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Berserker-Monk-Rogue

From EverQuest Legends Wiki

Berserker / Monk / Rogue Guide

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Overview

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Class Roles

Class Primary Role Secondary Role Notes
Berserker Placeholder Placeholder Placeholder
Monk Placeholder Placeholder Placeholder
Rogue Placeholder Placeholder Placeholder


Stats

Stat / Scaling Value / Formula Applies To Notes
HP per point of Stamina Placeholder Placeholder Placeholder
Mana per point of primary casting stat Placeholder Placeholder Placeholder
Endurance per point of Stamina Placeholder Placeholder Placeholder
Armor Class per level Placeholder Placeholder Placeholder
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Passive Skills

Passive Skill What It Does Stat Cap Notes
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Strengths

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Weaknesses

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Core Strategy

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Pulling

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Tanking

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Healing

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Crowd Control

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Damage

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Buffs and Debuffs

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Emergency Tools

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Leveling Strategy

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Early Levels

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Mid Levels

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High Levels

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Suggested Zones and Camps

Level Range Zone Camp / Target Notes
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Abilities

This section collects the relevant spell, song, and active-skill lists for this class combination.


Berserker Active Skills
Berserker Spells or Songs
Monk Active Skills
Level Ability Skill Cooldown Description Notes
15 Dragon Punch Active combat Shared special attack timer Monk special attack. Shares monk special-attack cooldown behavior where applicable.
20 Eagle Strike Active combat Shared special attack timer Monk special attack. Shares monk special-attack cooldown behavior where applicable.
17 Feign Death Active utility Feign Death timer Allows a monk to pretend to be dead, often causing enemies to stop attacking. Success depends on skill and circumstances.
30 Flying Kick Active combat Shared special attack timer A powerful acrobatic monk attack using the force of the legs. Shares monk special-attack cooldown behavior where applicable.
X Kick Active combat Shared combat timer Damages an enemy. Some enemies require magic footwear. Also available to Ranger and Warrior. Shares cooldown behavior with Bash and Slam.
X Mend Active class ability Mend timer Allows a monk to heal themself. At lower skill levels, failure can cause damage instead. Monk class ability.
5 Round Kick Active combat Shared special attack timer Monk special attack. Shares monk special-attack cooldown behavior where applicable.
8 Sneak Utility Skill timer Allows cautious movement that can help bypass enemies when successful. Also available to Rogue, Bard, Ranger, and selected races where available.
10 Tiger Claw Active combat Shared special attack timer Monk special attack. Shares monk special-attack cooldown behavior where applicable.
Monk Spells or Songs
Rogue Active Skills
Level Ability Skill Cooldown Description Notes
10 Backstab Active combat 10 seconds A rogue special attack that deals high burst damage with a piercing weapon. On EQLegends, Backstab can be used from the front, so rogues can “frontstab” without needing to stand behind the target. Requires a piercing weapon. Shares cooldown behavior with other rogue combat actions where applicable.
X Disarm Trap Utility Skill timer Allows a rogue to disarm dangerous traps on objects or in passages. Rogue utility ability.
X Sense Traps Utility Skill timer Allows detection of traps on objects or in passageways. Also available to Bard.
X Sneak Utility Skill timer Allows cautious movement that can help bypass enemies when successful. Also available to Bard, Monk, Ranger, and selected races where available.
X Pick Lock Utility Skill timer Allows locked doors or containers to be opened without the exact key. Also available to Bard where applicable.
X Pick Pocket Utility Skill timer Allows a rogue to attempt to steal coins or items from nearby targets. Rogue utility ability.
Rogue Spells or Songs

