This guide was written because people ask the same set of questions in the #enchanter Discord Channel, so Iâve decided to compile the answers for those questions here. This is not an end-all-be-all guide for the Enchanter class. Rather, itâs meant to supplement such existing guides with information specific to the Project Quarm server.
Short answer: it doesnât matter that much. Do what you want.
That said, hereâs a deep dive if you wanted to min-max.
You really only have these stats in which you can choose to dump points: STR, STA, AGI, INT, and CHA (you can safely ignore WIS and DEX).
Itâs actually pretty nice for quality of life. Even with weight-reducing bags, you frequently become encumbered when looting in dungeons (until the higher levels anyway, when youâll usually have Rampage/Berserker Spirit up).
Itâll give you some extra hp, but the amount of HP you gain for the points youâre putting in probably arenât worth it (STA -> HP conversion for casters is miniscule; prioritize +HP items instead).
The bread nâ butter caster stat. Affects your mana pool, how fast you learn caster (and other) skills, etc. Itâs important to have for casting spells. ânuff said.
Itâs important, but not as important as it is on Project 1999. Reason: P99 uses CHA as part of charm resist check per tick. Project Quarm does not. What IS affected by CHA, are critical resists for lulls, mezzes, and the initial charm resist check.
According to some enchanters, 30 CHA is worth about 2% resist rates to the intial cast of charm or mez, or about 4% difference in critical resist rate for lulls. Which isnât huge, but it is noticeable, particularly when fighting higher level npcs or npcs with higher magic resists (like in raids, for example).
At level 50, it is recommended to try to reach for ~200 CHA to comfortably land mezzes. Some like having 220+ for certain raid npcs.
Often overlooked.
Pros:
Cons:
Depends on how often you plan to charm solo. If often, Dark Elfâs Hide ability is really nice to use while leveling. In the teens up until 29 (when you get clarity), mana ticks at about 6-8 per tick. Invis costs 30 mana. Thatâs a lot of time saved regening mana if Hide succeeds when breaking charm. Though, with Kunark out + the Goblin Gazhugi Earring dropping, this argument isnât as strong. Plus your starting CHA isnât as high.
Otherwise, it depends on preference. Want fashion + good caster stats at the cost of night-blindness? Pick Erudite. Want higher AC and still good enchanter stats? Pick High Elf. Want to have an easier time navigating through cramped dungeons? Gnome. Do you like Vanilla? Human.
The way it works on Project Quarm is that any pet (whether charmed or otherwise) that does more than 50% of the damage done to a mob to get it from its out-of-combat state to DEAD. will take experience as if it was a member of your group. The reason Iâve worded it this way is that you can use level 4 Mezmerize to memblur/reset the npcâs hate list so that itâs no longer in combat.
So for example, youâre soloing and the target npc starts at 100% health. If your pet does 49% of the damage before it dies, you get full exp. However, if it did 51% of the damage, you get 50% exp (the pet acts as another gruop member).
Now, letâs say that in a fight, your pet solos the npc to 4% health and you mez it, such that it is memblurred. In this case, if you finish it off (or near-finish it off) with a nuke and your pet kills it, youâll likely still get full exp, because it started with 4% (or 7%) health, and your nuke took it close to 0, meaning you did more than 50% of the health it started with when out-of-combat.
Other tips for charming successfully:
Once you get comfortable doing this, you can start playing around with hasting your pet + giving it weapons for more efficient kills.
Get JBoots off of Drelzna in Najena. Put it in your inventory + Hotbar that inventory slot so that you can use a keyboard shortcut to fire it off. The Spellgems still reset even if you donât get the SoW effect from the boots when indoors.
On P99, giving a torch to your charmed pet will cause it to quad-hit. That trick does not work on Project Quarm. To achieve a similar effect, you must give your pet 2 different NOT-no-drop weapons to cause it to dual wield.
Yes, all of our mezzes have a 100% chance of memblurring on npcs level 30 and under, with diminishing %-chance as levels increase. Many players opt for just chain-casting mez until the npc is memblurred (check with /assist macro), rather than use another spell slot for memblur.
A few things:
Generally I found lull useful until the 20s, and Soothe was my go-to all the way until the higher leveled camps in Lower Guk, where Pacify overtook it. I didnât find Calm all that useful.