"Orcs? Puppets. Creatures of the Void? Dolls. For the Enchanter, enemies are more toys than threats, and battle is equal play and experimentation.
Raised by dedicated natural philosophers, the Enchanter grew up believing the less-desirable races were profoundly important. A living orc could be experimented upon in ways one would never dream of applying to a human, after all.
Trained to assist in capturing and controlling these test subjects, the Enchanter's expertise is unparalleled. What those natural philosophers didn't expect, however, was for their well-trained Enchanter to realize the horror of their experiments and to turn that expertise against them.
The Source Hunters who pulled them down from the spikes upon which they'd been compelled to impale themselves offered the Enchanter a choice: Rot in jail, or turn those powers of manipulation toward the greater good."
- Blitz bolt scroll
- Water wand
- Enchanters are low on defense and have basically no weapon skills at all. Offensive attacks should be a last resort use of your Action Points.
- Enchanters make up for their weakness with the ability to control enemies. Use this ability to your advantage by making enemies fight to weaken each other, and then use the other party members to finish the job.
- Enchanters are best used by a careful and strategic player. While the AI Control is not bad in Divinity: Original Sin Enhanced Edition, Enchanters truly shine when player controlled.
Allows you to flee combat even when enemies are right next to you.
Lowers the Action Point cost of spells by 1 when standing in a surface of the same element.
Throw an item or character up high and drop it to the ground, dealing X-Y crushing damage.
Slow a target. 100% chance to set Slowed status for 3 turns
Freeze a nearby target, dealing X-Y water damage. 100% chance to set Frozen status for 2 turns