Forums » The Enchanter

Enchanter Abilities (Aug 2018)

    • 101 posts
    September 1, 2018 8:31 AM PDT

    List of Enchanter abilities pulled from website and current August streams. There are some discrepencies among them (different names, cast times and such) as well as some abilities haven’t been shown yet. In the case of a discrepency I took the information from the most recent stream with Nick.

     

    Passives

    Runeskin
    Causes you to naturally absorb X% of incoming damage. Once that amount of damage has been absorbed, Runeskin will fade for Y duration before passively reactivating at full effect. Runeskin’s damage absorption capacity will slowly replenish over time when not taking damage.

    Lyrith’s Embellishment
    Your skill with physical enchantment and illusions has made you adept in the art of persuasion. Your buy prices will be decreased and your sell prices will be increased with most vendors.

    Inside Voice
    The longer your target has been under the effects of your Mesmerizing abilities, the less likely they will be to resist your Charm abilities.

    Mental Terraformer
    Epic Skill. Your Charm spells now have a small innate chance to permanently Charm your target. Permanent Charm will break when you die or zone.



    Buffs

    Shelter of Weak Energies
    Self
    Cost: 8m
    Range: 15m
    Cast Time: 3s (4s cooldown)
    Duration: 36m
    Increase your health (34) and armor class (110).

    Shelter of Energies
    Self
    Cost: 10m
    Range: 15m
    Cast Time: 3s (4s cooldown)
    Duration: 36m
    Increase your health (56) and armor class (152).

    Illusion Graft: Acumen
    Cost: 18m
    Range: 26m
    Cast Time: 2s (3s cooldown)
    Duration: 24m
    Grant an illusion into your ally’s mind, granting them an increased sense of mental acuity. While active, your ally’s Spell-Casting Speed will be increased by 10%.

    Illusion Graft: Acuity
    Cost: 10m
    Range: 26m
    Cast Time: 2s (3s cooldown)
    Duration: 24m
    Graft an illusion into your ally’s mind, granting them an increased sense of mental acuity. While active, your target’s Spell-Casting Speed will be increased by 20%.

    Illusion Graft: Quickness
    Cost: 10m
    Range: 26m
    Cast Time: 2s (3s cooldown)
    Duration: N/A, tooltip didn’t show
    Graft an illusion into your ally’s mind, filling them with urgency and increasing their Attack Speed by 8%.

    Illusion Graft: Veracity
    Cost: 4m
    Range: 26m
    Cast Time: 2s (3s cooldown)
    Duration: N/A, tooltip didn’t show
    Graft an illusion into your ally’s mind, filling them with urgency and increasing their Attack Speed by 12%.

    Enshire’s Faint Whisper
    Cost: 10m
    Range: 26m
    Cast Time: 2s (4s cooldown)
    Duration: 24m
    Your mind fills with the whispers of Enshire, granting you increased Mana Regeneration.

    Malison’s Lucid Dream
    Epic Ability. You empower your ally’s imagination, causing their abilities to have no resource cost for the duration. When you cast this ability on your ally, it will automatically apply Malison’s Lucid Nightmare to your Offensive target. You may not cast this ability on yourself.

    Squee’s Mimicry 
    You cast an illusion, taking on the likeness of a random object in the environment within X meters of you. This illusion is quite effective and will fool most NPCs who see you, causing them to ignore you.

    Squee’s Grand Foolery
    Epic Ability. Enchanters can evolve Squee’s Mimicry into Squee’s Grand Foolery, casting the illusion on all members of their group for X duration.

    Illusions
    The art of Illusion-crafting is a staple of the Enchanter’s toolkit. As you grow in power, you will learn a vast array of Illusions to suit a multitude of needs. The more proficient your skill as an Illusionist becomes, the more truly you will share the characteristics of the thing you are mimicking.



    Debuffs

    Illusion Graft: Fatigue
    Cost: 12m
    Range: 26m
    Cast Time: 2s (4s cooldown)
    Duration: 2m
    Grants an illusion of exhaustion into your enemy’s mind. This ability will reduce their Attack Speed (-8%) and Casting Speed (-10%)

    Illusion Graft: Exhaustion
    Cost: 20m
    Range: 26m
    Cast Time: 2s (4s cooldown)
    Duration: 2m
    Grants an illusion of exhaustion into your enemy’s mind. This ability will reduce their Attack Speed (-12%) and Casting Speed (-20%)

    Forceful Will
    Cost: 12m
    Range: 26m
    Cast Time: 2s (4s cooldown)
    Duration: 24s
    Dominates your enemy, stripping them of their Magic Resistance (2) and giving it to yourself.

