Stances & Invocations
EverQuest Legends introduces melee Stances and magic Invocations, abilities gained at level 1, that deplete Endurance and/or Mana. Some Stances consume Endurance only when their effect prevents damage or adds bonus damage. Characters have one active Stance and one active Invocation at all time: Both default back to a "base" Stace/Invocation which provides quicker Endurance or Mana regeneration.
Characters gain all applicable Stances and Invocations at level 1.
Stances and Invocations have a 6 second reuse timer. Stances reuse timers are separate from Invocation reuse timers.
Stances and Invocations have largely replaced Disciplines, but Rogue poisons are still covered on that page.
Stances
Stances as of 2026 June 9:
| Stance | Description | Classes |
|---|---|---|
| Balanced | 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. | BER BRD BST MNK PAL RNG ROG SHD WAR |
| Berserker | While this stance is active, attack speed and combat skill recharge rate is doubled and your chance to hit and combat skill damage is increased by 25%. Every point of damage dealt consumes half that amount in endurance, with a reduction based on your strategy skill. You also take 8.3% of outgoing damage to yourself. Bonus damage from critical hits and similar effects do not cost endurance. | BER |
| Channeler | All incoming damage is reduced by 40% and your chance to successfully channel is increased. Half of the mitigated damage is charged to both mana and endurance, with a reduction based on your strategy skill. | CLR DRU ENC MAG NEC SHM WIZ |
| Defensive | All incoming melee damage is reduced by 50% and incoming magical damage is reduced by 20%. Every point of damage reduced consumes an equal amount of endurance, with a reduction based on your strategy skill. | PAL SHD WAR |
| Evasive | 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. | BRD MNK RNG BST ROG |
| Mage Hunter | All incoming spell damage is reduced by 50% and incoming physical damage is reduced by 20%. Every point of damage reduced consumes an equal amount of endurance, with a reduction based on your strategy skill. | BER PAL SHD |
| Offensive | 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. |
BER BRD BST MNK PAL RNG ROG SHD WAR |
| Ranged | 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. | BER MNK RNG ROG |
| Striker | 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. |
BER MNK ROG WAR |
Stances by Class
| Stance | BER | BRD | BST | CLR | DRU | ENC | MAG | MNK | NEC | PAL | RNG | ROG | SHD | SHM | WAR | WIZ |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Balanced | O | O | O | O | O | O | O | O | O | |||||||
| Berserker | O | |||||||||||||||
| Channeler | O | O | O | O | O | O | O | |||||||||
| Defensive | O | O | O | |||||||||||||
| Evasive | O | O | O | O | O | |||||||||||
| Mage Hunter | O | O | O | |||||||||||||
| Offensive | O | O | O | O | O | O | O | O | O | |||||||
| Ranged | O | O | O | O | ||||||||||||
| Striker | O | O | O | O |
Invocations
Invocations can be added to macros: /doability Divine Invocation
| Invocation | Description | Classes |
|---|---|---|
| Arcane Mastery | Spell cast and recovery times are reduced by 20% plus 10% per additional intelligence class. The mana cost of detrimental spells is reduced by 10% plus 5% per additional intelligence class. | ENC MAG NEC SHD WIZ |
| Divine | Spending mana will heal the group member with the lowest hp percentage by that amount.
For every additional wisdom class, this will repeat with a heal for 33% of the mana spent. |
BST CLR DRU PAL RNG SHM |
| Empower | Adds 40% plus 20% per additional non-hybrid casting class to Damage effects at the cost of 40% more mana.
Adds 20% plus 10% per additional non-hybrid casting class to Healing effects at the cost of 20% more mana. |
CLR DRU ENC MAG NEC SHM WIZ |
| Inversion | Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost. | BRD BST PAL CLR DRU ENC MAG NEC RNG SHD SHM WIZ |
| Inviolable | Cast spells are uninterruptible at the cost of 100% more mana and the same amount as endurance. | BRD WIZ |
| Over Channel | Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance. | BRD BST PAL CLR DRU ENC MAG NEC RNG SHD SHM WIZ |
| Recovery | You regenerate mana twice as fast and spells have a 5% reduced mana cost. Out of combat regen bonus is not affected. | BRD BST PAL CLR DRU ENC MAG NEC RNG SHD SHM WIZ |
| Spellblade | Treats the first spell-gem slot as a proc that consumes both mana and endurance on activation.
