Template:SummonerRoles: Difference between revisions

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! colspan="4" |[[File:bladespirit1.png|link=]]<br />
! colspan="4" |[[File:bladespirit1.png|link=]]<br />
Blade Spirits<br />
Blade Spirits<br />
Cheap and Unfocused DPS
Mana-Efficient Melee With Reduced Aggro and Requiring 1 Control Slot
|-
|-
! Stats
! Stats
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|}
|}


* Blade Spirits are cheap, effective DPS summons that have Very High Dex
* Takes 1 Control Slot, but players may only have 1 Blade Spirits active at any time (Summoner's Tome experience gain rate is increased by 100% however)
* Has below-average Aggro compared to normal summons
* Their primary drawback is they cannot be given commands and therefore once cast, only have usefulness in the immediate area where summoned
* Their primary drawback is they cannot be given commands and therefore once cast, only have usefulness in the immediate area where summoned
* Blade Spirits are "non-hostile" to players and tamed creatures and will never attack them
* Blade Spirits are "non-hostile" to players and tamed creatures and will never attack them
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* In order to Release a Blade Spirit, players must cast Dispel on them or simply wait for summon duration to expire
* In order to Release a Blade Spirit, players must cast Dispel on them or simply wait for summon duration to expire
* Blade Spirits now gain all player-skill related bonuses (such as Herding Focused Aggression) that normal summons would receive (including bonuses from Aspect Gear/Mastery Chains)
* Blade Spirits now gain all player-skill related bonuses (such as Herding Focused Aggression) that normal summons would receive (including bonuses from Aspect Gear/Mastery Chains)
* Blade Spirits have boosted aggro (higher amounts than Patrol/Guarding/Attack mode-ordered tamed creatures)


{| class="wikitable"  
{| class="wikitable"  
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|-
|-
| 2
| 2
| Arrival Aura
| Dismissive
| +75% Dispel Resistance for 30 seconds when summoned
| Increases Mana Refunded from the Dispel spell to (90% * Follower's Health Remaining Percent) of initial mana spent
|-
|-
| 2
| 2
| Spirit Pact
| Spirit Pact
| +25% Base Summon Duration (including Summoning Spirit Stone usage)
| +10% Hit Points and Reduces Casting Time to 2.5 seconds
|-
|-
| 4
| 4
| Corporeal Tether
| Corporeal Tether
| +20% Hit Points
| +25% Hit Points
|-
|-
| 4
| 4
| Dismissive
| Hamstring
| +25% Dispel Resistance and refunds mana used for Dispel and Mass Dispel cast against creature
| 15% Chance on melee attack to Entangle target for 6 seconds (attack inflicts +50% Damage if target was already Entangled)
|-
|-
| 6
| 6
| Double-Edged
| Double-Edged
| 15% chance on receiving melee attack to inflict 100% of damage taken as Bleed damage over 15 seconds
| +10% Damage
|-
|-
| 6
| 6
| Hamstring
| Dancing Blades
| 15% Chance on melee attack to Entangle target for 10 seconds (attack inflicts +50% Damage if target was already Entangled)
| Has 15% chance on melee attack to increase Attack Speed by 10% for 30 seconds (cannot stack)
|-
|-
| 8
| 8
| Precision Cuts
| Precision Cuts
| +25% Damage for 60 seconds after summoning
| +10% Accuracy
|-
|-
| 8
| 8
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| 12
| 12
| Lightning Strikes
| Lightning Strikes
| +35% Attack Speed for 60 seconds after summoning
| +12.5% Attack Speed
|-
|-
| 12
| 12
| Razors
| Razors
| 20% chance on melee attack to inflict 100% additional damage as Bleed damage over 15 seconds
| 25% chance on melee attack to inflict 100% additional damage as Bleed damage over 15 seconds
|}
|}


