This game features an innovative new spell system based partially on Ursula K. Le Guin's Earthsea series and partially Dungeons and Dragons' Vancian spell system, where spells must be prepared through "memorization" before being cast. As in the Earthsea series, each spell is represented by some nonsense "magic word" which is treated as a verb by the game's text parser, so that one can use the FROTZ spell (which causes objects to glow and give off light) by typing >FROTZ BOOK, in exactly the same way as one might type >PICK UP BOOK or >READ BOOK.
Many of the spell names, such as FROTZ and GNUSTO, are taken from MIT hacker slang of the time; others are various pop cultural references or anagrams. (For instance, the NITFOL spell allows one to speak with animals, and NITFOL is a truncated reversal of "LOFTING", after the author of the Dr. Doolittle stories.)
Frotz, a modern open-source interpreter for Infocom games (as well as independently written interactive fiction) draws its name from a spell ("cause object to glow with illumination") in Enchanter and its sequels.
A spell, Blorb ("hide an object in a strongbox"), provides the name for a standard wrapper for interactive fiction multimedia resources. Several other IF tools have also been named after spells from the series.
This was the first game of a trilogy, usually referred to as "The Enchanter Trilogy". The others in the series are 1984's Sorcerer and 1985's Spellbreaker. It was also intended, at one point, to be a sequel of sorts to the Zork trilogy.
In the game Zork III, a device slowly cycles through "scenes" from each of the Zork games as a number is displayed above it. A depiction of the sacrificial altar from the then-unreleased Enchanter appeared under the number "IV".
Infocom rated Enchanter as "Standard" in difficulty.
players: single player
distribution: 5,25 floppy disk
graphics: 80 columns text
Abandonware DOS popularity: very low