    Commanding Will
    Cost: 12m
    Range: 26m
    Cast Time: 1s (3s cooldown)
    Duration: 2m
    Dominates your enemy, stripping them of their Magic Resistance (5) and giving it to yourself. This ability is unresistable.

    Control Breath
    Cost: 16m
    Range: 26m
    Cast Time: 2s (4s cooldown)
    Duration: 60s
    Calms your target, reducing their aggro radius by 4m.

    Enshire’s Mana Guzzle
    Cost: 10m
    Range: 20m
    Cast Time: Instant (60s cooldown)
    Drain your target’s mana for 4 seconds and grant the stolen mana to yourself.

    Thought Thief
    You infiltrate the short-term memory of your target and completely erase their Hate list.

    Lyrith’s Grace
    You enchant your target’s mind to judge you more amiably, increasing your unique faction standing with that target for a short time.

    Eyumai’s Dulling
    You weaken the materials in your enemy’s weapons, lowering the damage they are capable of dealing.

    Hush
    Silences your enemy, making them unable to cast spells for X duration. This ability also interrupts spell casting.

    Malison’s Lucid Nightmare
    Epic Ability. You take control of your enemy’s reality, causing all of their attacks and abilities to have no effect. This ability shares the same duration as Malison’s Lucid Dream. If this target is not killed while Malison’s Lucid Nightmare is active, all resources your Defensive target has spent during its duration will be retroactively lost. Additionally, the collective damage done to this target while the effect was active will be discharged in full at a random member of your group.



    Damage

    Cranial Pressure
    Cost: 12m
    Range: 26m
    Cast Time: 2s (12s cooldown)
    Duration: 12s
    Modifying Attributes: INT 50%, CHA 20%, CON 20%
    Applies intense pressure to your target’s brain, causing Magic damage over 12 secs. While active, your enemy’s Magic Resistance will decrease (-1) every 3 secs.

    Malison’s Crushing Grip
    Cost: 22m
    Range: 26m
    Cast Time: 2s (12s cooldown)
    Duration: 12s
    Modifying Attributes: INT 50%, CHA 20%, CON 20%
    Applies intense pressure to your target’s brain, causing Magic damage over 12 secs. While active, your enemy’s Magic Resistance will decrease (-2) every 3 secs.

    Stab the Mind
    Cost: 16m
    Range: 26m
    Cast Time: 2s (3s cooldown)
    Modifying Attributes: INT 30%
    Stabs your target’s mind with mental energy, dealing Magic damage and restoring some Mana to you and your group members.

    Flay the Mind
    Cost: 20m
    Range: 26m
    Cast Time: 2s (3s cooldown)
    Modifying Attributes: INT 35%
    Flays your target’s mind with mental energy, dealing Magic damage and restoring some Mana to you and your group members.

    Illusion Graft: Harm
    You graft an illusion into your enemy’s mind, overwhelming them with the sense of being harmed. While active, your target will be inflicted with Magic damage over time. The damage of this ability will not break the Mesmerize effect. Any damage beyond what this ability inflicts will break the illusion and cause this effect to end.



    Control

    Ghaven’s Wild Display
    Self
    Cost: 12m
    Range: 6m
    Cast Time: 1s (20s cooldown)
    Duration: 5s
    Releases a surge of mental energy all around you, stunning all enemies within 6 meters for 5 secs.

    Hold the Mind
    Cost: 10m
    Range: 26m
    Cast Time: 2s (2s cooldown)
    Duration: 16s
    Mesmerize your target for up to 16 secs. Any damage to the affected target will break the effect.

    Capture the Mind
    Cost: 15m
    Range: 26m
    Cast Time: 2s (2s cooldown)
    Duration: 24s
    Mesmerize your target for up to 24 secs. Any damage to the affected target will break the effect.