Disciplines/Stances

Berserker
Discipline Name Level Obtained Description Duration Reuse Time
Balanced Stance 0 While this stance is active, all incoming damage is reduced by 10% and your chance to hit is increased by 10%. Endurance regen excluding out of combat bonus regen is doubled. There is no endurance cost to upkeep this stance. Permanent 6 Sec
Offensive Stance 0 Outgoing melee damage is increased by 100% and your chance to hit is increased by 25%. Every point of bonus damage dealt consumes an equal amount of endurance, with a reduction based on your strategy skill. When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance. Bonus damage from critical hits and similar effects do not cost endurance. Permanent 6 Sec
Striker Stance 0 Outgoing weapon skill abilities deal 3x damage and non-weapon skill abilities deal 5x damage, and your chance to hit is increased by 25%. Every point of damage dealt consumes an equal amount of endurance, with a reduction based on your strategy skill. When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance. Bonus damage from critical hits and similar effects do not cost endurance. Permanent 6 Sec
Mage Hunter Stance 0 While this stance is active, all incoming spell damage is reduced by 50%. Every point of damage reduced consumes an equal amount of endurance, with a reduction based on your strategy skill. Permanent 6 Sec
Ranged Stance 0 Your range attack has no minimum distance, gains a 25% accuracy bonus, and can double and triple attack. Every point of damage consumes endurance, with a reduction based on your strategy skill. Permanent 6 Sec
Berserker Stance 0 While this stance is active, your attack speed is doubled. Every point of damage dealt consumes half the amount of endurance, with a reduction based on your strategy skill.
You also take 15% of outgoing damage as damage to yourself.
You also take 50% more damage from all sources while this stance is active.
Permanent 6 Sec
Resistant Discipline 30 Grants +3 to all resistances increasing to +10 at 50th level 1 Min 60 Min
Fearless Discipline 40 Immunity to "Fear" and all spells that cause "fear" 11 Sec 60 Min
Monk
Discipline Name Level Obtained Description Duration Reuse Time
Balanced Stance 0 While this stance is active, all incoming damage is reduced by 10% and your chance to hit is increased by 10%. Endurance regen excluding out of combat bonus regen is doubled. There is no endurance cost to upkeep this stance. Permanent 6 Sec
Offensive Stance 0 Outgoing melee damage is increased by 100% and your chance to hit is increased by 25%. Every point of bonus damage dealt consumes an equal amount of endurance, with a reduction based on your strategy skill. When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance. Bonus damage from critical hits and similar effects do not cost endurance. Permanent 6 Sec
Striker Stance 0 Outgoing weapon skill abilities deal 3x damage and non-weapon skill abilities deal 5x damage, and your chance to hit is increased by 25%. Every point of damage dealt consumes an equal amount of endurance, with a reduction based on your strategy skill. When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance. Bonus damage from critical hits and similar effects do not cost endurance. Permanent 6 Sec
Evasive Stance 0 You have a 95% chance to evade all incoming attacks. Every point of damage evaded consumes 2 endurance, with a reduction based on your strategy skill. Evasion will fail if you have insufficient endurance, or while playing dead. Permanent 6 Sec
Ranged Stance 0 Your range attack has no minimum distance, gains a 25% accuracy bonus, and can double and triple attack. Every point of damage consumes endurance, with a reduction based on your strategy skill. Permanent 6 Sec
Resistant Discipline 30 Grants +3 to all resistances increasing to +10 at 50th level 1 Min 60 Min
Fearless Discipline 40 Immunity to "Fear" and all spells that cause "fear" 11 Sec 60 Min
Stonestance Discipline 51 Joins your body with the strength of the earth, causing you to take greatly decreased melee damage [60% reduction] 12 Sec 6 Min
Thunderkick Discipline 52 Focuses energy into your feet, allowing you to perform an especially powerful Flying Kick. Next Flying Kick 4 Min