40% of the spells mana cost is paid as mana and 20% as endurance. The spell must have a reuse time less than or equal to its cast time. |
BST PAL RNG SHD |
| Unyielding | Health regen excluding out of combat bonus regen is doubled, with a 25% resistance increase to loss of control from fear, mez, and charm. There is no mana cost to upkeep this stance. | BER MNK ROG WAR |
Invocations by Class
| Invocation | BER | BRD | BST | CLR | DRU | ENC | MAG | MNK | NEC | PAL | RNG | ROG | SHD | SHM | WAR | WIZ |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Arcane Mastery | O | O | O | O | O | |||||||||||
| Divine | O | O | O | O | O | O | ||||||||||
| Empowering | O | O | O | O | O | O | O | |||||||||
| Inviolable | O | O | ||||||||||||||
| Inversion | O | O | O | O | O | O | O | O | O | O | O | O | ||||
| Over Channel | O | O | O | O | O | O | O | O | O | O | O | O | ||||
| Recovery | O | O | O | O | O | O | O | O | O | O | O | O | ||||
| Spellblade | O | O | O | O | ||||||||||||
| Unyielding | O | O | O | O |
Pure Melee
| Name | Description |
|---|---|
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| Name | Description |
|---|---|
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| Name | Description |
|---|---|
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| Name | Description |
|---|---|
| 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. |
| 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. |
| 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. |
| 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. |
Hybrids
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.
| Name | Description |
|---|---|
| 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. |
| 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. |
| 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. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost. Out of combat regen bonus is not affected. |
| Inversion Invocation | Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost. |
| Over Channel Invocation | Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance. |
| Inviolable Invocation | Cast spells are uninterruptible at the cost of 100% more mana and the same amount as endurance. |
| Name | Description |
|---|---|
| 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. |
| 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. |
| 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. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost. Out of combat regen bonus is not affected. |
| Inversion Invocation | Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost. |
| Over Channel Invocation | Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance. |
| Spellblade Invocation | Treats the first spell-gem slot as a proc that consumes both mana and endurance on activation.
40% of the spells mana cost is paid as mana and 20% as endurance. The spell must have a reuse time less than or equal to its cast time. |
| Name | Description |
|---|---|
| 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. |
| 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. |
| 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. |
| 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. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost. Out of combat regen bonus is not affected. |
| Inversion Invocation | Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost. |
| Over Channel Invocation | Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance. |
| Spellblade Invocation | Treats the first spell-gem slot as a proc that consumes both mana and endurance on activation.
40% of the spells mana cost is paid as mana and 20% as endurance. The spell must have a reuse time less than or equal to its cast time. |
| Divine Invocation | Spending mana will heal the group member with the lowest hp percentage by that amount.
For every additional wisdom class, this will repeat with a heal for 33% of the mana spent. |
| Name | Description |
|---|---|
| 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. |
| 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. |
| 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. |
| 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. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost. Out of combat regen bonus is not affected. |
| Inversion Invocation | Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost. |
| Over Channel Invocation | Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance. |
| Spellblade Invocation | Treats the first spell-gem slot as a proc that consumes both mana and endurance on activation.
40% of the spells mana cost is paid as mana and 20% as endurance. The spell must have a reuse time less than or equal to its cast time. |
| Divine Invocation | Spending mana will heal the group member with the lowest hp percentage by that amount.
For every additional wisdom class, this will repeat with a heal for 33% of the mana spent. |
| Name | Description |
|---|---|
| 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. |
| 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. |
| 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. |
| 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. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost. Out of combat regen bonus is not affected. |
| Inversion Invocation | Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost. |
| Over Channel Invocation | Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance. |
| Spellblade Invocation | Treats the first spell-gem slot as a proc that consumes both mana and endurance on activation.
40% of the spells mana cost is paid as mana and 20% as endurance. The spell must have a reuse time less than or equal to its cast time. |
Priests
| Name | Description |
|---|---|
| Channeler Stance | All incoming damage is reduced by 40% and your chance to successfully channel is increased. Half of the mitigated damage is charged to both mana and endurance, with a reduction based on your strategy skill. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost. Out of combat regen bonus is not affected. |
| Inversion Invocation | Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost. |
| Over Channel Invocation | Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance. |
| Divine Invocation | Spending mana will heal the group member with the lowest hp percentage by that amount.
