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|Defensive Stance
|Defensive Stance
|While this stance is active, all incoming damage is reduced by 50%. Every point of damage reduced consumes an equal amount of endurance, with a reduction based on your strategy skill.  
|While this stance is active, all incoming melee damage is reduced by 50%. Every point of damage reduced consumes an equal amount of endurance, with a reduction based on your strategy skill.  
|WAR PAL SHD
|WAR PAL SHD
|6 seconds
|6 seconds

Revision as of 10:09, 25 May 2026

Melee and hybrid classes receive unique abilities called disciplines starting in Kunark. Each class receives some common disciplines as well as unique abilities. Disciplines act as a kind of special state that, once activated, only last for a certain time.

EverQuest Legends introduces melee stances and magic invocations, which are level 0 abilities that are toggled on, and end only when toggled off, or if endurance is depleted. Some stances consume endurance only when their effect prevents damage or adds bonus damage. Invocation stances can be used in tandem with melee stances.

Rogues also receive poison disciplines. Rogue poisons are auto-granted between levels 1 and 20. Combat poisons can stack with each other, but only one utility poison can be active at a time.

To open your discipline window press Alt+C. (Note: Buttons copied from the discipline window will disappear when you log. To make a permanent button, make a macro with the text "/disc discname", like "/disc defensive").

Reuse Timer Reductions

For each level gained after a discipline has been unlocked that discipline's reuse timer will be reduced by a minute.

For example, Evasive is gained by warriors at level 52 with a 3 minute duration and a 15 minute reuse timer. After eight levels, at level 60, the reuse timer is reduced to just 7 minutes. This means the level 60 warrior can spend up to 3 minutes under the effects evasive for every 4 minutes not.

Permanent stances and rogue poison disciplines have a 5 second reuse timer unless otherwise noted.

Stances

Stances as of 2026 May 22:

Name Description Classes Reuse Time
Balanced Stance 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. WAR PAL RNG SHD

MNK BRD ROG BST BER

6 seconds
Offensive Stance 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.

WAR PAL RNG SHD

MNK BRD ROG BST BER

6 seconds
Striker Stance 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.

WAR MNK ROG BER 6 seconds
Evasive Stance 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. RNG MNK BRD ROG BST 6 seconds
Defensive Stance While this stance is active, all incoming melee damage is reduced by 50%. Every point of damage reduced consumes an equal amount of endurance, with a reduction based on your strategy skill. WAR PAL SHD 6 seconds
Mage Hunter Stance 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. PAL SHD BER 6 seconds
Ranged Stance 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. RNG MNK ROG BER 6 seconds
Berserker Stance 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.
BER 6 seconds

Invocations

Invocations as of 2026 May 22:

Name Description Classes Reuse Time
Recovery Invocation You regenerate mana (excluding out of combat bonus) at twice the rate, and spells have a 5% reduced mana cost. PAL RNG SHD BRD BST

CLR DRU SHM

NEC WIZ MAG ENC

6 seconds
Inversion Invocation Shifts two-thirds of spell cast time into the global recovery time at a cost of 10% more mana and endurance. PAL RNG SHD BRD BST

CLR DRU SHM

NEC WIZ MAG ENC

6 seconds
Overchannel Invocation Cast spells have a -100 resist adjust plus another -15 for every non-hybrid caster class at a cost of 33% more mana and 10% of the total mana cost from endurance. PAL RNG SHD BRD BST

CLR DRU SHM

NEC WIZ MAG ENC

6 seconds
Inviolable Invocation Cast spells are uninterruptible due to movement, stuns, or interrupt effects at the cost of 100% more mana and 50% of the total mana cost from endurance. BRD WIZ 6 seconds
Spellblade Invocation Treats the first spell gem slot as a proc that consumes both mana and endurance (33% of the normal spell mana cost). Must be a spell with a reuse time <= the cast time. PAL RNG SHD BST 6 seconds
Divine Invocation All spell casts with mana cost will heal the group member with the lowest HP percentage by that cost. For every additional wisdom class, this will repeat with a heal for 33% of the mana cost. PAL RNG

CLR DRU SHM

6 seconds
Empowering Invocation Adds 25% plus 10% per additional non-hybrid casting class to HP spell effects at the cost of 50% more mana. CLR DRU SHM

NEC WIZ MAG ENC

6 seconds

Disciplines by Class

As of right now, only stances, Invocations and custom rogue poison disciplines are on Legends. The rest may be added at a later date.

