Combat Systems

Stances & Invocations

Stances enhance your melee, Invocations enhance your spellcasting, and because you play a fused trio you can run one Stance and one Invocation at the same time. Every trio favors them differently, so the real skill is knowing what each situation calls for. Do not be afraid to experiment.

9 + 9
Stances and invocations
1 + 1
One of each at once
Dance
Swap mid-fight for resources
END / MANA
What fuels them
The basics

What stances and invocations are

Both are toggleable combat states: switch one on and it stays on until you switch it off or run out of the resource that fuels it. A Stance is your melee mode, offense, defense, and endurance traded against each other. An Invocation is your casting mode, reshaping how your spells behave. You hold one Stance and one Invocation together, which is what makes the system deep on a fused trio.

Stances

Your melee mode

A Stance trades offense, defense, hit chance, and endurance. You run exactly one at a time, and switching is instant, so you pick the Stance the moment calls for: a defensive one for a scary hit, an offensive one to burn the boss down.

Invocations

Your caster mode

An Invocation reshapes your spellcasting: faster casts, cheaper mana, group healing, better resists, or turning spells into procs. Several scale with how many Intelligence or Wisdom classes you have fused, so they reward leaning into your archetype.

Melee stances

Every stance and when to use it

StanceWhat it doesBest used
BalancedReduces incoming damage by 10% and doubles endurance regeneration, at no endurance cost.The recovery stance. Trios stance dance into Balanced during boss fights so they never run out of endurance.
BerserkerDoubles attack speed and combat-skill recharge, and raises hit chance and combat-skill damage by 25%. You take a little self-damage (about 8.3%).Big melee burst, but endurance-hungry and it locks you out of Channeler, Defensive, Evasive, and Mage Hunter. Easier to run with gear and AAs.
ChannelerReduces all incoming damage by 40% and makes casts easier to finish, with a very slight mana and endurance drain.A strong all-round defensive stance for most raid bosses. If the NPC has no mana to nuke you, Defensive is usually better.
DefensiveReduces incoming melee damage by 50% and incoming magic damage by 20%. Drains some endurance.Your stance for melee-heavy bosses.
Evasive95% chance to evade incoming attacks, but drains endurance very fast, especially when several NPCs are hitting you.Situational, and some builds use it far more than others. Quick tip: use Evasive on Eye of Veeshan.
Mage HunterReduces incoming magic damage by 50% and incoming melee damage by 20%. Drains some endurance.Your stance for spell-heavy bosses. Quick tip: open in Mage Hunter against a Shadow Knight to blunt Harm Touch.
OffensiveIncreases your melee damage by 100% and hit chance by 25%, with a modest endurance drain.Your everyday damage stance. You will live in it more and more as gear and AAs let you skip defensive stances.
RangedRemoves the minimum-distance rule on ranged weapon-skill abilities, grants 25% accuracy, and enables double and triple attack.Niche and mostly ignored right now, but worth experimenting with for a ranged build.
StrikerWeapon-skill abilities deal 3x damage, non-weapon-skill abilities deal 5x damage, and hit chance is increased by 25%. Spends endurance.Excellent for skills like Backstab. Find where the multiplier shines for your build.

Exact values are community-sourced and still being tuned. Treat them as a strong guide and confirm in-game.

Caster invocations

Every invocation and when to use it

Several invocations scale with how many casting classes you have fused, which is where the trio system rewards committing to an archetype.