Whirlwind Discipline 53 Heightens your combat instincts, allowing you to Riposte every attack. 9 Sec 60 Min
Voiddance Discipline 54 Focuses your combat reflexes, allowing you to avoid melee attacks. 8 Sec 55 Min
Inner Flame Discipline 56 Fills your body with energy, causing your attacks to do greatly improved damage. [100% increase] 12 Sec 26 Min
Hundred Fists Discipline 57 Increases your hands speed, allowing you an increased attack rate and damage. 15 Sec 30 Min
Silentfist Discipline 59 Focuses your rage into your hands, allowing you to perform an especially powerful Dragon Punch. Next Dragon Punch 9 Min
Ashenhand Discipline 60 Focuses energy into your hands, allowing you to perform an especially powerful Eagle Strike. Next Eagle Strike 72 Min
Rogue
Discipline Name Level Obtained Description Duration Reuse Time
Balanced Stance 0 While this stance is active, all incoming damage is reduced by 10% and your chance to hit is increased by 10%. Endurance regen excluding out of combat bonus regen is doubled. There is no endurance cost to upkeep this stance. Permanent 6 Sec
Offensive Stance 0 Outgoing melee damage is increased by 100% and your chance to hit is increased by 25%. Every point of bonus damage dealt consumes an equal amount of endurance, with a reduction based on your strategy skill. When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance. Bonus damage from critical hits and similar effects do not cost endurance. Permanent 6 Sec
Striker Stance 0 Outgoing weapon skill abilities deal 3x damage and non-weapon skill abilities deal 5x damage, and your chance to hit is increased by 25%. Every point of damage dealt consumes an equal amount of endurance, with a reduction based on your strategy skill. When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance. Bonus damage from critical hits and similar effects do not cost endurance. Permanent 6 Sec
Evasive Stance 0 You have a 95% chance to evade all incoming attacks. Every point of damage evaded consumes 2 endurance, with a reduction based on your strategy skill. Evasion will fail if you have insufficient endurance, or while playing dead. Permanent 6 Sec
Ranged Stance 0 Your range attack has no minimum distance, gains a 25% accuracy bonus, and can double and triple attack. Every point of damage consumes endurance, with a reduction based on your strategy skill. Permanent 6 Sec
Combat Blood Siphon Poison 1 Damage over time with a leech effect. Combat poisons can stack with other combat poisons. Permanent 5 Sec
Combat Asp Venom 2 Direct damage. Combat poisons can stack with other combat poisons. Permanent 5 Sec
Utility Weakening Poison 4 Melee slow. Only one utility poison can be active at a time. Permanent 5 Sec
Utility Hobbling Venom 5 Snare. Only one utility poison can be active at a time. Permanent 5 Sec
Utility Concussive Venom 7 Interrupt chance. Only one utility poison can be active at a time. Permanent 5 Sec
Utility Befuddling Poison 9 Mana drain. Only one utility poison can be active at a time. Permanent 5 Sec
Utility Grounding Poison 11 Root. Only one utility poison can be active at a time. Permanent 5 Sec
Combat Stunning Poison 15 Stun. Combat poisons can stack with other combat poisons. Permanent 5 Sec
Utility Banishing Poison 20 Dispel. Only one utility poison can be active at a time. Permanent 5 Sec
Resistant Discipline 30 Grants +3 to all resistances increasing to +10 at 50th level 1 Min 60 Min
Fearless Discipline 40 Immunity to "Fear" and all spells that cause "fear" 11 Sec 60 Min
Counterattack Discipline 53 Allows you to perfectly time your counter attacks, riposting every incoming blow. 9 Sec 60 Min
Deadeye Discipline 54 Focuses your vision on you opponent, vastly increasing your hit rate. 18 Sec 30 Min
Nimble Discipline 55 Increases your combat reflexes, allowing you to avoid most attacks. 12 Sec 30 Min
Kinesthetics Discipline 57 Increases your combat sense, allowing you to dual wield and double attack every round. 18 Sec 30 Min
Blinding Speed Discipline 58 Focuses energy into your arms, increasing your attack speed. 18 Sec 30 Min
Duelist Discipline 59 Increase the damage done by all of your melee attacks. [100% increase] 12 Sec 30 Min