    Mesmerize
    Cost: 20m
    Range: 26m
    Cast Time: 2s (2s cooldown)
    Duration: 30s
    Mesmerize your target for up to 30 secs. Any damage to the affected target will break the effect.

    Enrapture
    Cost: 26m
    Range: 26m
    Cast Time: 1s (150s cooldown)
    Duration: 30s
    Mesmerize your target for 30 secs. This ability is unresistable.

    Fascinate
    Epic Ability. The Enchanter can evolve their Mesmerize ability into Fascinate, allowing them to mesmerize multiple targets at the same time.

    Foolish Fire
    You create a wisp of enchanted light that darts and dances around your target, Mesmerizing them. After X seconds the wisp will begin traveling aimlessly around the area with your target following. Target will remain Mesmerized until the effect ends. You may end this effect at any time. Any damage to the target will break the effect.

    Shock and Awe
    Confuse your target with bizarre imaginings, causing them to attack the nearest enemy for a short time.

    Charm
    You attempt to infiltrate your target’s mind, allowing you to take control of them for X duration. The chance of a successful Charm and the length of time the Charm will last can be improve based on your Intelligence, Constitution and Charisma.

    Dire Charm
    Epic Ability. Enchanters can evolve their Charm ability into Dire Charm, which is harder for your target to resist and has an innate chance of permanently charming your target. This chance will stack with Mental Terraformer. Permanent charm will break when you die or zone.

     


    This post was edited by Avaen at September 2, 2018 6:15 PM PDT
    • 461 posts
    September 1, 2018 10:14 AM PDT

    Thanks for putting this together. One thing to note that I didn't notice until now, Illusion Graft: Acuity, Acumen, Quickness and Veracity have their mana costs reversed. A minor issue that will obviously be changed at a later date.

    • 101 posts
    September 1, 2018 10:44 AM PDT

    Darkintellect said:

    Thanks for putting this together. One thing to note that I didn't notice until now, Illusion Graft: Acuity, Acumen, Quickness and Veracity have their mana costs reversed. A minor issue that will obviously be changed at a later date.

    I noticed that too and I think what I'll do is just keep updating information exactly how they have it so we can call things out like you just mentioned. And hopefully future streamers can see what we're missing to complete our grand Enchanter list. 

    • 1340 posts
    September 2, 2018 4:38 PM PDT

    Squee’s Mimicry 
    You cast an illusion, taking on the likeness of a random object in the environment within X meters of you. This illusion is quite effective and will fool most NPCs who see you, causing them to ignore you.

    So.... can this normally un used skill be used in combat and would/could it clear agro?

    My wife (who plans to play an Enchanter) wants to know ow if she will be able to save herself from a train by turning into a tree or a bucket?

     

    Squee’s Grand Foolery
    Epic Ability. Enchanters can evolve Squee’s Mimicry into Squee’s Grand Foolery, casting the illusion on all members of their group for X duration.

    A (humorous)  Enchanter version of evacuation? 


    This post was edited by Zorkon at September 2, 2018 4:50 PM PDT
    • 101 posts
    September 3, 2018 5:35 AM PDT

    Zorkon said:

    Squee’s Mimicry 
    You cast an illusion, taking on the likeness of a random object in the environment within X meters of you. This illusion is quite effective and will fool most NPCs who see you, causing them to ignore you.

    So.... can this normally un used skill be used in combat and would/could it clear agro?

    My wife (who plans to play an Enchanter) wants to know ow if she will be able to save herself from a train by turning into a tree or a bucket?

     

    Squee’s Grand Foolery
    Epic Ability. Enchanters can evolve Squee’s Mimicry into Squee’s Grand Foolery, casting the illusion on all members of their group for X duration.

    A (humorous)  Enchanter version of evacuation? 

    Someone correct me if I'm wrong but I don't think they've talked at length about these abilities. I vaguely remember something about being able to turn your entire group into a bunch of crates while the train runs by. Whether you're able to do this in combat or not is still unknown, I believe. It might be a bit overpowered if you were able to cast this in combat while a mob is beating on your tank (hence losing the agro).

    In any case, since we have a limited ability bar I'm hoping to have a spot for Grand Foolery. I love the concept. I also hope they rig the spell in a way that the player can't easily dispel it (manually right click) so Enchanters can cast the ability in the heat of a moment without a player accidently breaking it. 