InvocationWhat it doesBest used
Arcane MasteryReduces spell cast and recovery time by 20%, plus 10% more per Intelligence class, and cuts detrimental-spell mana cost by 10%, plus 5% more per Intelligence class.A strong general caster boost. Many pure-nuke builds prefer Inversion, so compare the two.
DivineSpending mana heals you or the lowest-HP group member for the mana spent. Each additional Wisdom class repeats the heal for 33% of the mana spent.Passive group sustain that scales with Wisdom classes.
EmpowerDamaging spells deal 20% more (plus 10% per extra non-hybrid caster) for 20% more mana. Healing spells heal 10% more (plus 5% per extra non-hybrid caster) for 10% more mana.Raw output when you can afford the extra mana and have caster classes to scale it.
InversionShifts two-thirds of cast time into global recovery, and turns 20% of the mana cost into half as much endurance. You cast very fast, pause briefly, then cast fast again.A favorite for nuking. Fast, rhythmic casting with a short beat in between.
InviolableYou can no longer be interrupted while casting, but spells cost 100% more mana plus the same amount in endurance.Rarely needed, but fun for things like casting Feign Death on the run.
Over ChannelImproves your spells' resist check by 150, plus 15 more per non-hybrid caster, at a cost of 10% of the spell's mana as endurance.Great for landing an opening slow on a raid boss, a charm as an Enchanter, and more. Quick tip: once your spells reach about +5 it matters much less.
RecoveryDoubles in-combat mana regeneration and reduces spell mana cost by 5%. It does not affect out-of-combat regen.The sustain option. Stance dance into it during boss fights to keep mana up for heals, slows, and DoTs.
SpellbladeTurns your first spell-gem slot into a proc that consumes 40% mana and 20% endurance when it triggers. The spell's reuse time must be equal to or less than its cast time.Underwhelming for some since it fires infrequently, but it has its niche. Test it for your build.
UnyieldingDoubles health regeneration and grants 25% resistance to fear, mez, and charm.The default for most melee builds.

Exact values are community-sourced and evolving. Confirm the current numbers in-game.

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The core raid skill

Stance dancing and running one of each

Because you hold a Stance and an Invocation together, and can swap either instantly, a boss fight becomes a dance. You slide into Balanced to rebuild endurance or Recovery to rebuild mana, then jump back to your offensive setup once the tank is safe. Learning that rhythm for your trio is what separates a smooth kill from running dry at the worst moment.

Stance for the moment, invocation for the plan

Swap your Stance situationally: Defensive or Mage Hunter for a dangerous phase, Offensive or Berserker to burn. Meanwhile your Invocation stays set to the role your trio is built around, so you are working two independent dials on one character.

Match the invocation to your classes

Because Arcane Mastery, Divine, Empower, and Over Channel all scale per Intelligence, Wisdom, or non-hybrid caster class, doubling down on an archetype makes them noticeably stronger than a single-caster splash would. Build the trio and the invocation together.

Every trio favors these differently, so the best way to learn is to play with them. Experiment, watch your endurance and mana, and keep the pairs that work.

Using them

How to activate stances and invocations

Open the window

Alt + C

Press Alt+C to open the discipline window, where your available stances and invocations live. Toggle one on and it stays on until you turn it off.

Make a permanent button

Macro it

Buttons dragged off the discipline window vanish when you log out. For a permanent hotbutton, make a macro with /disc discname, for example /disc defensive. Invocations can be toggled with a /doability macro.

Mind your resources

They cost END and mana

Aggressive stances drain endurance and several invocations nibble mana or endurance. A toggle drops if its resource runs dry, so watch the bars in long fights and dance to a cheaper option when you need to.

Common questions

Stances & invocations FAQ

Can you use a stance and an invocation at the same time?

Yes. You run exactly one stance and one invocation together, so a fused trio can sit in an offensive stance while an invocation like Inversion or Recovery keeps working. Set the pair for the situation, then swap either dial as the fight changes.

What is stance dancing?

Swapping stances and invocations mid-fight to manage resources and threats. You drop into Balanced to rebuild endurance or into Recovery to rebuild mana, then switch back to your offensive setup. It is a core raid skill, and how much you do it depends on your trio.

Which stance should I use on a caster boss versus a melee boss?

Mage Hunter cuts incoming magic damage by 50% for spell-heavy bosses, Defensive cuts incoming melee damage by 50% for melee-heavy bosses, and Channeler is a strong 40% all-round cut when a boss can hit you both ways. If a boss has no mana to nuke with, Defensive usually beats Channeler.

Do stances and invocations cost resources?

Yes. Aggressive stances drain endurance and several invocations nibble mana or endurance. If the resource runs out the toggle drops, which is why sustain options like the Balanced stance and the Recovery invocation matter during long boss fights.

Which invocation is best for nuking?

Many players favor Inversion for its fast, rhythmic casting, with Arcane Mastery a close second, especially if you stack Intelligence classes. There is no single right answer, so experiment to see what your trio likes best.

Keep going

Where to next

Stance and invocation mechanics are drawn from the community EverQuest Legends wiki (eqlwiki.com) and player testing. The game is new and being tuned, so treat names and numbers as a strong guide and confirm in-game.