
Enchanters in The Heroes' Journey (THJ) differ significantly from traditional enchanters on Live servers. They have access to powerful out-of-era Alternate Abilities (AAs) that enhance their support, offensive, and defensive capabilities. This guide outlines these unique abilities, skill progression, and class mechanics.
Enchanters on THJ offer powerful debuffs, improved charm mechanics, and unique out-of-era AAs that make them a formidable support and utility class. Understanding these mechanics will allow players to optimize their crowd control, debuffing, and mana management strategies.
- Enhanced Debuffing:
- Deep Sleep: Reduces boss damage, helping mitigate damage in long fights.
- Mental Contortion: Applies a damage-over-time (DoT) that also reduces boss damage over time.
- Improved Offensive Capabilities:
- Doppelganger: Summons a swarm pet that deals single-target damage, adding offense to the traditionally support-heavy class.
- Illusions of Grandeur: On a 10-minute cooldown, boosts spell critical rate and damage for the entire group.
- Mana Sustainability: Several AAs provide mana replenishment to maintain performance in extended fights.
- Dire Charm: Grants a permanent, un-dispellable charm on any light-blue charmable monster.
- Charm Overhaul:
- Charm spells are evenly distributed across levels.
- Charm breaks are less frequent.
- Charm is refreshable without re-charming the target.
- The Charm buff now grants accuracy and mitigation to the pet.
- Custom Enchanter Epic 1.0 available once Kunark is released.
- Allows illusion spells to affect group members.
- Allows zoning without losing illusions.
- Grants a faster casting version of Summon Companion.
- Higher ranks increase the chance of making the pet fade when summoned.
- Grants a chance to apply a protective rune when casting mesmerization spells.
- Higher ranks increase rune strength.
- Increases critical hit damage from damage-over-time spells.
- Provides greater control over animations (pets), unlocking commands:
- Rank 1: Guard and Follow
- Rank 2: Attack and Queue Attack
- Rank 3: Additional commands like Report Health, Who Leader, Back Off, Target Pet, and Taunt
- /pet hold prevents the pet from attacking unless explicitly told.
- Greater Pet Hold ensures the pet does not attack unless specifically assigned a target (e.g., via /pet attack or /pet qattack).
- Allows beneficial group spells to affect summoned pets.
¶ Bazaar and Back Gate
- Cooldown: 2 minutes.
- Teleports you to the Bazaar.
- If used inside the Bazaar, it returns you to your previous location.
- Increases the capacity of the extended target window.
- Increases the number of mystical effects that can affect you at once.
- Mesmerizes up to 8 enemies in a cone-shaped area.

¶ Enchanter Spells and Abilities
For a deeper dive into Enchanter Spells and Abilities:
Enchanters receive all class skills automatically at level 1, increasing them through use. Some skills (e.g., Bash or Mend) may appear due to the server’s multiclassing system, but they cannot be used unless assigned at least one skill point.
Skill |
Level Attained |
Cap at 60 |
1H Blunt |
1 |
225 |
2H Blunt |
1 |
225 |
1H Piercing |
1 |
225 |
Hand to Hand |
1 |
180 |
Offense |
1 |
140 |
Defense |
1 |
230 |
Dodge |
20 |
205 |
Throwing |
1 |
280 |
Skill |
Level Attained |
Cap at 60 |
Abjuration |
1 |
285 |
Alteration |
1 |
285 |
Channeling |
1 |
220 |
Conjuration |
1 |
285 |
Divination |
1 |
285 |
Evocation |
1 |
285 |
Meditate |
1 |
325 |
Specialize Abjure |
20 |
235 |
Specialize Alteration |
20 |
235 |
Specialize Conjuration |
20 |
235 |
Specialize Divination |
20 |
235 |
Specialize Evocation |
20 |
235 |
Skill |
Level Attained |
Cap at 60 |
Bind Wound |
1 |
325 |
Sense Heading |
1 |
200 |
Swimming |
1 |
300 |
Alcohol Tolerance |
1 |
325 |
Begging |
1 |
300 |