Pure Melee

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
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
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
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
Defensive Stance 0 While this stance is active, all incoming 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
Resistant Discipline 30 Grants +20 to all resistances 1 Min 60 Min
Fearless Discipline 40 Immunity to "Fear" and all spells that cause "fear" 12 Sec 60 Min
Evasive Discipline 52 Increases your chance to avoid attacks by 50% (this means it is dependent on how often the opponent will already miss, making the discipline stronger against opponents lower level than you). Is also supposed to decrease your hit rate by 25% but this needs to be verified. 3 Min 15 Min @L52 to 7 Min @L60
Charge Discipline 53 Increases your chances to hit with any melee attack. 14 Sec 30 Min
Mighty Strike Discipline 54 Fills your arms with rage, causing every attack to land as a critical hit. 10 Sec 60 Min
Defensive Discipline 55 Causes the damage interval of opponents to be reduced by 50% (aka, the damage difference between their minimum hit and maximum hit is cut in half. This generally results in a damage reduction of nearly 40% against raid targets, but for targets whose maximum hit isn't much higher than their minimum hit, such as Treah Greenroot, this disc doesn't do much). Is also supposed to lower your damage output by 35% but this needs to be verified. 3 Min 15 Min @L55 to 10 Min @L60
Furious Discipline 56 Allows you to perfectly time your counter attacks, riposting every incoming blow. 9 Sec 60 Min
Precision Discipline 57 Places you in a precise combat stance that increases your hit rate (should be a 50% increase to skillcheck chance), but also lowers your chance of avoiding attacks. 3 Min 30 Min @L57 to 27 Min @L60
Felstrike Discipline 58 Fills you with acute rage, increasing the damage done by your attacks. 12 Sec 30 Min
Fortitude Discipline 59 Heightens your combat reflexes, increasing your chance of evading attacks. 8 Sec 60 Min
Aggressive Discipline 60 Places you in an aggressive combat stance that increases your damage output by 30%, but also causes you to take more damage. 3 Min 27 Min

Hybrids

All hybrid disciplines were made available in Velious.

Bards MUST turn off songs in order to start Disciplines, failure to do so will result in the Discipline being cancelled but the cool-down will still activate.