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===Summon Creature===
===Summon Creature===
{| class="wikitable"  
{| class="wikitable"  
!colspan="3"|[[File:summoncreature.png|link=]]<br />
!colspan="2"|[[File:summoncreature.png|link=]]<br />
Summon Creature<br />
Summon Creature<br />
Cheap Aggro Management and Damage Soaking
Variable combat style based on creature summoned
|- style="vertical-align:top;"
|- style="vertical-align:top;"
|  
|  
* Aegis Mongbat
* Aegis Rat
* Aegis Rat
* Black Bear
* Black Bear
* Brown Bear
* Brown Bear
* Cave Bear
* Corpse Eater
* Corpse Eater
* Fire Ant
* Fire Salamander
* Firebat
* Firebat
* Flamehound
|  
|  
* Flamehound
* Giant Swamp Slug
* Grizzly Bear
* Grizzly Bear
* Monitor
* Monitor Hatchling
* Monitor Hatchling
* Muck
* Polar Bear
* Polar Bear
* Primordial
* Primordial Whelp
* Primordial Whelp
|
* Rock Guar
* Sand Crab
* Sand Crab
* Scorpion
* Searing Lizard
* Shallow Water
* Shallow Water
* Silverback
* Swamp Spider
* Winter Wolf
|}
|}


* Pool of creatures overhauled, and now contains the majority of all Tameable, One Control Slot creatures that exist in the 50-65 Taming skill range (no longer has sub-50 skill tamables or Two-Control Slot creatures)
* Summon Creature now operates as a spell players can cast to fill out their remaining Follower slot and have some additional damage soaking or aggro management from it


{| class="wikitable"  
{| class="wikitable"  
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|-
|-
| 2
| 2
| Arrival Aura
| Dismissive
| +75% Dispel Resistance for 30 seconds when summoned
| Increases Mana Refunded from the Dispel spell to (90% * Follower's Health Remaining Percent) of initial mana spent
|-
|-
| 2
| 2
| Spirit Pact
| Spirit Pact
| +25% Base Summon Duration (including Summoning Spirit Stone usage)
| +10% Hit Points and Reduces Casting Time to 2.5 seconds
|-
|-
| 4
| 4
| Corporeal Tether
| Corporeal Tether
| +20% Hit Points
| +25% Hit Points
|-
|-
| 4
| 4
| Tier 1 Creatures
| Tier 1 Creatures
| 25% chance creature summoned is Asp, Cave Bat, Aegis Slime, or Drake Whelp
| 25% chance creature summoned is Imp, Cave Bear, Jaguar, Searing Lizard
|-
|-
| 6
| 6
| Binding Ward
| Binding Ward
| +25% Hit Points and +25% Dispel Resistance
| +10% Damage Resistance
|-
|-
| 6
| 6
| Tier 2 Creatures
| Tier 2 Creatures
| 25% chance creature summoned is Devil Bat, Wolfhound, Blood Ape, or Dragon Whelp
| 25% chance creature summoned is Cave Bat, Minion, Trapdoor Spider, Drake Whelp
|-
|-
| 8
| 8
| Stampede
| Stampede
| Reduces Casting Time of Summon Creature spell to 2.5 seconds
| +15% Melee and Spell Damage
|-
|-
| 8
| 8
| Tier 3 Creatures
| Tier 3 Creatures
| 25% chance creature summoned is Husk Crab, Stinger, Vampire Bat, or Molten Mongbat
| 25% chance creature summoned is Searing Imp, Wolfhound, Dragon Whelp, Blood Ape
|-
|-
| 12
| 12
| Lifecycle
| Vitality
| Restores 8 Mana to caster on death (does not apply if creature is released)
| +33% Hit Points, +25 Armor, and +50 Magic Resist
|-
|-
| 12
| 12
| Tier 4 Creatures
| Tier 4 Creatures
| 25% chance creature summoned is Aegis Scorpion, Army Ant, Komodo, Rime Guar, or Snowdrift
| 25% chance creature summoned is Fire Minion, Vampire Bat, Skulker, Molten Mongbat
|}
|}


