Enchanter

"Enchant your items and cast a lot of spells!"

—Specialized Adventuring! Description

Enchanter (or Enchantress for females) is a class. It is only available during games in which the amount of money donated collectively by the players in the game at the time Round 1 begins is at least €17.50 or during Party Time.

Magic Affinity

 * {| class="wikitable" style="text-align: left;

! Tooltip
 * Whenever a Spell is used on you, you gain a +4 Speed Boost for 1 turn.
 * Whenever a Spell is used on you, you gain a +4 Speed Boost for 1 turn.

If the Class Talent is active: Whenever you cast a Spell, give 2 random items a random Enchantment.

Category: Buff
 * }

Effect

 * You gain 1 Effects Phase of Speed Boost if you are targeted by a Spell from any player and in some events. The following meet the criteria:
 * Blessing Of Vengeance, Blind, Burden, Cards Of Fate, Curse Of Relativity, Curse Of Resurrection, Curse Of Riches, Cursed Wounds, Death, Defensive Barrier, Deny, Disarm, Doom, Empowered Dice, Energize, Evil Barrier, Focus, Guardian, Inverted Dice, Life Link, Life Shield, Liquidize, Living Bomb, Mark For Death, Momentum, On Love's Wings, Polymorph, Remove Curse, Revive, Runes Of Guidance, Save Point, Scare, Slow, Soul Speed, Speed Boost, Spell Reflect, Spell Shield, Spellsteal, and Steal Item cast by any player.
 * Catapulted Dark Orb charged with an above spell, Mystical Bob in The Haunted Mansion, The Witch in the Middle Ages, and Saruman The Grey's Lesser Curse.


 * If the Class Talent is active: Whenever you cast a Spell, give each of 2 random items in your inventory a random enchantment out of Delicious, Ethereal, Fireproof, Frostproof, Soulbound, and Sparkling. (The random enchantment doesn't have to be the same for both.)

Standard Use

 * Choose an enchantment out of Delicious, Ethereal, Fireproof, Frostproof, Soulbound, Sparkling. Afterwards, you can either cancel this choice with this skill going on cooldown for only 1 turn, or you can choose an item; a chosen item gains the chosen enchantment if it doesn't have it already or loses the enchantment if it does have it already. (If the chosen item has the chosen enchantment as a permanent category, it is not removed; the skill still goes on cooldown as normal in this case.)

Event Use

 * None

Standard Use

 * Choose an item you have which is not on cooldown; destroy it.
 * If you destroy an item which is not a Magic Crystal: Gain a random Magic Crystal.
 * If you destroy a Magic Crystal: After, choose a Spell that is mentioned in the destroyed Magic Crystal's tooltip; you gain a Magic Scroll with the chosen Spell.

Event Use

 * None

Standard Use

 * Target any player. Afterwards, choose to move the target forwards or backwards:
 * If you target yourself: You move (2+(X/2)) spaces in the chosen direction. ((X/2) is rounded down if it ends in .5.)
 * If you target another player: The target moves (2+X) spaces in the chosen direction.
 * Assume X is the target's total Speed for both above bullets.

Event Use

 * Use against The Bear!; move forward the amount of spaces the skill would move you standardly with your total Speed. (If the skill moves negatives spaces, you still go forward with the absolute value of the negative number rather than backwards.) Afterwards:
 * With 2 or more Speed or with -9 or less Speed, simply don't move any more
 * With -8 to 1 Speed, go backwards the standard amount of spaces for running from the bear

Strengths

 * Very good inventory control, able to keep powerful (non-legendary) items from being stolen or lost.
 * Great control over magic, with Condense Magic able to create magic scrolls of chosen spells.
 * Enchanter always gets a Speed Boost on any spell targeting them.

Weaknesses

 * Has no power to affect others directly, besides minor changes in position.
 * Enchanter ALWAYS gets a Speed Boost on any spell targeting them. This includes Inverted Dice and Cursed Wounds.

Strategies

 * Enchanters have great item control. Non-legendary items with huge swing potential should be enchanted with Soulbound and Fireproof modifiers.  A good example of this might be a Staff.
 * Try to prevent opponents from slamming you with Inverted Dice or Cursed Wounds. Your passive will merely exacerbate these problems.  If you get hit with these, have a Burden on hand (or a Fairy Crystal to Condense Magic with) so you can pass them off to some other person.

Dual-Class Synergies
(to be done later when other classes have their own pages)