconds/ pulse/0s 1350 range Bonus: 0.7 DPS 0 & 1 per pulse
6 Greater Aura of Echoing Pet 2.5s/5 seconds/ pulse0s 1350 range Bonus: 4.5 DPS 0 & 3 per pulse
9 Aura of Reflection Pet 2.5s/5 seconds/ pulse/0s 1350 range Bonus: 6.8 DPS 0 & 5 per pulse
14 Greater Aura of Reflection Pet 2.5s/5 seconds/ pulse0s 1350 range Bonus: 9.8 DPS 0 & 7 per pulse
22 Aura of Resonation Pet 2.5s/5 seconds/ pulse/0s 1350 range Bonus: 15.1 DPS 0 & 11 per pulse
30 Greater Aura of Resonation Pet 2.5s/5 seconds/ pulse0s 1350 range Bonus: 20.3 DPS 0 & 15 per pulse
40 Aura of Reverberation Pet 2.5s/5 seconds/ pulse/0s 1350 range Bonus: 27.1 DPS 0 & 20 per pulse
50 Greater Aura of Reverberation Pet 2.5s/5 seconds/ pulse0s 1350 range Bonus: 33.9 DPS 0 & 26 per pulse
Debuff (Cold Resistance)
Target’s resistance to Cold damage is lowered.
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
24 Amplify Cold Enemy 2.0s/15 seconds/0s 1500 range 15% Cold Resistance Debuff 12
34 Endow Cold Enemy 2.0s/15 seconds/0s 1500 range 30% Cold Resistance Debuff 16
46 Empower Cold Enemy 2.0s/15 seconds/0s 1500 range 50% Cold Resistance Debuff 24
Debuff (Matter Resistance)
Target’s resistance to Matter damage is lowered.
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
23 Amplify Matter Enemy 2.0s/15 seconds/0s 1500 range 15% Matter Resistance Debuff 11
33 Endow Matter Enemy 2.0s/15 seconds/0s 1500 range 30% Matter Resistance Debuff 16
44 Empower Matter Enemy 2.0s/15 seconds/0s 1500 range 50% Matter Resistance Debuff 22
Debuff (Heat Resistance)
Target’s resistance to Heat damage is lowered.
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
27 Amplify Heat Enemy 2.0s/8 seconds/0s 1500 range 15% Heat Resistance Debuff 13
36 Endow Heat Enemy 2.0s/8 seconds/0s 1500 range 30% Heat Resistance Debuff 18
49 Empower Heat Enemy 2.0s/8 seconds/0s 1500 range 50% Heat Resistance Debuff 25
Damage (PBAOE)
Target takes damage. Damage done is of the spell’s given damage type. Spell affects everyone in the immediate radius of the caster, and does less damage the further away they are from the caster. PBAOE spells often put the caster in direct peril, but are among the most damaging spells in the game.
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
7 Minor Disenchanting Emanation Enemy 2.5s/0/0s 300 radius 52 damage (Energy) 5
11 Disenchanting Emanation Enemy 2.5s/0/0s 300 radius 74 damage (Energy) 7
16 Lesser Disenchanting Emission Enemy 2.5s/0/0s 300 radius 111 damage (Energy) 10
20 Disenchanting Emission Enemy 2.5s/0/0s 300 radius 133 damage (Energy) 12
26 Lesser Disenchanting Burst Enemy 2.5s/0/0s 300 radius 176 damage (Energy) 16
32 Disenchanting Burst Enemy 2.5s/0/0s 300 radius 214 damage (Energy) 20
39 Lesser Disenchanting Eruption Enemy 2.5s/0/0s 300 radius 265 damage (Energy) 25
48 Disenchanting Eruption Enemy 2.5s/0/0s 300 radius 325 damage (Energy) 31
 

Your roles in RvR

Enchanters are debuff casters – stick to that. Remember that you are not the main dps. Here are your roles as a mana enchanter:
  • You are the MA. That is not arguable. You debuff the targets, so it is only logical that the DPS assist you. Do call targets change.
  • Your main friends are the Light Mentalists and the Mana Eldritch. Coordinate your attacks well. You are debuffing for those two. (Ps: If by some mere exception there is a Light enchanter in the group, that can also be a good ally for heat dmg).
  • You have roots you know? Use it!
  • Pbaoe: Unless you are stuck in a camping situation, the Pbaoe is far from your priority. As the MA you’re not supposed to be the pet clearer either.
As much as I could go over Light or Enchantment specialization – mana is the spec to go folks. I won’t waste your time going over those. Unless you are two enchanters pairing, one of you might go Light but when do you do that, really? I’d take a mentalist over a Light enchanter any day.

ML Lines:

Go Convoker. You want the speedwarp most of all.

Champion Abilities:

I suggest you go for the CL resists. Personally I went for Cls and buffs.  

