Arcane Mastery
At-a-glance details
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.
Level-one stance and invocation choices, their effects, and eligible classes from EQL Wiki.
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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.
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.
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.
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.
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.
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.
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.
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.
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.
Cast spells are uninterruptible at the cost of 100% more mana and the same amount as endurance.
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.
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.
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.
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.
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.
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.
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.
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.