Stances and Invocations are toggleable combat states that reshape how you fight, a melee stance for your body, an invocation for your spellcasting. The trick that makes them deep: because you play a fused trio, you can run one of each at the same time.
Both are level-0, toggleable abilities: you switch one on and it stays on until you switch it off (or run out of the resource that fuels it). A stance is the melee/defensive mode your body is in; an invocation is the caster equivalent, a permanent modifier on how your spells behave. You can only have one melee stance active at a time, but an invocation runs in tandem with it.
Melee and hybrid classes pick a stance that trades offense, defense, and endurance. You can run exactly one at a time. Pure-melee classes get the widest menu (balanced, offensive, striker, evasive, ranged); hybrids get a mix, and casters get a channeler stance.
Casting classes toggle an invocation that reshapes their spellcasting, faster casts, cheaper mana, group healing, or turning spells into weapon procs. Which invocations you get is tied to your Intelligence or Wisdom classes.
| Stance | Effect |
|---|---|
| Balanced | Reduces incoming damage ~10%, +10% hit chance, and doubles endurance regen, at no endurance cost. The safe default. |
| Offensive | Roughly doubles your outgoing damage and +25% hit chance, but burns endurance as you deal damage. All gas. |
| Defensive | Heavy damage mitigation (large cut to physical, some to magic). The tank's survival mode. |
| Striker / Evasive / Ranged | Further pure-melee options tuned for crit pressure, avoidance, or bow play, so you can shape your role on the fly. |
| Channeler | The caster-side melee stance, for classes built around spellcasting rather than swinging. |
Stance names and exact numbers are community-sourced and still being tuned, so confirm the current values in-game.
Invocations are the caster's toggle. Several of them scale with how many casting classes you've fused, which is where the trio system rewards leaning into your archetype.
| Invocation | Effect |
|---|---|
| Arcane Mastery | Cuts spell cast and recovery time by ~20%, plus another ~10% for each additional Intelligence class in your trio. |
| Divine | Whenever you spend mana, it heals the lowest-health group member by that amount, turning your casting into passive group sustain. |
| Overchannel | Lowers your targets' spell resistance (a large flat cut, deepening per non-hybrid caster class), so more of your spells land. |
| Spell Blade | Fires a chosen spell from your melee attacks, stripping its cast time but locking out your other spells for that duration. The signature hybrid toy. |
| Recover | Roughly doubles mana regeneration and shaves a little off spell costs, the sustain option for long fights. |
Invocation names and numbers are community-sourced and evolving; confirm in-game.
Here's the payoff. Invocations run in tandem with a melee stance, so a fused hybrid can be in an Offensive stance and a caster invocation at the same time, hitting like a melee while your spells still get the invocation's boost. A Shadow Knight / Cleric / Monk, for example, can swing in Offensive stance while Spell Blade turns a slow, high-impact spell into an instant on-hit proc.
Press Alt+C to open the discipline window, where your available stances and invocations live. Toggle one on and it stays on.
Buttons dragged off the discipline window vanish when you log out. For a permanent hotbutton, make a macro with /disc discname, e.g. /disc defensive. Invocations can be toggled with a /doability macro.
Aggressive stances drain endurance as you fight, and a stance ends if the resource runs dry. Keep an eye on the bar in long fights and drop to a cheaper stance when you need to.
Stance and invocation mechanics are sourced from the community EverQuest Legends wiki (eqlwiki.com) and early developer coverage; the game is new and being tuned, so treat names and numbers as a strong guide and confirm in-game.