Discipline Name Level Obtained Description Duration Reuse Time Jan 09, 2001
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
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
Recovery Invocation 0 You regenerate mana (excluding out of combat bonus) at twice the rate, and spells have a 5% reduced mana cost. Permanent 6 Sec
Inversion Invocation 0 Shifts two-thirds of spell cast time into the global recovery time at a cost of 10% more mana and endurance. Permanent 6 Sec
Overchannel Invocation 0 Cast spells have a -100 resist adjust plus another -15 for every non-hybrid caster class at a cost of 33% more mana and 10% of the total mana cost from endurance. Permanent 6 Sec
Inviolable Invocation 0 Cast spells are uninterruptible due to movement, stuns, or interrupt effects at the cost of 100% more mana and 50% of the total mana cost from endurance. Permanent 6 Sec
Resistant Discipline 51 +10 to all resistances. The reuse time for this discipline will decrease as you level. 1 Min 60 Min Duration increased to 5 minutes.
Fearless Discipline 54 Immunity to "Fear" and all spells that cause "fear". The reuse time for this discipline will decrease as you level. 11 Sec 60 Min
Deftdance Discipline 55 Auto dodge attacks from the front and auto dual-wield. 10 Sec 72 Min Duration increased to 15 seconds.
Puretone Discipline 60 Makes it as if you are wielding the best instrument of every type, whether or not you are actually wielding an instrument. Increases to 28 modifier, and does work on singing mod. 2 Min 72 Min Duration increased to 4 minutes.
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
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
Recovery Invocation 0 You regenerate mana (excluding out of combat bonus) at twice the rate, and spells have a 5% reduced mana cost. Permanent 6 Sec
Inversion Invocation 0 Shifts two-thirds of spell cast time into the global recovery time at a cost of 10% more mana and endurance. Permanent 6 Sec
Overchannel Invocation 0 Cast spells have a -100 resist adjust plus another -15 for every non-hybrid caster class at a cost of 33% more mana and 10% of the total mana cost from endurance. Permanent 6 Sec
Spellblade Invocation 0 Treats the first spell gem slot as a proc that consumes both mana and endurance (33% of the normal spell mana cost). Must be a spell with a reuse time <= the cast time. Permanent 6 Sec
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
Defensive Stance 0 While this stance is active, all incoming 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
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
Recovery Invocation 0 You regenerate mana (excluding out of combat bonus) at twice the rate, and spells have a 5% reduced mana cost. Permanent 6 Sec
Inversion Invocation 0 Shifts two-thirds of spell cast time into the global recovery time at a cost of 10% more mana and endurance. Permanent 6 Sec
Overchannel Invocation 0 Cast spells have a -100 resist adjust plus another -15 for every non-hybrid caster class at a cost of 33% more mana and 10% of the total mana cost from endurance. Permanent 6 Sec
Spellblade Invocation 0 Treats the first spell gem slot as a proc that consumes both mana and endurance (33% of the normal spell mana cost). Must be a spell with a reuse time <= the cast time. Permanent 6 Sec
Divine Invocation 0 All spell casts with mana cost will heal the group member with the lowest HP percentage by that cost. For every additional wisdom class, this will repeat with a heal for 33% of the mana cost. Permanent 6 Sec
Resistant Discipline 51 +10 to all resistances. The reuse time for this discipline will decrease as you level. 1 Min 60 Min
Fearless Discipline 54 Immunity to "Fear" and all spells that cause "fear". The reuse time for this discipline will decrease as you level. 11 Sec 60 Min
Holyforge Discipline 55 Critical Hits versus everything and Crippling Blows versus undead with an increased probability of going off. 2 Min 72 Min
Sanctification Discipline 60 100% Spell resistance. You will resist all spells that are not unresistable. 10 Sec 72 Min
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
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
Recovery Invocation 0 You regenerate mana (excluding out of combat bonus) at twice the rate, and spells have a 5% reduced mana cost. Permanent 6 Sec
Inversion Invocation 0 Shifts two-thirds of spell cast time into the global recovery time at a cost of 10% more mana and endurance. Permanent 6 Sec
Overchannel Invocation 0 Cast spells have a -100 resist adjust plus another -15 for every non-hybrid caster class at a cost of 33% more mana and 10% of the total mana cost from endurance. Permanent 6 Sec
Spellblade Invocation 0 Treats the first spell gem slot as a proc that consumes both mana and endurance (33% of the normal spell mana cost). Must be a spell with a reuse time <= the cast time. Permanent 6 Sec
Divine Invocation 0 All spell casts with mana cost will heal the group member with the lowest HP percentage by that cost. For every additional wisdom class, this will repeat with a heal for 33% of the mana cost. Permanent 6 Sec
Resistant Discipline 51 +10 to all resistances. The reuse time for this discipline will decrease as you level. 1 Min 60 Min
Fearless Discipline 54 Immunity to "Fear" and all spells that cause "fear". The reuse time for this discipline will decrease as you level. 11 Sec 60 Min
Trueshot Discipline 55 Imbues your bow with energy, increase the damage done by each shot [105%] and improving your accuracy. [Increases Archery Skill Check by 12%] 2 Min 72 Min
Weapon Shield Discipline 60 Focuses your combat reflexes, allowing you to parry most melee attacks. Parries all melee attacks from the front. 15 Sec 72 Min
Discipline Name Level Obtained Description Duration Reuse Time Jan 09, 2001
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
Defensive Stance 0 While this stance is active, all incoming 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
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
Recovery Invocation 0 You regenerate mana (excluding out of combat bonus) at twice the rate, and spells have a 5% reduced mana cost. Permanent 6 Sec
Inversion Invocation 0 Shifts two-thirds of spell cast time into the global recovery time at a cost of 10% more mana and endurance. Permanent 6 Sec
Overchannel Invocation 0 Cast spells have a -100 resist adjust plus another -15 for every non-hybrid caster class at a cost of 33% more mana and 10% of the total mana cost from endurance. Permanent 6 Sec
Spellblade Invocation 0 Treats the first spell gem slot as a proc that consumes both mana and endurance (33% of the normal spell mana cost). Must be a spell with a reuse time <= the cast time. Permanent 6 Sec
Resistant Discipline 51 +10 to all resistances. The reuse time for this discipline will decrease as you level. 1 Min 60 Min Duration increased to 5 minutes.
Fearless Discipline 54 Immunity to "Fear" and all spells that cause "fear". The reuse time for this discipline will decrease as you level. 11 Sec 60 Min
Unholy Aura Discipline 55 25% increase to damage done by Harm Touch in addition to making it nearly un-resistable. Next Harm Touch 72 Min 50% increase to damage done by Harm Touch, changes the affected Harm Touch to a disease save.
Leechcurse Discipline 60 Heal self for every point of melee damage dealt while discipline is active. 15 Seconds 72 Min Duration increased to 20 seconds.