Alternate Advancement

General AAs

General AAs are available to all classes, regardless of level or selection. These offer passive bonuses to stats, resistances, crafting skills, and a few automatically granted abilities such as Origin and Gather Party. Some of these are brand new to EverQuest Legends, such as Quick Buff which applies all your beneficial spells to all party/raid members at once.

General AAs
Name Ranks Cost Description
Adamant Will 4 2 / 4 / ? / ? This passive ability grants you an additional 20/40/?/? % chance to resist charm, and 15/30/?/? % chance to resist mesmerization spells
Alchemy Mastery 3 3 This passive ability reduces the chance of failing Alchemy recipes by 10/?/? %.
Baking Mastery 3 2 This passive ability reduces the chance of failing Baking recipes by 10/?/? %.
Blacksmithing Mastery 3 2 This passive ability reduces the chance of failing Blacksmithing recipes by 10/?/? %.
Brewing Mastery 3 2 This passive ability reduces the chance of failing Brewing recipes by 10/?/? %.
Circular Breathing 4 2 / 3 / 4 / 5 This passive ability increases your endurance regeneration by 1/2/3/4 point(s).
Combat Agility 3 4 This passive ability increases your melee avoidance by 2/?/10%.

Melee avoidance is the component of armor class that allows you to avoid incoming attacks and is derived from agility, item avoidance, and your defense skill.

Combat Fury 4 3 / ? / 4 / 6 This passive ability increases your chance of performing a critical melee hit with all skills by 1/?/5/10%
Combat Stability 3 2 This passive ability increases the armor class soft cap of your class by 2/5/?%.

The armor class soft cap is the amount of armor class that functions at 100% effectiveness. Armor class gains in excess of this cap are reduced in effectiveness by a percentage based on your class and level.

Crafting Mastery 6 3 Training with the sages and merchants of Norrath gives adventurers the chance to hone their crafting skills.

This passive ability allows you to raise 1/2/3/4/5/6 additional standard tradeskill (Baking, Blacksmithing, Brewing, Fletching, Jewelcraft, Pottery, or Tailoring) from its initial Specialization cap of 200 up to 300.

Fear Resistance 4 2 This passive ability grants you an additional 25/50/75/100% chance to resist most fear spells and increases the chance of breaking fear earlier.
First Aid 6 1 This passive ability increases the maximum health you can bind wound to 80/90/100/100/100/100% and increases the amount of healing provided by a single bandage by 0/0/0/10/25/50%
Fletching Master 3 2 This passive ability reduces the chance of failing Fletching recipes by 10/?/? %.
Foraging 1 3 This passive ability increases your Forage skill cap by 50 points.
Gather Party 1 - Auto granted ability.

Ability Activation ID: 5 - Refresh Time: 6:00:00 - Ability Timer(s): 99 This ability, when activated, will give everyone in your party the option of teleporting directly to your location.

Innate Eminence 5 3 This passive ability increases your strength, stamina, agility, dexterity, wisdom, intelligence, and charisma by 2/?/? points.
Innate Lung Capacity 3 1 This passive ability increases the amount of air you can hold in your lungs by 10/?/?%
Innate Metablolism 3 1 This passive ability reduces your food and drink consumption by 110/125/? %.
Innate Regeneration 7 1 This passive ability increases your health regeneration by 1/2/?/?/?/?/? point(s).
Innate Spell Resistance 5 2 This passive ability increases your cold, disease, fire, magic, and poison resistances by 2/?/?/?/? points.
Jewel Craft Mastery 3 2 This passive ability reduces the chance of failing Jewelcrafting recipes by 10/?/? %.
Natural Durability 4 2 This passive ability increases your maximum base health (derived from your stamina) by 2/?/?/12 %.
Origin 1 - Auto granted ability.

Ability Activation ID: 331 - Refresh Time: 0:18:00 - Ability Timer(s): 20 This ability, when activated, transports you back to your starting city. You can check your origin location using the command /charinfo.