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! colspan="4"|[[File:summonairele1.png|link=]]<br />
! colspan="4"|[[File:summonairele1.png|link=]]<br />
Air Elemental<br />
Air Elemental<br />
Close-Range DPS
Mobile Melee with AoE Potential
|-
|-
! Stats
! Stats
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* Air Elementals are designed to deal large amounts of DPS up close and personal
* Air Elementals are designed to deal large amounts of DPS up close and personal
* Air Elementals have Very High Dex, Very High Wrestling, and have a chance to ignore the Armor of their enemies
* Air Elementals have very high Dex, very high Wrestling, and have a chance to ignore the Armor of their enemies
* Many of the Summoner's Tome Upgrades for Air Elementals are bonuses granted for making Melee Attacks reward aggressive playstyles
* Many of the Summoner's Tome Upgrades for Air Elementals are bonuses granted for making Melee Attacks reward aggressive playstyles
* Special Abilities:
* Special Abilities:
** Melee Attack has 33% Chance to Ignore Armor
** Updraft - Melee attacks have a 25% chance to inflict (DamageMax * 1.0) damage against an additional target within 2 tiles
** Prefers Melee Attacks over Spellcasting
** Charge - Teleports to a location up to 12 tiles away and inflicts (DamageMax * 0.75) damage against up to 3 targets within 1 tile (the first target hit also takes +50% damage)


{| class="wikitable"  
{| class="wikitable"  
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|-
|-
| 2
| 2
| Arrival Aura
| Dismissive
| +75% Dispel Resistance for 30 seconds when summoned
| Increases Mana Refunded from the Dispel spell to (90% * Follower's Health Remaining Percent) of initial mana spent
|-
|-
| 2
| 2
| Spirit Pact
| Spirit Pact
| +25% Base Summon Duration (including Summoning Spirit Stone usage)
| +10% Hit Points and Reduces Casting Time to 2.5 seconds
|-
|-
| 4
| 4
| Corporeal Tether
| Corporeal Tether
| +20% Hit Points
| +25% Hit Points
|-
|-
| 4
| 4
| Gust
| Gust
| +7.5% Damage
| +10% Accuracy and +10% Melee Damage for 5 seconds after using Charge
|-
|-
| 6
| 6
| Gale
| Gale
| Melee attack adds +1% Damage and Accuracy for 30 seconds (stackable and max +10%)
| Melee attacks add +4% Accuracy for 30 seconds (stackable and max +20%)
|-
|-
| 6
| 6
| Windshear
| Windshear
| 15% chance on melee attack to inflict 100% additional damage as Bleed damage over 15 seconds
| Charge ability now has 25% chance for each target hit to take (DamageMax * 1.0) damage as Bleed damage over 15 seconds
|-
|-
| 8
| 8
| Tempest
| Tempest
| Increases chance that melee attacks ignore armor to 66% and each melee attack increases Dispel Resistance by 10% for 30 seconds (stackable and max +50%)
| Melee attacks have 66% chance to ignore armor
|-
|-
| 8
| 8
| Cyclone
| Cyclone
| +15% Damage and gains the Charge ability
| Charge damage increased by 50% and ability cooldown reduced by 3 seconds
|-
|-
| 12
| 12
| Microburst
| Microburst
| Melee attack adds +2% Attack Speed for 30 seconds (stackable and max +20%)
| Melee attack adds +5% Attack Speed for 30 seconds (stackable and max +25%)
|-
|-
| 12
| 12
| Whirlwind
| Whirlwind
| Melee attack has 15% chance to hit 2 additional targets within 2 tiles of target
| Updraft ability chance increases to 50% and will now hit up to 2 targets within 2 tiles of target
|}
|}


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! colspan="4"|[[File:summonearthele1.png|link=]]<br />
! colspan="4"|[[File:summonearthele1.png|link=]]<br />
Earth Elemental<br />
Earth Elemental<br />
Melee Tank
Melee Tank with Bleed Resistance, Disease Resistance, and Slight Aggro Bonus
|-
|-
! Stats
! Stats
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|}
|}