Priests

Discipline Name Level Obtained Description Duration Reuse Time
Recovery Invocation 0 You regenerate mana (excluding out of combat bonus) at twice the rate, and spells have a 5% reduced mana cost. Permanent 6 Sec
Inversion Invocation 0 Shifts two-thirds of spell cast time into the global recovery time at a cost of 10% more mana and endurance. Permanent 6 Sec
Overchannel Invocation 0 Cast spells have a -100 resist adjust plus another -15 for every non-hybrid caster class at a cost of 33% more mana and 10% of the total mana cost from endurance. Permanent 6 Sec
Divine Invocation 0 All spell casts with mana cost will heal the group member with the lowest HP percentage by that cost. For every additional wisdom class, this will repeat with a heal for 33% of the mana cost. Permanent 6 Sec
Empowering Invocation 0 Adds 25% plus 10% per additional non-hybrid casting class to HP spell effects at the cost of 50% more mana. Permanent 6 Sec
Discipline Name Level Obtained Description Duration Reuse Time
Recovery Invocation 0 You regenerate mana (excluding out of combat bonus) at twice the rate, and spells have a 5% reduced mana cost. Permanent 6 Sec
Inversion Invocation 0 Shifts two-thirds of spell cast time into the global recovery time at a cost of 10% more mana and endurance. Permanent 6 Sec
Overchannel Invocation 0 Cast spells have a -100 resist adjust plus another -15 for every non-hybrid caster class at a cost of 33% more mana and 10% of the total mana cost from endurance. Permanent 6 Sec
Divine Invocation 0 All spell casts with mana cost will heal the group member with the lowest HP percentage by that cost. For every additional wisdom class, this will repeat with a heal for 33% of the mana cost. Permanent 6 Sec
Empowering Invocation 0 Adds 25% plus 10% per additional non-hybrid casting class to HP spell effects at the cost of 50% more mana. Permanent 6 Sec
Discipline Name Level Obtained Description Duration Reuse Time
Recovery Invocation 0 You regenerate mana (excluding out of combat bonus) at twice the rate, and spells have a 5% reduced mana cost. Permanent 6 Sec
Inversion Invocation 0 Shifts two-thirds of spell cast time into the global recovery time at a cost of 10% more mana and endurance. Permanent 6 Sec
Overchannel Invocation 0 Cast spells have a -100 resist adjust plus another -15 for every non-hybrid caster class at a cost of 33% more mana and 10% of the total mana cost from endurance. Permanent 6 Sec
Divine Invocation 0 All spell casts with mana cost will heal the group member with the lowest HP percentage by that cost. For every additional wisdom class, this will repeat with a heal for 33% of the mana cost. Permanent 6 Sec
Empowering Invocation 0 Adds 25% plus 10% per additional non-hybrid casting class to HP spell effects at the cost of 50% more mana. Permanent 6 Sec