Packrat 10 1 This passive ability reduces the weight of all equipped and carried items by 5/?/?/?/?/?/?/?/?/? %.
Permanent Illusion 1 5 This passive ability extends th duration of your beneficial illusion spells to 16.6 hours and allows them to persist when zoning.
Pottery Mastery 3 2 This passive ability reduces the chance of failing Pottery recipes by 10/?/? %.
Quick Buff 1 5 Ability Activation ID: 4 - Refresh Time: 0:10:00 - Ability Timer(s): 98

This ability, when activated, will cast all currently memorized beneficial spells on all valid group and raid targets in range, for full mana and reagent cost. NOTE: This ability will continue casting spells even if you have no mana left.

Steadfast Will 8 2 / 2 / 3 This passive ability grants you a 15/30/50/60/70/80/90/100 % chance to endure what would otherwise be a stunning melee attack, from any angle, without being stunned.
Stoicism 5 2 This passive ability reduces how far incoming melee attacks push you backward by 10%.
Tailoring Mastery 3 2 This passive ability reduces the chance of failing Tailoring recipes by 10/?/? %.
Archetype AAs

Archetype AAs are broken down into multiple groups based on the classes you have active. Some classes fit multiple archetypes. While there is no official name for each of these in-game at the moment, this page is making an effort to provide a category breakdown and describe what classes apply to these. Hybrid classes will be a part of multiple archetypes. Some of these AA lists are large, while some are small and very specific to a few classes.

In EverQuest Legends, you may access an Archetype AA list if one of your selected classes has access to that list.

NOTE: This section is INCOMPLETE! Please help fill out any missing AAs and classes (of which there are many!)

Caster Archetype AAs

If the class can cast spells, then it gets Caster Archetype AAs. These are broken down into several categories based on which spells each class gets. For example, Paladin gets the base Caster Archetype AAs and Buff Caster AAs, but not Damage over Time or Pure caster AAs.

Base Caster AAs

These are given to every class that can cast spells.

Classes: Bard, Beastlord, Cleric, Druid, Enchanter, Magician, Necromancer, Paladin, Ranger, Shadow Knight, Shaman, Wizard

Caster Archetype AAs
Name Ranks Cost Description
Destructive Fury 3 2 / 4 / 6 This passive ability increases the damage dealt by your critical direct damage spells by 30 / 60 / 100 %.
Fury of Magic 4 1 This passive ability increases your chance to land a critical hit with your direct damage spells by 2%.
Mastery of the Past 3 2 This passive ability makes it impossible for you to fizzle level 20 or lower spells.
Mnemonic Retention 6 1 / 1 / 2 / 2 / 3 / 3 This passive ability increases the capacity of your spell casting window allowing you to memorize 1 / 2 / 3 / 4 / 5 / 6 additional spell.
Mental Clarity 4 2 / 3 / 4 / 5 This passive ability increases your mana regeneration by 1 point.
Persistent Casting 15 1 This passive ability grants you a 5% chance to regain your concentration and complete a spell cast when stunned.
Quick Damage 3 3 This passive ability reduces the base cast time of direct damage spells that have an initial cast time of 3 seconds or more by 2%.
Spell Casting Deftness 3 2 This passive ability reduces the cast time of beneficial spells that have a duration and an initial cast time of at least 3 seconds by 10%.
Spell Casting Mastery 3 2 / 4 / 6 This passive ability reduces the mana cost of all spells by 2 / 5 / 10%.
Spell Casting Reinforcement 4 2 This passive ability increases the duration of beneficial spells that you cast by 5%.

Buff Caster

Classes: Bard, Beastlord, Druid, Cleric, Enchanter, Magician, Necromancer, Paladin, Shaman

Buff Caster Archetype AAs
Name Ranks Cost Description
Mass Group Buff 1 9 This ability, when activated, doubles the mana cost of your next spell or ability that can be affected by the Mass Group Buff and causes it to land on all allies within the spell's radius.