* Earth Elementals function as tanks against Melee creatures, due to Very High Armor, High Wrestling, and High Hit Points
* Earth Elementals function as tanks against Melee creatures, due to very high Armor, high Wrestling, and high Hit Points
* Earth Elementals will become Rooted if they remain stationary for 10 seconds, which increases their Damage by +20% and makes them immune to any movement effects such as Knockback, Entangle, and Hinder
* Earth Elementals will become Rooted if they remain stationary for 10 seconds, which increases their Damage by +20% and makes them immune to any movement effects such as Knockback, Entangle, and Hinder
* Many of the Summoner's Tome Upgrades for Earth Elementals are geared towards survival, as they are the premier Physical Damage tank among summons
* Many of the Summoner's Tome Upgrades for Earth Elementals are geared towards survival, as they are the premier Physical Damage tank among summons
* Special Abilities:
* Special Abilities:
** Becomes Rooted if stationary for 10 seconds
** Rooted - Inflicts 50% of Melee Damage Taken on Attacker


{| class="wikitable"  
{| class="wikitable"  
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| 6
| 6
| Earthpull  
| Earthpull  
| Slightly increases Aggro and adds +5% Damage and Physical Damage Resistance for each aggressed creature within 4 tiles (stackable and max +20%)
| Adds +5% Damage and Physical Damage Resistance for each aggressed creature within 4 tiles (stackable and max +20%)
|-
|-
| 8
| 8
| Rooted
| Deep Roots
| +5% Damage Resistance and Rooted now inflicts 100% of Melee Damage taken onto attacker
| +5% Damage Resistance and Rooted now inflicts 100% of Melee Damage taken onto attacker
|-
|-
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| 12
| 12
| Purge Impurities
| Purge Impurities
| +33% Poison Resistance and restores 5% of Hit Points when below 66% Health (has 15 second cooldown)15% Damage and melee attacks will remove Bleed effects
| +33% Poison Resistance and restores 5% of Hit Points when below 66% Health (has 15 second cooldown)
|}
|}


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! colspan="4"|[[File:summonfireele1.png|link=]]<br />
! colspan="4"|[[File:summonfireele1.png|link=]]<br />
Fire Elemental<br />
Fire Elemental<br />
Vulnerable, Spell-Based DPS
High-Powered Ranged Spellcaster
|-
|-
! Stats
! Stats
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* A good number of the Summoner's Tome Upgrades for Fire Elementals offer increased Damage, but at an offsetting cost, or are designed around the concept that Fire Elementals are expected to have a fairly short lifespan (and go out with a bang)
* A good number of the Summoner's Tome Upgrades for Fire Elementals offer increased Damage, but at an offsetting cost, or are designed around the concept that Fire Elementals are expected to have a fairly short lifespan (and go out with a bang)
* Special Abilities:
* Special Abilities:
** Has 15% Fireblast Chance on Spellcast
** Epic Barrage - Fires projectiles at a target up to 12 tiles away, inflicting 3 hits each dealing (SpellDamageMax * 0.5) damage that ignores armor to target
** Prefers Spellcasting over Melee Attacks
** Prefers Spellcasting over Melee Attacks


Line 512: Line 495:
| 4
| 4
| Scorched Earth
| Scorched Earth
| On each Autodispel attempt against creature, dispelling creature takes 100 Damage (amount is increased by damage bonuses)
| Spells have a 33% chance to ignore target's magic resist
|-
|-
| 6
| 6
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| 6
| 6
| Wildfire  
| Wildfire  
| Spells have 15% chance to inflict an additional (SpellDamageMax * 1.0) damage on the target
| Spells have 15% chance to inflict an additional (SpellDamageMax * 1.0) damage that ignores armor on the target
|-
|-
| 8
| 8
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| 8
| 8
| Glass Cannon
| Glass Cannon
| -20% Hit Points and +25% Spell Damage  
| -33% Hit Points and +25% Spell Damage  
|-
|-
| 12
| 12
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| 12
| 12
| Burning at Both Ends
| Burning at Both Ends
| +35% Spell Damage but takes 10 damage every 15 seconds while above 25% Hit Points  
| +35% Spell Damage but takes 10 damage every 15 seconds while above 25% Hit Points
|}
|}


