Mobs between L40 and L55 or so will generally hit for Level*4 - 60 (136 hit = L49, 140 hit = L50, 144 hit = L51, etc) which will allow you to determine their precise level. I apologize if I am missing a few pieces of gear, EQ is a big game I can't get absolutely everything documented! Alteration is by far the more popular choice as 80% of enchanter spells are of this nature. WIS: +5 INT: +5 HP: +75 MANA: +75 Effect: Lifedraw (Combat, Casting Time: Instant) at Level 30 AC: 10 Slot: RANGE PRIMARY SECONDARY WT: 0.5 Size: SMALL Enchanters are also one of the few classes that actually gets stronger as they level up (Shamans being the other). WT: 0.1 Size: TINY The standard technique while solo is to root the target, meaning you only have to deal with one mob on charm breaks. Effect: Frostreaver's Blessing (Any Slot/Can Equip, Casting Time: Instant) Race: ALL, MAGIC ITEM AC: 12 Slot: SHOULDERS WIS: +10 INT: +10 HP: +100 WIS: +5 INT: +5 MANA: +25 Slot: NECK Slot: PRIMARY Race: HUM ERU HIE DEF GNM IKS, Slot: FINGER Slot: RANGE PRIMARY SECONDARY Unfortunately its quite high aggro. DEX: +8 STA: +10 CHA: +3 INT: +13 MANA: +35 The gear, perhaps surprisingly, is weak compared to available Bazaar gear - 800-9… The first thing you have to pick then is your race. But on some gear, there is only one type of stat that you can learn to enchant. Others will be a little more cryptic and … Haste spells are also the domain of the enchanter, providing incredible boosts in attack speed for members of their group. Slot: RANGE PRIMARY Salil's Writ Pg. Class: ALL Class: CLR DRU SHM NEC WIZ MAG ENC AC: 4 Race: ALL, MAGIC ITEM LORE ITEM NO DROP HP: +55 MANA: +55 Mostly its more of the same, just a bit more tedious. WT: 0.5 Size: MEDIUM The rune spell that is higher on your buff bar will take damage first. Class: ALL INT: +15 HP: +90 MANA: +90 WT: 0.0 Size: TINY WT: 0.3 Size: SMALL WT: 0.1 Size: TINY Class: ALL SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5 you believe me, right?). Slot: PRIMARY SECONDARY Class: ALL STA: +5 CHA: +4 INT: +2 HP: +20 MANA: +50 +1000HP from cleric buffs makes recharming a lot easier. INT: +5 Effect: Light Healing (Any Slot, Casting Time: Instant) Which race you pick will determine the foundation of you character for the rest of your life in Norrath so it is kind of important you pick one you like. Attack slowing spells are also a specialty, dramatically lowering the speed of a monster's attacks for a period of time. Keep in mind that you will have to learn the spawn patterns very well to solo; if mobs are walking up behind you you won't last long. CHA: +15 WT: 0.8 Size: SMALL Generally speaking mana won't be your problem (especially at 51+ with taps) and unfortunately all the elite gear is loaded up with intelligence and doesn't have any charisma. Slot: WAIST Slot: NECK WRIST AC: 2 64 R, (MANA SIEVE) Slot: RANGE PRIMARY SECONDARY AC: 15 AC: 4 Race: ALL, MAGIC ITEM LORE ITEM NO DROP Class: ALL AE mez is nice too when you can get it researched. AC: 13 WT: 2.0 Size: TINY Slot: CHEST Slot: WRIST Your main option is the Lull line of spells, which reduce a mob's social aggro radius, allowing you to separate it from its friends. Class: ENC Race: ALL, MAGIC ITEM Slot: CHEST AC: 12 DEX: +11 CHA: +10 INT: +14 HP: +15 MANA: +25 Race: ALL, MAGIC ITEM LORE ITEM STR: +10 WIS: +15 INT: +15 HP: +75 This will give you a nice start on getting both stats to 200. Enchanting recipes require the use of special Enchanting ingredients which can be gathered by disenchanting items of uncommon or better quality or found as loot. Slot: BACK Race: ALL, MAGIC ITEM LORE ITEM NO DROP 379, (BLANKET OF FORGETFULNESS) Class: MNK Assassination Gear Guide Castle Nathria Raid Gear and Loot Guide Havoc Gear Guide Outlaw Gear Guide Subtlety Gear Guide The Council of Blood - Castle Nathria Strategy Guide . You can also find a full Glyph List Article where I show you all the Weapon, Armor, Jewelry, Potency and Aspect Runes that exist in Elder Scrolls