Stances and invocations
Documented stance and invocation choices, their effects, and eligible classes.
18 results · page 1 of 1
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Skip result rows| Name | Type | Classes | Level |
|---|---|---|---|
| Arcane Mastery 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. |
Invocation | Enchanter, Magician, Necromancer, Shadow Knight, Wizard | 1 |
| Balanced 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. |
Stance | Bard, Beastlord, Berserker, Monk, Paladin, Ranger, Rogue, Shadow Knight, Warrior | 1 |
| Berserker 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. |
Stance | Berserker | 1 |
| Channeler 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. |
Stance | Cleric, Druid, Enchanter, Magician, Necromancer, Shaman, Wizard | 1 |
| Defensive 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. |
Stance | Paladin, Shadow Knight, Warrior | 1 |
| Divine 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. |
Invocation | Beastlord, Cleric, Druid, Paladin, Ranger, Shaman | 1 |
| Empower 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. |
Invocation | Cleric, Druid, Enchanter, Magician, Necromancer, Shaman, Wizard | 1 |
| Evasive 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. |
Stance | Bard, Beastlord, Monk, Ranger, Rogue | 1 |
| Inversion 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. |
Invocation | Bard, Beastlord, Cleric, Druid, Enchanter, Magician, Necromancer, Paladin, Ranger, Shadow Knight, Shaman, Wizard | 1 |
| Inviolable Inviolable
Cast spells are uninterruptible at the cost of 100% more mana and the same amount as endurance. |
Invocation | Bard, Wizard | 1 |
| Mage Hunter 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. |
Stance | Berserker, Paladin, Shadow Knight | 1 |
| Offensive 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. |
Stance | Bard, Beastlord, Berserker, Monk, Paladin, Ranger, Rogue, Shadow Knight, Warrior | 1 |
| Over Channel 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. |
Invocation | Bard, Beastlord, Cleric, Druid, Enchanter, Magician, Necromancer, Paladin, Ranger, Shadow Knight, Shaman, Wizard | 1 |
| Ranged 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. |
Stance | Berserker, Monk, Ranger, Rogue | 1 |
| Recovery 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. |
Invocation | Bard, Beastlord, Cleric, Druid, Enchanter, Magician, Necromancer, Paladin, Ranger, Shadow Knight, Shaman, Wizard | 1 |
| Spellblade 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. |
Invocation | Beastlord, Paladin, Ranger, Shadow Knight | 1 |
| Striker 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. |
Stance | Berserker, Monk, Rogue, Warrior | 1 |
| Unyielding 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. |
Invocation | Berserker, Monk, Rogue, Warrior | 1 |