Stances & Invocations
EverQuest Legends introduces melee Stances and magic Invocations that consume 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
Except for Balanced Stance, all stances require endurance when their effect activates. This endurance cost is decreased by your Strategy skill.
| 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
Some Invocations give bonuses based on the type of caster classes you are using.
Intelligence Classes: ENC, MAG, NEC, WIZ
Wisdom Classes: CLR, DRU, SHM
Hybrid Classes: BST, BRD, RNG, PAL, SHD
| 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 20% plus 10% per additional non-hybrid casting class to Damage effects at the cost of 20% more mana.
Adds 10% plus 5% per additional non-hybrid casting class to Healing effects at the cost of 10% 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. While out of combat, the regeneration modifier of this invocation is active even if this invocation is not. |
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 | 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. |
| Berserker Stance | 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. |
| Mage Hunter Stance | 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. |
| 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. |
| 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. |
| 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. |
| Name | Description |
|---|---|
| Balanced Stance | 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| Name | Description |
|---|---|
| Balanced Stance | 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. |
| 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. |
| 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. |
| 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 | 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. |
| Defensive Stance | 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. |
| 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. |
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 | 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. |
| 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. |
| 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. |
| Inviolable Invocation | Cast spells are uninterruptible at the cost of 100% more mana and the same amount as endurance. |
| 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. |
| 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. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost.
Out of combat regen bonus is not affected. While out of combat, the regeneration modifier of this invocation is active even if this invocation is not. |
| Name | Description |
|---|---|
| Balanced Stance | 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost.
Out of combat regen bonus is not affected. While out of combat, the regeneration modifier of this invocation is active even if this invocation is not. |
| 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 | 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. |
| Defensive Stance | 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. |
| 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. |
| 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. |
| Mage Hunter Stance | 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. |
| 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. |
| 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. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost.
Out of combat regen bonus is not affected. While out of combat, the regeneration modifier of this invocation is active even if this invocation is not. |
| 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 | 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. While out of combat, the regeneration modifier of this invocation is active even if this invocation is not. |
| 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 |
|---|---|
| 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. |
| Balanced Stance | 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. |
| Defensive Stance | 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. |
| 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. |
| Mage Hunter Stance | 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. |
| 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. |
| 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. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost.
Out of combat regen bonus is not affected. While out of combat, the regeneration modifier of this invocation is active even if this invocation is not. |
| 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. |
| 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 20% plus 10% per additional non-hybrid casting class to Damage effects at the cost of 20% more mana.
Adds 10% plus 5% per additional non-hybrid casting class to Healing effects at the cost of 10% more mana. |
| 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. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost.
Out of combat regen bonus is not affected. While out of combat, the regeneration modifier of this invocation is active even if this invocation is not. |
| 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. |
| 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 20% plus 10% per additional non-hybrid casting class to Damage effects at the cost of 20% more mana.
Adds 10% plus 5% per additional non-hybrid casting class to Healing effects at the cost of 10% more mana. |
| 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. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost.
Out of combat regen bonus is not affected. While out of combat, the regeneration modifier of this invocation is active even if this invocation is not. |
| 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. |
| 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 20% plus 10% per additional non-hybrid casting class to Damage effects at the cost of 20% more mana.
Adds 10% plus 5% per additional non-hybrid casting class to Healing effects at the cost of 10% more mana. |
| 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. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost.
Out of combat regen bonus is not affected. While out of combat, the regeneration modifier of this invocation is active even if this invocation is not. |
Pure Casters
| Name | Description |
|---|---|
| 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. |
| 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. |
| Empowering Invocation | Adds 20% plus 10% per additional non-hybrid casting class to Damage effects at the cost of 20% more mana.
Adds 10% plus 5% per additional non-hybrid casting class to Healing effects at the cost of 10% more mana. |
| 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. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost.
Out of combat regen bonus is not affected. While out of combat, the regeneration modifier of this invocation is active even if this invocation is not. |
| Name | Description |
|---|---|
| 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. |
| 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. |
| Empowering Invocation | Adds 20% plus 10% per additional non-hybrid casting class to Damage effects at the cost of 20% more mana.
Adds 10% plus 5% per additional non-hybrid casting class to Healing effects at the cost of 10% more mana. |
| 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. |
| Inviolable Invocation | Cast spells are uninterruptible at the cost of 100% more mana and the same amount as endurance. |
| 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. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost.
Out of combat regen bonus is not affected. While out of combat, the regeneration modifier of this invocation is active even if this invocation is not. |
| Name | Description |
|---|---|
| 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. |
| 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. |
| Empowering Invocation | Adds 20% plus 10% per additional non-hybrid casting class to Damage effects at the cost of 20% more mana.
Adds 10% plus 5% per additional non-hybrid casting class to Healing effects at the cost of 10% more mana. |
| 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. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost.
Out of combat regen bonus is not affected. While out of combat, the regeneration modifier of this invocation is active even if this invocation is not. |
| Name | Description |
|---|---|
| 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. |
| 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. |
| Empowering Invocation | Adds 20% plus 10% per additional non-hybrid casting class to Damage effects at the cost of 20% more mana.
Adds 10% plus 5% per additional non-hybrid casting class to Healing effects at the cost of 10% more mana. |
| 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. |
| Recovery Invocation | You regenerate mana twice as fast and spells have a 5% reduced mana cost.
Out of combat regen bonus is not affected. While out of combat, the regeneration modifier of this invocation is active even if this invocation is not. |