Enchanter Homebase

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Starting Your Enchanter

When starting your enchanter the first choice you must make is the race. An enchanter can be
a Dark Elf, Erudite, Gnome, High Elf, or a Human. Each race has it's pro's and cons.

Dark Elf
The unique racial benefit to being a Dark Elf is the ability to hide as well as ultravision.

The hide ability gives you a chance to go invisible with no spell casting. This is also a useful ability to kill off your pet, or break charm. The down side is that it's not always successful.

Ultravision allows you to see very well when the sun goes down, or in dark dungeons. While all enchanters receive vision spells later on this ability is very useful as a young enchanter will few light sources. Also helpful for CR's, when all your gear is sitting on your corpse :)

The down side to being a Dark Elf is that in many cities (especially "good" cities) you will either have to hide your true race via the illusion spells you earn, or use your faction increasing spells. Really religion has much more to do with being KOS in a city, but we will get to that in a bit.  Once you get to know the aliment of the major cities you will have little trouble making your way around.

Erudites

The Erudites have the highest starting INT stats, and a good starting CHA stat.
The down side to the Erudite is the not so great newbie hunting grounds.

High Elf

A High Elf doesn't have ultravision, however they are have excellent starting stats and are able to travel with little difficulty. The exception is of course evil cites such as Neriak. They are equal in popularity to the Dark Elf.
A High Elf also has the benefit of excellent newbie grounds.

Gnome
A Gnome is certainly cute, and they have the advantage of being the only race who is able to tinker. While most trade skills have gotten nice boosts over the last few expansions, tinkering seems to have been left a bit behind. Hopefully this will change in the near future. Regardless tinkering is a fun skill, and you can make some interesting contraptions.

Human
Human is probably the least popular of the races for enchanters. They have mediocre starting stats across the board, and don't have the benefit of ultravision or hide. Humans are generally accepted in most cities, so travel should not be much of an issue.

Overall your race doesn't make too big of a difference once you level a bit and earn your illusions. As mentioned above your religion will have a MUCH bigger impact on your character than your race. Generally most people go by the starting stats, and really just a personal preference of the look of your character.

Starting Stats

The 2 primary stats to be concerned with when starting your enchanter are INT and CHA. To a small degree STA will effect your HP's, however the benefit is so small that it really shouldn't be taken into consideration.

Int- This will effect the size of your mana pool and how quickly you learn skills. (Including any trade skills you may take up during your EQ life)
Cha- This not only gets you the best prices from vendors, it directly effects things such as Charm, Mezz and Lull. I know there is a lot of debate on the effect of Cha for enchanters, however it was finally confirmed by SOE.

The Charm info is here
Mezz Info
Lull Info

(Thanks Nadia for the links :> )

All races receive 30 bonus points. You may spend up to 25 on one stat. Personally Cha gear is fairly easy to get, plus you will eventually get spells that increase it. Generally speaking, it seems most people put the majority of their points into Int. It really just depends on your preference and how much weight you put into the entire CHA debate.

These are the starting stats for each race:

Race
Str
Sta
Agi
Dex
Wis
Int
Cha
Dark Elf
60
65
90
75
83
109
70
Erudite
60
70
70
70
83
117
80
Gnome
60
70
85
85
67
108
70
High Elf
55
65
85
70
95
102
90
Human
70
75
75
75
75
85
85

Religion
This is pretty much a no-brainer. Unless you have a strong desire to RP, agnostic is the way to go. Not too long ago SOE began making gear that was deity restricted. Unfortunately this gear is not real common, and was not much of an incentive to pick a religion.

NPC's can somehow smell your religion no matter what illusion you may be wearing. It will make it nearly impossible to enter some cities. For the most part enchanters are generally agnostic allowing them to walk into cities with their heads held high. Snickering of course that that human vendor just sold a Dark Elf food and water. :)



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