Pure Casters

Discipline Name Level Obtained Description Duration Reuse Time
Recovery Invocation 0 You regenerate mana (excluding out of combat bonus) at twice the rate, and spells have a 5% reduced mana cost. Permanent 6 Sec
Inversion Invocation 0 Shifts two-thirds of spell cast time into the global recovery time at a cost of 10% more mana and endurance. Permanent 6 Sec
Overchannel Invocation 0 Cast spells have a -100 resist adjust plus another -15 for every non-hybrid caster class at a cost of 33% more mana and 10% of the total mana cost from endurance. Permanent 6 Sec
Empowering Invocation 0 Adds 25% plus 10% per additional non-hybrid casting class to HP spell effects at the cost of 50% more mana. Permanent 6 Sec
Discipline Name Level Obtained Description Duration Reuse Time
Recovery Invocation 0 You regenerate mana (excluding out of combat bonus) at twice the rate, and spells have a 5% reduced mana cost. Permanent 6 Sec
Inversion Invocation 0 Shifts two-thirds of spell cast time into the global recovery time at a cost of 10% more mana and endurance. Permanent 6 Sec
Overchannel Invocation 0 Cast spells have a -100 resist adjust plus another -15 for every non-hybrid caster class at a cost of 33% more mana and 10% of the total mana cost from endurance. Permanent 6 Sec
Inviolable Invocation 0 Cast spells are uninterruptible due to movement, stuns, or interrupt effects at the cost of 100% more mana and 50% of the total mana cost from endurance. Permanent 6 Sec
Empowering Invocation 0 Adds 25% plus 10% per additional non-hybrid casting class to HP spell effects at the cost of 50% more mana. Permanent 6 Sec
Discipline Name Level Obtained Description Duration Reuse Time
Recovery Invocation 0 You regenerate mana (excluding out of combat bonus) at twice the rate, and spells have a 5% reduced mana cost. Permanent 6 Sec
Inversion Invocation 0 Shifts two-thirds of spell cast time into the global recovery time at a cost of 10% more mana and endurance. Permanent 6 Sec
Overchannel Invocation 0 Cast spells have a -100 resist adjust plus another -15 for every non-hybrid caster class at a cost of 33% more mana and 10% of the total mana cost from endurance. Permanent 6 Sec
Empowering Invocation 0 Adds 25% plus 10% per additional non-hybrid casting class to HP spell effects at the cost of 50% more mana. Permanent 6 Sec
Discipline Name Level Obtained Description Duration Reuse Time
Recovery Invocation 0 You regenerate mana (excluding out of combat bonus) at twice the rate, and spells have a 5% reduced mana cost. Permanent 6 Sec
Inversion Invocation 0 Shifts two-thirds of spell cast time into the global recovery time at a cost of 10% more mana and endurance. Permanent 6 Sec
Overchannel Invocation 0 Cast spells have a -100 resist adjust plus another -15 for every non-hybrid caster class at a cost of 33% more mana and 10% of the total mana cost from endurance. Permanent 6 Sec
Empowering Invocation 0 Adds 25% plus 10% per additional non-hybrid casting class to HP spell effects at the cost of 50% more mana. Permanent 6 Sec