Stacks multiple lingering hexes — enemies crumble under compounding debuffs.
"A single curse fades. A dozen do not."
When a Enchanter reaches level 10 and you select Hexblade, two things change permanently:
Mass Hex: Applies all three hexes (Confusion, −15% ATK, −15% DEF) to every living enemy simultaneously. AP increases hex magnitude.
Hexblade grants the following ability score bonuses on top of the Enchanter base scores:
These bonuses stack with ability score points allocated from levelling. They cannot be removed without retiring the hero.
Crit (Exploit Weakness — triple-debuff opens crit windows), Chaos (Arcane Strike).
See the Skill Tree deep dive for the full 120-node reference and routing advice, or the Enchanter build guide for a complete path recommendation for this class.
Both subclasses unlock at level 10. Compare them to choose:
| Hexblade | Harmonist | |
|---|---|---|
| Identity | Stacks multiple lingering hexes — enemies crumble under compounding debuffs. | Party enchanter — Resonance grants a +15% ATK boost to all living allies each cast. AP scales the bonus and buff duration. |
| Stat Bonus | +2 Dexterity, +1 Intelligence | +2 Spirit, +1 Intelligence |
| Details | This page | Harmonist page → |
The choice is permanent — use a Scroll of Divergence consumable to re-select without retiring the hero.
Set an Archetype with Hexblade as the guild standard for Enchanter — all future recruits of that class will automatically receive this subclass at level 10 without any manual selection.