Damage over Time Caster

Classes: Bard, Beastlord, Druid, Cleric, Enchanter, Necromancer, Shadow Knight, Shaman

Damage over Time Caster Archetype AAs
Name Ranks Cost Description
Critical Affliction 3 3 / 6 / ? This passive ability increases the chance your damage-over-time spells will deal critical damage at each 6 second interval they are active by 3%.
Destructive Cascade 3 2 This passive ability increases the damage dealt by your critical damage over time spells by 125%.

Pure Caster

Classes: Druid, Cleric, Enchanter, Magician, Necromancer, Shaman, Wizard

Pure Caster Archetype AAs
Name Ranks Cost Description
Master of All 4 5 This passive ability allows you to you gain a second specialization.

Specialized schools of magic benefit from a from a reduction in mana cost and fizzle rate. After acquiring this ability, the next specialization to go over its current cap becomes your second specialization. Requires level 20.

Spell Casting Subtlety 3 2 / 4 / 6 This passive ability reduces the hate generated by your spells and spell attacks by 5 / 10/ 20%.

Fighter Archetype AAs

Classes: Berserker, Warrior

Fighter Archetype AAs
Name Ranks Cost Description
Burst of Power 3 3 This passive ability increases your flurry chance (up to two extra attacks after a primary slot triple attack) by 7/?/? %.
Rampage 1 5 This ability, when activated, performs a single primary slot combat round on all creatures within a 40 foot radius.

Healer Archetype AAs

Classes: Cleric, Druid, Paladin, Ranger, Shaman

Priest Archetype AAs
Name Ranks Cost Description
Healing Adept 3 2 This passive ability increases the effectiveness of your instant-duration healing spells by 2%.
Healing Boon 3 3 / 6 / 9 Increased chance to cast an Exceptional Heal tick on Heal over Time spells by 3 / 6 / 9%.

An exceptional heal does double healing.

Healing Gift 3 2 This passive ability grants your instant-duration healing spells a 3% chance to score an exceptional heal.

An exceptional heal doubles the healing value of the spell.

Intimidation Archetype AAs

Classes: Bard, Berserker, Monk, Rogue

Intimidation Archetype AAs
Name Ranks Cost Description
Intimidation 1 - This passive ability causes successful uses of your intimidate skill to trigger Intimidation I which causes a level 70 or lower target to run away in fear for  0:00:18.

Melee Archetype AAs

Classes: Bard, Beastlord, Berserker, Monk, Paladin, Ranger, Rogue, Shadow Knight, Warrior

Melee Archetype AAs
Name Ranks Cost Description
Double Riposte 3 3 / 6 / 9 This passive ability grants you a 5 / 10/ 15% chance to perform a double riposte.
Finishing Blow 3 2 / 4 / 6 This passive ability grants your critical melee attacks a 100% chance to deal 100% damage to level 50 and lower NPC targets with 10% or less health.
Physical Enhancement 1 3 This passive ability increases your melee avoidance by 2% and your armor class soft cap by 2%.

Nature Archetype AAs

Classes: Druid, Ranger

Scout Archetype AAs
Name Ranks Cost Description
Innate Camouflage 1 5 This ability, when activated, grants you standard invisibility for up to 20 minutes.

Pet Archetype AAs

Can you get a pet, either via a summon or a charm/mezmerization spell? Then you should have access to these Archetype AAs.

Classes: Bard, Beastlord, Druid, Enchanter, Magician, Necromancer, Shadow Knight, Shaman, Wizard

Pet Archetype AAs
Name Ranks Cost Description
Companion's Discipline 1 2 This passive ability allows you to give your pet advanced commands. Hotkeys for these commands can be created using the pet control window.

Hold and Greater Hold - /pet hold -or- /pet ghold

When your pet is in the hold state, your pet will only attack something when you tell it to, and your pet will continue to attack anything on its hate list after that point. Once the encounter is finished, your pet will automatically go back to a held state. If your pet is never told to exclusively attack anything, your pet will never attack anything, even if something is attacking it.

