The Ascended
Martial, healing, mind control
Stances & Invocations
Stance
Offensive
Outgoing melee damage +100%, chance to hit +25%. Every point of bonus damage consumes equal endurance (reduced by Strategy skill). Below 25% endurance the hit bonus shrinks. Crit bonus damage costs no endurance.
Warrior, Paladin, Ranger, Shadow Knight, Monk, Bard, Rogue, Beastlord, Berserker
Evasive
95% chance to evade all incoming attacks. Every point evaded costs 2 endurance, reduced by Strategy skill. Evasion fails without endurance or while feigning death.
Ranger, Monk, Bard, Rogue, Beastlord
Invocation
Inversion
Shifts two-thirds of spell cast time into global recovery, and 20% of mana cost into half as much endurance cost.
Cleric, Paladin, Ranger, Shadow Knight, Druid, Bard, Shaman, Necromancer, Wizard, Magician, Enchanter, Beastlord
OverChannel
Cast spells get a −150 resist adjust plus another −15 per non-hybrid caster class, at 10% of the spell's mana cost in endurance.
Cleric, Paladin, Ranger, Shadow Knight, Druid, Bard, Shaman, Necromancer, Wizard, Magician, Enchanter, Beastlord
Key Abilities
Cleric
| # | Name | Note |
|---|---|---|
| 1 | Heals ABILITY | |
| 2 | HP/Symbol Buffs ABILITY | |
| 3 | Undead Nukes ABILITY |
Enchanter
| # | Name | Note |
|---|---|---|
| 1 | Slow/Debuffs ABILITY | |
| 2 | Haste/Mana Regen ABILITY | |
| 3 | Stuns ABILITY | |
| 4 | Charm ABILITY | |
| 5 | Mez/AOE Mez ABILITY |
Pros & Cons
- Control
- Sustain
- Pulling/Splitting
- No True Tank
- Moderate DPS