Stance System

EQL replaces classic disciplines with a modern stance system.

What Are Stances?

In classic EverQuest, classes had "Disciplines" — timed abilities with cooldowns. EQL replaces these entirely with Stances, persistent modes that change how your character fights. Stances have no cooldown to activate but cost endurance while active. Only one stance can be active at a time.

The Five Core Stances

StanceEffectAvailable ToBest For
BalancedPassive, no endurance cost. Standard melee.All classesDefault stance for most situations
Offensive+100% melee damage. Costs endurance.All melee classesBurst DPS phases. Charmed pet tanking.
Defensive50% damage reduction. Costs endurance.Warrior, Paladin, Shadow KnightTanking hard mobs and bosses
StrikerSkill attacks deal 5x damage. Costs endurance.Warrior, Monk, Rogue, BerserkerBurst damage with special attacks
BerserkerDoubles attack speed. Berserker only. Costs endurance.Berserker onlyExtreme DPS glass cannon. Haste multiplies.

Stance Strategy by Combo

David's Combo (Bard/Paladin/Enchanter)

Christy's Combo (Cleric/Necromancer/Wizard)

🔑 Strategy Skill

EQL adds a Strategy skill that improves stance efficiency. Leveling this skill reduces endurance cost of your active stance. Train it early.

Ranged Stance

Coming post-launch for Berserker, Rogue, and Ranger. Details TBD on implementation and availability.

Stance Macro

# Defensive
/alt act 1
/g Defensive — TANKING

# Offensive  
/alt act 2
/g Offensive — BURN MODE

# Balanced
/alt act 3
/g Balanced — DEFAULT

Note: The actual AA slot numbers (1, 2, 3) may vary. Check your AA window on your character after creation and adjust accordingly.

Key Takeaways