    This post was edited by Avaen at September 3, 2018 5:45 AM PDT
    • 461 posts
    September 3, 2018 8:24 AM PDT

    @Zorkon

    In Everquest 1, minor illusion had the benefit of making the Enchanter non KOS to everything but with one caveat, it only worked in a dungeon. Oddly, the effect had to be set for a zone to work and those zones comprised of 80% of all dungeons in Vanilla and Kunark. The issue is, you could move as minor illusion allowing you to move unmolested by any of the mobs. They attempted to fix this seven different times. Each time they tried, Enchanters found another tool in their arsenal to bypass the fix. The seventh just before Luclin was the final fix that worked.

    The spell in Pantheon is said to work the same but this time, a guarantee that you can't move under the illusion. In EQ, if you were in a dungeon and had aggro on something, if you used the spell, it doesn't change any of the aggro with regard the mob you're attacking since it still has an agressive aggro state towards your character. If you Mem Blur it however, it will deaggro and return to normal state which since you're in minor illusion is non-KOS.

    Mem Blur is in Pantheon so I assume that will work as well. For a group, this could be used if taking on a powerful mob. If dying as a group, you can Minor Illusion them, then mem blur the target and it will walk away. The issue is, if there's two mobs, you can't mem blur both at the same time. If you mem blur one, it will reaggro due to chain aggro from the other still beating on the group. You could use mez, then blur them that way. Tricky, but it can work.

    Then we have to factor in how Illusions work in Pantheon. Currently it appears Enchanters will have all Racial Illusions but very likely an asortment of non-humanoid illusions or creature illusions. Then there's the passive detailed below. Minor Illusion's ability to fool mobs may be dependent on that skill, not to mention it may also mean racial illusions give you the full racial abilities and passives as well as creature illusions giving you their benefits as well.


    This post was edited by Janus at September 3, 2018 8:27 AM PDT
    • 1340 posts
    September 4, 2018 9:32 AM PDT

    Yeah it seems like it could definitely end up OP as Avaen pointed out. What could be done to eliminate that?

    No movement would be required.

    No casting as well.

    A long recast timer say once every 30min to an hour.

    It would give in enchanters the ability to grief train equal to a monk , with the exception of the proposed time restraint.

    Just thinking out loud... 

    • 461 posts
    September 4, 2018 10:22 AM PDT

    @Zorkon 

    It's really not considering. It was as if not more powerful in EQ1 and wasn't really giving the Enchanter any real power. If you can't move, it's only good for hiding from wandering or pathing mobs. If you aggro something while in the form, you still chain aggro to anything that wanders in. You can erase aggro and have them walk away, but then you can just kill them, or keep them mezzed forever or leave the area as they're mezzed and blur them. The options are there and the Minor Illusion spell doesn't really allow for any major sense of power.

    "No movement would be required."

    It very likely won't allow movement for the above reasons.

    "No casting as well."

    Casting or attacking is fine because remember, the same rules apply if you were to cast a detrimental spell against a target. At that point it won't matter if you're in minor illusion or not.

    "A long recast timer say once every 30min to an hour."

    Not really necessary since it won't be used much if at all.

    "It would give in enchanters the ability to grief train equal to a monk , with the exception of the proposed time restraint."

    It wont because unlike a monk, you can't just end aggro. If you have aggro and you then go into minor illusion, you're still going to have that aggro. You can still greif train by pulling and blurring a mob near another group. Minor Illusion doesn't really help that much at all.

     


    This post was edited by Janus at September 4, 2018 10:23 AM PDT
    • 1340 posts
    September 4, 2018 11:56 AM PDT

    Thanks for the reply Janus. I was considering "Squee’s Grand Foolery Epic Ability." As an Enchanter version of the Wizard Evacuate spell. (Or Druid Succor) where it could (would need too) clear Agro.

    As just an illusion, that doesn't seem all that "epic" to me. Kind of seems like Enchanters will be getting ripped off.

    But as a way to save a group from a bad pull or a train... then it would be epic.