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! colspan="4"|[[File:summonwaterele1.png|link=]]<br />
! colspan="4"|[[File:summonwaterele1.png|link=]]<br />
Water Elemental<br />
Water Elemental<br />
Spell and Ability Tank
Close-Range Spellcaster Tank with Poison Resistance, Magic Defense, and Slight Aggro Bonus
|-
|-
! Stats
! Stats
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* Many of the Summoner's Tome Upgrades for Water Elementals revolve around survival against Spellcasters and mitigating non-standard damage types (Abilities / Poison / Disease)
* Many of the Summoner's Tome Upgrades for Water Elementals revolve around survival against Spellcasters and mitigating non-standard damage types (Abilities / Poison / Disease)
* Special Abilities:
* Special Abilities:
** Takes -33% Damage From Direct Damage Abilities
** Reflect - Has 15% chance to Reflect Spells
** Prefers Spellcasting over Melee Attacks
** Prefers Spellcasting over Melee Attacks


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|-
|-
| 2
| 2
| Arrival Aura
| Dismissive
| +75% Dispel Resistance for 30 seconds when summoned
| Increases Mana Refunded from the Dispel spell to (90% * Follower's Health Remaining Percent) of initial mana spent
|-
|-
| 2
| 2
| Spirit Pact
| Spirit Pact
| +25% Base Summon Duration (including Summoning Spirit Stone usage)
| +10% Hit Points and Reduces Casting Time to 2.5 seconds
|-
|-
| 4
| 4
| Corporeal Tether
| Corporeal Tether
| +20% Hit Points
| +25% Hit Points
|-
|-
| 4
| 4
| Eldritch Essence
| Eldritch Essence
| +10% Eval Int and +20% Magic Resist
| +10% Spell Damage
|-
|-
| 6
| 6
| Deep Water
| Deep Water
| +25% Hit Points and +25% Dispel Resistance
| Restores 5% of Hit Points when above 66% Health (has 15 second cooldown)
|-
|-
| 6
| 6
| Spell Siren
| Spell Siren
| Greatly increases Aggro and adds +5% Damage and Magical Damage Resistance for each aggressor creature within 8 tiles (stackable and max +20%)
| Adds +5% Damage and Magical Damage Resistance for each aggressed creature within 8 tiles (stackable and max +20%)
|-
|-
| 8
| 8
| Stagnant
| Stagnant
| Spells have 15% chance to inflict Deadly Poison
| Spells have 20% chance to reduce target's Poison Resistance by 20% for 30 seconds (stackable) and inflict Greater Poison
|-
|-
| 8
| 8
| Ebb and Flow
| Ebb and Flow
| Increases Damage Reduction from Direct Damage Abilities to 66%
| Alternates every 30 seconds between providing +5% Damage Resistance (Ebb) and providing +20% Damage Resistance (Flow)
|-
|-
| 12
| 12
| Reflecting Pool
| Reflecting Pool
| 20% Chance to Reflect Spells
| +20% Chance to Reflect Spells
|-
|-
| 12
| 12
| Purification  
| Purification  
| +40 Dispel Resistance, increases Poison Resistance to 95%, and automatically removes Disease
| +33% Special Resistance and restores 5% of Hit Points when below 66% Health (has 15 second cooldown)
|}
|}


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! colspan="4"|[[File:summondaemon1.png|link=]]<br />
! colspan="4"|[[File:summondaemon1.png|link=]]<br />
Daemon<br />
Daemon<br />
Volatile DPS
Close-Range Hybrid Melee/Spellcaster that increases in power with time
|-
|-
! Stats
! Stats
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* Summoner's Tome Upgrades for Daemons often revolve around taking damage and increasing DPS from it
* Summoner's Tome Upgrades for Daemons often revolve around taking damage and increasing DPS from it
* Special Abilities:
* Special Abilities:
** Damage is Increased by .5% of Missing Health %
** Fury - +5% Damage for every 30 seconds alive (stackable and max +25%)


