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Beastlord

Beastlords are the masters of raw nature, who focus this energy into themselves and their warder pets. Beastlords are primarily a melee class, with the ability to wear leather armor and wield blunt weapons, or use their bare hands to attack. Beastlords prepare for battle by calling on their animal warder and increasing the creature's natural abilities with spells. Beastlords share every battle with their warders, fighting along side these fierce companions or falling back to heal and aid. Beastlords also gain spells to slow or damage their opponents. Beastlords can heal and add to an ally's health and mana regeneration as well, making them a well-rounded ally in battle. Beastlords can adventure solo well in many places. They depend upon coordination with their warders and well planned spells to finish every fight, but they can also aid a group through their spells and melee abilities. The beastlord is a great class for players who like the option of solo melee fights, but want to be able to help in a group.

In EverQuest Legends every character combines three classes — Beastlord can be your primary (locked at level 11) or one of two swappable companion classes.

Skills by level (from the game client)

Level Skill Cap
1 1H Blunt 250
1 1H Piercing 250
1 2H Blunt 250
1 Abjuration 250
1 Alteration 250
1 Athletics 250
1 Channeling 200
1 Conjuration 250
1 Defense 220
1 Divination 250
1 Dual Wield 210
1 Evocation 250
1 Hand to Hand 250
1 Kick 225
1 Meditate 250
1 Offense 200
1 Strategy 250
1 Throwing 250
5 Dodge 230
20 Block 155
30 Riposte 105
General & tradeskills (15)
1 Alcohol Tolerance 275
1 Begging 250
1 Bind Wound 275
1 Fishing 200
1 Sense Heading 200
1 Swimming 250
1 Alchemy 300
1 Baking 300
1 Blacksmithing 300
1 Brewing 300
1 Fletching 300
1 Jewelry Making 300
1 Pottery 300
1 Tailoring 300
16 Tinkering 300

Stances

  • Balanced stance

    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.

    💬 You probably won't use this until you get a weapon with high base damage and then you'll see the offense and striking stances drain stamina fast. This is a good stance to sit in when you need to regain stamina during a long fight.

  • Offensive stance

    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.

    💬 The best stance for most cases when you're in melee. The 25% bonus to hit really helps you fight higher level mobs and double damage keeps you moving through all levels.

  • Evasive stance

    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.

    💬 This is your 'oh shit!' button when fights get too heavy for offensive stance. Just watch that stamina though. Once it runs out, so does your fun.

  • Recovery invocation

    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.

    💬 You don't need to switch to this invocation to get the regen when you're not in combat! It's just free passive regen!

  • Inversion invocation

    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.

    💬 The go-to for spellblade setup. You'll have less downtime if you kill enemies faster and spend more time with out of combat regen, so chain nuke them with inversion on!

  • Overchannel invocation

    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.

    💬 Nice if you're hitting a wisp or a higher level mob that's resisting your nukes and dots.

  • Spellblade invocation

    Treats the first spell-gem slot as a proc that consumes both mana and endurance on activation.
    40% of the spell's 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.

    💬 Put your best nuke into your first spell-gem slot. This is best when you're dual wielding with fast attack speed so you don't lose dps while casting spells. It's good to juggle this with Inversion invocation - when you've hit your procs and you know it'll be another minute before proc chance resets, or if you need to heal mid-fight, switch to inversion. This one's also good to throw on when you're in a long fight and you start running low on mana.

  • Divine invocation

    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.

    💬 This one is best in parties when you're the main healer, but it's also nice to pop on when you just respawned and you need to re-cast your buffs and summon your pets, it'll help you get back into the fight faster by healing you while you gear up.

Spells by level (76) Search Beastlord spells →

Level 1

Level 2

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Level 11

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Level 50