    This post was edited by Zorkon at September 4, 2018 12:10 PM PDT
    • 101 posts
    September 4, 2018 1:15 PM PDT

    All of this is speculation and I would lightly caution against making these assumptions until we know more about the ability. These sorts of conversations steer the points being made to a desired result or an expected outcome based on another game's abilities. 

    • 1340 posts
    September 4, 2018 6:14 PM PDT

    Agreed Avaen.

    Not even speculation, but more just a question for my part.

    Could it work that way? 

    I know the Devs are aware that many don't like the possibility of Trains. Other games have just eliminated the possibility of Trains. THAT approach has damaged games in my opinion. I guess I just look for ways they can be handling the problems  by leaving the threat while adding abilities to combat them.

    • 101 posts
    September 4, 2018 6:55 PM PDT

    My personal preference for Grand Foolery would be just as you said; to save a group from a bad pull or train. I feel like an ability like that would truly feel epic. However that works as far as cooldown, agro drop, resists, etc. we'll have to see!

    I'm hoping they'll do a higher level stream to see some abilities like Charm and Shock & Awe. Also curious about Malison's Lucid Nightmare/Dream. 

    • 1340 posts
    September 4, 2018 11:55 PM PDT

    Avaen said:

    My personal preference for Grand Foolery would be just as you said; to save a group from a bad pull or train. I feel like an ability like that would truly feel epic. However that works as far as cooldown, agro drop, resists, etc. we'll have to see!

    I'm hoping they'll do a higher level stream to see some abilities like Charm and Shock & Awe. Also curious about Malison's Lucid Nightmare/Dream. 

    Yes my wife and I were looking at that one a well.  (we were watching this Nathan NAPALM Pantheon: ENCHANTER In-Depth Look! this weekend)

    Malison's Lucid Dream "--will automatically apply Malison’s Lucid Nightmare to your Offensive target.--

    We were wondering if that is the ONLY way to apply the Nightmare or just one possable way?

     

    So with the Dream, I could see a situation where a long battle, the mob is nearly dead, The Healer is OOM,

    And then the Enchanter cast the Dream on the Healer

    granting "their abilities to have no resource cost for the duration" (I read this as unlimited mana)

    and this applies Nightmare to the Mob "causing all of their attacks and abilities to have no effect." (I read this as the Tank is now taking Zero damage and the Mob can't heal itself)

    If they don't kill the mob before the Nightmare expires

    Aaand thats where it looses me.... (well I'm not sure I'm understanding it correctly)

           "all resources your Defensive target has spent during its duration will be retroactively lost."

    "Defensive Target" In my senario that would be the Healer correct? So if they were already OOM then no loss, right?

           "Additionally, the collective damage done to this target while the effect was active will be discharged in full at a random member of your group"

    LOL.. this is pretty clear... somebody dies, or at least see's the Enchanter a little less "Charming" than they once were.

     

     Thats for sure worthy of the "Epic" lable. I really LOVE the potential for it to backfire if used too early in a fight. (if the mob doesn't die before it runs out)

     


    This post was edited by Zorkon at September 4, 2018 11:58 PM PDT
    • 101 posts
    September 5, 2018 4:33 AM PDT

    Zorkon said:

    Avaen said:

    My personal preference for Grand Foolery would be just as you said; to save a group from a bad pull or train. I feel like an ability like that would truly feel epic. However that works as far as cooldown, agro drop, resists, etc. we'll have to see!

    I'm hoping they'll do a higher level stream to see some abilities like Charm and Shock & Awe. Also curious about Malison's Lucid Nightmare/Dream. 

    Yes my wife and I were looking at that one a well.  (we were watching this Nathan NAPALM Pantheon: ENCHANTER In-Depth Look! this weekend)

    Malison's Lucid Dream "--will automatically apply Malison’s Lucid Nightmare to your Offensive target.--

    We were wondering if that is the ONLY way to apply the Nightmare or just one possable way?

     

    So with the Dream, I could see a situation where a long battle, the mob is nearly dead, The Healer is OOM,

    And then the Enchanter cast the Dream on the Healer

    granting "their abilities to have no resource cost for the duration" (I read this as unlimited mana)

    and this applies Nightmare to the Mob "causing all of their attacks and abilities to have no effect." (I read this as the Tank is now taking Zero damage and the Mob can't heal itself)

    If they don't kill the mob before the Nightmare expires

    Aaand thats where it looses me.... (well I'm not sure I'm understanding it correctly)

           "all resources your Defensive target has spent during its duration will be retroactively lost."