Pet Affinity 1 - Description: Allows your pet to benefit from group beneficial spells and songs.

Rogue Archetype AAs

Classes: Rogue, Bard

Rogue Archetype AAs
Name Ranks Cost Description
Thief's Intuition 4 3 This passive ability reduces the reuse time of your Sense Traps and Disarm Traps skills by 1 second.

Scout Archetype AAs

Classes: Bard, Beastlord, Ranger, Rogue

Scout Archetype AAs
Name Ranks Cost Description
Acrobatics 3 3 / 6 / 9 This passive ability reduces the damage that you take from falling by increasing the effectiveness of your safe fall skill by 10 / 20 / 30%.
Ambidexterity 1 9 This passive ability increases your chance to successfully dual wield by 32%

Summoner Archetype AAs

Classes: Beastlord, Necromancer, Magician, Shaman

Summoner Archetype AAs
Name Ranks Cost Description
Mend Companion 1 5 Mend Companion I, when activated, instantly heals your pet for 5000 health.

Tank Archetype AAs

Classes: Paladin, Shadow Knight, Warrior

Tank Archetype AAs
Name Ranks Cost Description
Improved Bash 1 6 This passive ability allows you to use your bash skill while wielding a two-handed weapon.

Transportation Archetype AAs

Classes: Druid, Wizard

Wizard Archetype AAs
Name Ranks Cost Description
Exodus 1 6 This ability, when activated, teleports all group members within a 100 foot radius to a relatively safe location in your current zone with a 0.1 second cast time.

Undead Archetype AAs

Classes: Cleric, Necromancer

Undead Archetype AAs
Name Ranks Cost Description
Innate Invis to Undead 1 3 This ability, when activated, renders you invisible to most undead creatures for up to 27 minutes
Berserker AAs
Berserker Class AAs
Name Ranks Cost Description
Blood Rune 3 1 / 2 / ? Melee and ability critical hits give you 5% of the damage done as an absorption shield, up to 5% of your max HP
Tireless Spirit 1 3 This ability, when activated, increases your movement speed by 125% for 18 seconds.
Unbound Fury 3 - This passive ability increases your chance to land a critical hit with your melee attacks and abilites by 2%.
Monk AAs
Monk Class AAs
Name Ranks Cost Description
Dragon Force 1 5 This ability, when activated, pushes your target backwards and deals 10 damage.
Improved Mend 3 3 This passive ability gives you a 10% chance to perform a superior mend, doubling the healing of your mend skill.
Purify Body 1 9 Purification I, when activated, instantly cures you of up to 20 detrimental effects (excluding charm, fear, resurrection, and revival sickness).
Rapid Feign 3 3 This passive ability reduces the reuse time of your Feign Death skill by 1 second.
Rogue AAs
Rogue Class AAs
Name Ranks Cost Description
Chaotic Stab 1 - This passive ability allows your backstab attacks to deal minimal backstab damage if you are not behind your target.
Escape 1 - This ability, when activated, allows you to escape combat from NPCs that are 5 or fewer levels higher than you, causes you to be the last possible target of rampage attacks from any current attacker, and triggers Evader's Invisibility which grants permanent invisibility.

This ability consumes 2% of your endurance to activate.

Purge Poison 1 5 This ability, when activated, cures you of 1200 poison counters.
Special AAs

This is a fairly small class of AAs, requiring special achievements to unlock.

Special AAs
Name Ranks Cost Description
Banestrike 4 - Improves the base damage of your melee attacks and the power of your damaging and healing abilities by 2 / 4 / ? / ?%.

Complete slayer achievements to progress this ability.

Important Synergies

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Gear Priorities

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Class Priority Notes
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For class-specific gear references, see:

Useful Quests and Items

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Item / Quest Class Why It Matters
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Class-specific quest references:

Example Group Tactics

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Standard Fight

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Multiple Pulls

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Named / Difficult Mobs

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See Also