For every additional wisdom class, this will repeat with a heal for 33% of the mana spent. |
| Empowering Invocation | Adds 40% plus 20% per additional non-hybrid casting class to Damage effects at the cost of 40% more mana.
Adds 20% plus 10% per additional non-hybrid casting class to Healing effects at the cost of 20% more mana. |
| Name | Description |
|---|---|
| Channeler Stance | All incoming damage is reduced by 40% and your chance to successfully channel is increased. Half of the mitigated damage is charged to both mana and endurance, with a reduction based on your strategy skill. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost. Out of combat regen bonus is not affected. |
| Inversion Invocation | Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost. |
| Over Channel Invocation | Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance. |
| Divine Invocation | Spending mana will heal the group member with the lowest hp percentage by that amount.
For every additional wisdom class, this will repeat with a heal for 33% of the mana spent. |
| Empowering Invocation | Adds 40% plus 20% per additional non-hybrid casting class to Damage effects at the cost of 40% more mana.
Adds 20% plus 10% per additional non-hybrid casting class to Healing effects at the cost of 20% more mana. |
| Name | Description |
|---|---|
| Channeler Stance | All incoming damage is reduced by 40% and your chance to successfully channel is increased. Half of the mitigated damage is charged to both mana and endurance, with a reduction based on your strategy skill. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost. Out of combat regen bonus is not affected. |
| Inversion Invocation | Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost. |
| Over Channel Invocation | Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance. |
| Divine Invocation | Spending mana will heal the group member with the lowest hp percentage by that amount.
For every additional wisdom class, this will repeat with a heal for 33% of the mana spent. |
| Empowering Invocation | Adds 40% plus 20% per additional non-hybrid casting class to Damage effects at the cost of 40% more mana.
Adds 20% plus 10% per additional non-hybrid casting class to Healing effects at the cost of 20% more mana. |
Pure Casters
| Name | Description |
|---|---|
| Channeler Stance | All incoming damage is reduced by 40% and your chance to successfully channel is increased. Half of the mitigated damage is charged to both mana and endurance, with a reduction based on your strategy skill. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost. Out of combat regen bonus is not affected. |
| Inversion Invocation | Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost. |
| Over Channel Invocation | Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance. |
| Empowering Invocation | Adds 40% plus 20% per additional non-hybrid casting class to Damage effects at the cost of 40% more mana.
Adds 20% plus 10% per additional non-hybrid casting class to Healing effects at the cost of 20% more mana. |
| Name | Description |
|---|---|
| Channeler Stance | All incoming damage is reduced by 40% and your chance to successfully channel is increased. Half of the mitigated damage is charged to both mana and endurance, with a reduction based on your strategy skill. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost. Out of combat regen bonus is not affected. |
| Inversion Invocation | Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost. |
| Over Channel Invocation | Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance. |
| Inviolable Invocation | Cast spells are uninterruptible at the cost of 100% more mana and the same amount as endurance. |
| Empowering Invocation | Adds 40% plus 20% per additional non-hybrid casting class to Damage effects at the cost of 40% more mana.
Adds 20% plus 10% per additional non-hybrid casting class to Healing effects at the cost of 20% more mana. |
| Name | Description |
|---|---|
| Channeler Stance | All incoming damage is reduced by 40% and your chance to successfully channel is increased. Half of the mitigated damage is charged to both mana and endurance, with a reduction based on your strategy skill. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost. Out of combat regen bonus is not affected. |
| Inversion Invocation | Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost. |
| Overchannel Invocation | Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance. |
| Empowering Invocation | Adds 40% plus 20% per additional non-hybrid casting class to Damage effects at the cost of 40% more mana.
Adds 20% plus 10% per additional non-hybrid casting class to Healing effects at the cost of 20% more mana. |
| Name | Description |
|---|---|
| Channeler Stance | All incoming damage is reduced by 40% and your chance to successfully channel is increased. Half of the mitigated damage is charged to both mana and endurance, with a reduction based on your strategy skill. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost. Out of combat regen bonus is not affected. |
| Inversion Invocation | Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost. |
| Over Channel Invocation | Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance. |
| Empowering Invocation | Adds 40% plus 20% per additional non-hybrid casting class to Damage effects at the cost of 40% more mana.
Adds 20% plus 10% per additional non-hybrid casting class to Healing effects at the cost of 20% more mana. |