    "Defensive Target" In my senario that would be the Healer correct? So if they were already OOM then no loss, right?

           "Additionally, the collective damage done to this target while the effect was active will be discharged in full at a random member of your group"

    LOL.. this is pretty clear... somebody dies, or at least see's the Enchanter a little less "Charming" than they once were.

     

     Thats for sure worthy of the "Epic" lable. I really LOVE the potential for it to backfire if used too early in a fight. (if the mob doesn't die before it runs out)

     

    It's a fantastic concept! And something exciting for Enchanters to pull off, I think. I'm anticpating the reveal of this ability because I'd like to see it being used on DPS. I'm a healer at heart so I naturally thought of it being used on healers as well but allowing burn moments toward the end of a fight is super sexy too.  And without speculating too far on how the ability will work, I wonder if stacking Enchanters will be viable for a glass cannon/mana return/mez pulling group. 


    • 1340 posts
    September 5, 2018 5:42 AM PDT

    Avaen said:

    Zorkon said:

    Avaen said:

    My personal preference for Grand Foolery would be just as you said; to save a group from a bad pull or train. I feel like an ability like that would truly feel epic. However that works as far as cooldown, agro drop, resists, etc. we'll have to see!

    I'm hoping they'll do a higher level stream to see some abilities like Charm and Shock & Awe. Also curious about Malison's Lucid Nightmare/Dream. 

    Yes my wife and I were looking at that one a well.  (we were watching this Nathan NAPALM Pantheon: ENCHANTER In-Depth Look! this weekend)

    Malison's Lucid Dream "--will automatically apply Malison’s Lucid Nightmare to your Offensive target.--

    We were wondering if that is the ONLY way to apply the Nightmare or just one possable way?

     

    So with the Dream, I could see a situation where a long battle, the mob is nearly dead, The Healer is OOM,

    And then the Enchanter cast the Dream on the Healer

    granting "their abilities to have no resource cost for the duration" (I read this as unlimited mana)

    and this applies Nightmare to the Mob "causing all of their attacks and abilities to have no effect." (I read this as the Tank is now taking Zero damage and the Mob can't heal itself)

    If they don't kill the mob before the Nightmare expires

    Aaand thats where it looses me.... (well I'm not sure I'm understanding it correctly)

           "all resources your Defensive target has spent during its duration will be retroactively lost."

    "Defensive Target" In my senario that would be the Healer correct? So if they were already OOM then no loss, right?

           "Additionally, the collective damage done to this target while the effect was active will be discharged in full at a random member of your group"

    LOL.. this is pretty clear... somebody dies, or at least see's the Enchanter a little less "Charming" than they once were.

     

     Thats for sure worthy of the "Epic" lable. I really LOVE the potential for it to backfire if used too early in a fight. (if the mob doesn't die before it runs out)

     

    It's a fantastic concept! And something exciting for Enchanters to pull off, I think. I'm anticpating the reveal of this ability because I'd like to see it being used on DPS. I'm a healer at heart so I naturally thought of it being used on healers as well but allowing burn moments toward the end of a fight is super sexy too.  And without speculating too far on how the ability will work, I wonder if stacking Enchanters will be viable for a glass cannon/mana return/mez pulling group. 


    Oh! I hadent thought of DPS... Tank goes down, Mob goes after the next in his hate list, the Wizard,  Dream to the Wiz, Nightmare to the Mob "causing all of their attacks and abilities to have no effect." The possably oom Wizard takes no damage, no stuns, no interuupts and burns it down for the win.

    Yes this is a very cool Ability.. definatly Epic

    • 519 posts
    September 27, 2018 4:09 AM PDT

    As for Grand Foolery, I would just like to point out that it seems to be nothing more than a re-skinned Magic version of Feign Death and/or Group feign death.  Only not as good.  It doesn't work 100% of the time.  How does Feign work for monks?  Are they able to move?  Use abilities?  What's the comparison here?  I think this minor illusion should work as often as Feign does for monks.  Chanters are pullers too and this is a great tool for that purpose.