Realm Abilities:

Long Wind I: Decreases the amount of endurance taken per tick when sprinting, by the number listed. Purge I: Removes all negative effects but leaves any applicable immunity timers in place. Augmented Dex V (Elfs) Aug Dex IV (Luris): Increases Dexterity by the listed amount per level. Mastery of Magery: Additional effectiveness of magical damage by listed percentage. Wild power: Increases chance to deal a critical hit with all spells that do damage, including DoTs, by listed percentage should be kept in line (6 or 7points each) Bedazzling Aura 5: Grants the group increased resistance to magical damage for 30 seconds by the percentage listed. (Does not stack with Soldier’s Barricade or Barrier of Fortitude Mastery of Concentration 5: Grants a 100% bonus to avoid being interrupted by any form of attack when casting a spell. The effect of the spell cast will be reduced to the percentages listed. (Necro version transfers to the pet) Rest in Augmented Acuity: Increases primary casting stat by the listed amount per level. Recap: LW1, Purge I, Aug dex V(elf) or IV (luri), MoM 7, WP 6, BA 5, MoC 5, AA1  

Pets and spells:

Summon Underhill Companion Summons a “pet”, or servant that the caster commands to fight and die for it. The pet will be either 88% of the caster’s level or the maximum level given by the spell, whichever is less. All underhill companions summoned by a caster are the same level; the difference lies in the special abilities of each companion, so Enchanters will need to learn which underhill companion is appropriate for which situation. The race and armor of the underhill companion is cosmetic only and has no effect on the pet’s statistics or abilities.
Name Level Target Power Effect Duration Cast Time
Underhill Friend 1 Self 25% Melee Pet Until Destroyed 6 sec
Underhill Companion 7 Self 25% Caster Pet Until Destroyed 6 sec
Underhill Ally 12 Self 25% Healer Pet Until Destroyed 6 sec
Underhill Compatriot 20 Self 25% Melee Pet Until Destroyed 6 sec
Underhill Zealot 32 Self 25% Caster Pet Until Destroyed 6 sec
Heal (Pet) Casts a healing spell which only affects the caster’s pet.
Name Level Target Power Effect Cast Time Damage Type Range
Assist Ally 6 Pet 4 36 3 sec Body 2000
Support Ally 8 Pet 5 46 3 sec Body 2000
Help Ally 11 Pet 7 61 3 sec Body 2000
Invest Ally 15 Pet 9 81 3 sec Body 2000
Reinforce Ally 21 Pet 13 111 3 sec Body 2000
Infuse Ally 28 Pet 17 146 3 sec Body 2000
Imbue Ally 35 Pet 22 181 3 sec Body 2000
Succor Ally 44 Pet 28 226 3 sec Body 2000
Speed (Chant) The movement speed of the caster and his/her group is increased. Does not work in combat.
Name Level Target Effect Duration Cast Time Damage Type Range
Lesser Effervescence 5 Group 123% Haste 6 seconds/pulse 3 sec Energy 2000
Effervescence 14 Group 130% Haste 6 seconds/pulse 3 sec Energy 2000
Greater Effervescence 25 Group 138% Haste 6 seconds/pulse 3 sec Energy 2000
Superior Effervescence 34 Group 145% Haste 6 seconds/pulse 3 sec Energy 2000
Maximum Effervescence 45 Group 153% Haste 6 seconds/pulse 3 sec Energy 2000
De-mesmerize
Name Level Target Power Cast Time Range
Awaken Ally 16 Pet 6 2 sec 1000

Trainers and Locations:

“At each level, you gain a certain number of specialization points, which can be spent on training in different areas (see below) of expertise available to your specific class. For example, one of these areas of expertise may be Empowering. You may spend points in this ability to gain special weapon styles or spells on spell lines available to your class. Depending on the class, you will have a specialization points per level factor, which determines how many points you get per level. For example, if you just turned level 20 as an Wizard, you would receive 20 points times your specialization factor of “1.0,” which leaves you with 20 total points. However, a class with a specialization factor of “1.5″ would receive 20 * 1.5, which leaves that person with 30 total points for specialization. Let’s just focus on the Enchanter here, who has a specialization factor of 1.0. There are a variety of ways to specialize your characters. This provides players with many ways to be unique and provide different uses for groups and realm versus realm combat.” ZAM Ardagh — Talaith Connla — Eyslk Druim Cain — Mhari Grove of Aalid Feie — Isibeal Grove of Domnann — Ellialah Necht — Maitiu Tir na Nog — Anwar  

Levels and Titles

Those are the Titles you will have on your Enchanter as you progress. Mind that they are not titles that can be “equipped”. Level 05 — Charmer Level 10 — Illusionist Level 15 — Glamourist Level 20 — Entrancer Level 25 — Seductor Level 30 — Mesmerizer Level 35 — Phantom Level 40 — Enticer Level 45 — Possessor Level 50 — Etheralist  

Epic Quest List

Level Name
5 The Treasures of Tir na mBeo (Epic 1)
10 Assessing the Threat (Epic 2)
15 Settling the Score (Epic 3)
20 A Ring and a Prayer (Epic 4)
25 The Elf Lord’s Vengeance (Epic 5)
30 The Empyrean Dilemma (Epic 6)
35 A Foot in the Door (Epic 7)
40 Shattering the Alliance (Epic 8)
45 The Final Strike (Epic 9)
-Eaderbreca