Enchanter

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

— Former 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, make a random item Fireproof, Frostproof or Soulbound.

Category: Buff
 * }

Effect

 * You gain 1 turn of Speed Boost when you are targeted by a Spell from any player or in a standard non-player spellcasting event.
 * If the Class Talent is active: Whenever you cast a Spell, a random enchantment out of Fireproof, Frostproof, and Soulbound is selected and given to a random item in your inventory that does not have that category.

Standard Use

 * Choose an enchantment out of Delicious, Ethereal, Fireproof, Frostproof, Soulbound, Sparkling. Then, you can either cancel this choice to reset this skill's Standard Use and put this skill on cooldown for only 1 turn, or you can choose an item you have; 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.)

Passive Effect

 * If the Class Talent is active: The Ethereal category doesn't prevent using an item while you are alive. This applies to the standard use of an item and the use of an item in an event if the in-event use could be done through the inventory. (e.g. Fishing Pole near The Pirate Ship or Hammer in the A Hooker!/A Gigolo! subevents of The Brothel)

Standard Use

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


 * If the Class Talent is active: All Magic Crystals and Magic Scrolls you create with this skill are Soulbound, Fireproof, and Frostproof. This skill's cooldown is reduced to 7 turns.

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 bullet points.


 * If the Class Talent is active: If you target yourself, you move (4+X) spaces in the chosen direction instead of (2+(X/2)) spaces.

Passive Effect

 * If the Class Talent is active: Every time you cast a spell, this skill's cooldown is reduced by 1.

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)