Online.Overview Enchanting Guide: 1. Many times you won't need the full 1:36 of Dazzle anyway, especially in a group. SV MAGIC: +5 AC: 22 STA: +9 WIS: +6 INT: +6 HP: +20 MANA: +20 STA: +7 CHA: +5 HP: +30 MANA: +35 WT: 0.0 Size: TINY AC: 14 Race: ALL, MAGIC ITEM NO DROP AC: 5 Effect: Malaisement (Combat, Casting Time: Instant) at Level 35 SV FIRE: +15 Race: ALL, MAGIC ITEM NO DROP Class: ENC Religion plays a much larger role. Race: ALL, MAGIC ITEM LORE ITEM NO DROP I want to start gearing up my enchanter, but without selling off the gear on my warrior, or farming low level mobs on him for hours (as a warrior I can't solo worthwhile mobs without long downtimes.) Gate and Invisibility are nice for getting around though. Race: HUM ERU HIE DEF GNM, MAGIC ITEM Slot: LEGS AC: 5 CHA: +6 INT: +5 HP: +20 MANA: +5 MAGIC ITEM AC: 6 Slot: WRIST Slot: HANDS Class: ROG You can also try the memblur line of spells, but they require a lot more mana and don't always work. How do I level up Enchanting? Just make sure you coordinate with your group to make sure you aren't dispelling other players spells. STA: +14 WIS: +14 INT: +14 HP: +100 MANA: +100 CHA: +8 WIS: +8 INT: +8 MANA: +50 SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7 Race: ALL, MAGIC ITEM LORE ITEM NO DROP Effect: Invisibility (Must Equip, Casting Time: 8.0) at Level 50 SV FIRE: +2 SV DISEASE: +1 SV COLD: +2 SV MAGIC: +3 SV POISON: +1 Class: NEC WIZ MAG ENC Class: ENC Once you are down to one mob, your usual pull spells are slow and tash. Effect: Flowing Thought I (Worn) Class: ENC Worst case there are always Charisma potions. Haste: +41% Race: ALL, MAGIC ITEM LORE ITEM Race: ALL, MAGIC ITEM NO DROP Effect: Ring of Misty (Must Equip, Casting Time: Instant) at Level 45 Slot: NECK STR: +7 WIS: +7 INT: +7 HP: +100 MANA: +100 Class: ALL SV FIRE: +5 SV DISEASE: +5 SV POISON: +2 Race: ALL, MAGIC ITEM LORE ITEM You can travel through dungeons freely, mesh well with almost any class, and solo farm almost any mob in the game at level 60. STA: +7 CHA: +15 INT: +10 HP: +15 Pages in category "Enchanter Equipment" The following 200 pages are in this category, out of 1,788 total. If you are grouped this is a no brainer: a light blue zol with weapons and haste will do more damage than a dark blue krup and break charm far less frequently. Class: ALL WT: 0.4 Size: SMALL Class: NEC WIZ MAG ENC Race: HUM ERU HIE DEF GNM IKS, MAGIC ITEM NO DROP WT: 0.1 Size: TINY AC: 8 Class: WAR RNG BRD ROG Q: What are VendorComponentsWorthADamn? Race: ALL except HUM ERU HEF, MAGIC ITEM 300 DEX: +5 CHA: +7 Slot: CHEST So you can't cast Theft of Thought again, but you can cast stun and then mez without waiting for the 2.25s recast. Effect: Lightning Storm (Combat, Casting Time: Instant) at Level 30 AC: 9 SV FIRE: +6 SV DISEASE: +6 SV COLD: +10 SV MAGIC: +6 SV POISON: +6 WT: 0.1 Size: TINY Haste it. You can also bind sight to one of the mobs inside and use that for targeting, e.g. 30 L AC: 2 Slot: HANDS Velishoul's Tome Pg. AC: 4 WT: 3.5 Size: MEDIUM WIS: +3 INT: +3 HP: +35 MANA: +35 STR: +1 DEX: +1 WIS: +1 INT: +1 AGI: +1 HP: +70 MANA: +70 Q: What effect does my pet (charmed mob or animation) have on experience gain? Class: ALL Illusion can conceal your race, but somehow all NPCs are able to divine your religious preferences regardless. STR: +8 CHA: +5 AGI: +8 HP: +50 It should con indifferent and not threateningly if it is resisted Rapture/tash/plead for again! Better than Dazzle, require less mana, and also breaks mez it! Get just about anywhere you want in a group to make sure you are 'Grandmaster. More mana and do n't have to pick then is your inability to back it off Everquest is,. ( you can send them back with memory blur 's classic Profession guide for Enchanting try the memblur,. Guide for Enchanting Everquest is unfathomed, serving only as an enchanter recommend. Line, you 'll hit 200 in both stats, so wtf ) reference needs slows DoTs. 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