{| class="wikitable"  
{| class="wikitable"  
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|-
|-
| 2
| 2
| Arrival Aura
| Dismissive
| +75% Dispel Resistance for 30 seconds when summoned
| Increases Mana Refunded from the Dispel spell to (90% * Follower's Health Remaining Percent) of initial mana spent
|-
|-
| 2
| 2
| Spirit Pact
| Spirit Pact
| +25% Base Summon Duration (including Summoning Spirit Stone usage)
| +10% Hit Points and Reduces Casting Time to 2.5 seconds
|-
|-
| 4
| 4
| Corporeal Tether
| Corporeal Tether
| +20% Hit Points
| +25% Hit Points
|-
|-
| 4
| 4
| Fiery Temper
| Fiery Temper
| Has 25% chance on melee attack or spellcast to add +5% Charged Spell Chance and Dispel Resistance for 30 seconds (stackable and max +25%)
| +5% Attack Speed
|-
|-
| 6
| 6
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| 6
| 6
| Sadistic Rage
| Sadistic Rage
| Has 15% chance on Damage Taken to increase Damage by 15% for 30 seconds
| Has 15% chance on melee attack or spellcast to increase Damage by 15% for 30 seconds (cannot stack)
|-
|-
| 8
| 8
| Greater Daemon
| Greater Daemon
| +35% Hit Points and +35% Dispel Resistance
| +25% Hit Points, +33% Poison Resistance, and +33% Special Resistance
|-
|-
| 8
| 8
| Vengeance  
| Vengeance  
| Increases damage bonus for missing Health to 1% per missing Health %
| Damage is Increased by (Missing Health Percent * 50%)
|-
|-
| 12
| 12
| Daemonic Frenzy
| Daemonic Frenzy
| Has 25% chance on melee attack to increase Attack Speed by 25% for 30 seconds
| Has 15% chance on melee attack or spellcast to increase Attack Speed by 20% for 30 seconds (cannot stack)
|-
|-
| 12
| 12
| Growing Fury
| Growing Fury
| +5% Damage for every 30 seconds alive (stackable and max +50%)
| Increases Fury ability damage bonus max to +75%
|}
|}


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! colspan="4"|[[File:summonev1.png|link=]]<br />
! colspan="4"|[[File:summonev1.png|link=]]<br />
Energy Vortex<br />
Energy Vortex<br />
Sturdy, Unfocused DPS
Berserk Melee that has player-caster synergy and burst potential
|-
|-
! Stats
! Stats
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|}
|}


* Energy Vortexes are both sturdy and deal a very large amount of DPS due to Very High Dex, High Damage, and High Wrestling
* Energy Vortexes are both sturdy and deal a very large amount of DPS due to very high Dex, high Damage, and high Wrestling
* Similar to Blade Spirits, their primary drawback is they cannot be given commands and therefore once cast, only have usefulness in the immediate area where summoned
* Similar to Blade Spirits, their primary drawback is they cannot be given commands and therefore once cast, only have usefulness in the immediate area where summoned
* Several Summoner's Tome Upgrades for Energy Vortexes are based on the concept of "Linking" with the player caster: as the player caster spends mana, the Energy Vortex is themselves buffed and becomes more powerful for a short duration
* Several Summoner's Tome Upgrades for Energy Vortexes are based on the concept of "Linking" with the player caster: as the player caster spends mana, the Energy Vortex is themselves buffed and becomes more powerful for a short duration
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* Energy Vortexes now gain all player-skill related bonuses (such as Herding Focused Aggression) that normal summons would receive (including bonuses from Aspect Gear/Mastery Chains)
* Energy Vortexes now gain all player-skill related bonuses (such as Herding Focused Aggression) that normal summons would receive (including bonuses from Aspect Gear/Mastery Chains)
* Energy Vortexes have boosted aggro (higher amounts than Patrol/Guarding/Attack mode-ordered tamed creatures)
* Energy Vortexes have boosted aggro (higher amounts than Patrol/Guarding/Attack mode-ordered tamed creatures)
* Special Abilities:
** Discharge - Every 25th melee attack made will inflict (DamageMax * 10) damage on target


{| class="wikitable"  
{| class="wikitable"  
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|-
|-
| 2
| 2
| Arrival Aura
| Dismissive
| +75% Dispel Resistance for 30 seconds when summoned
| Increases Mana Refunded from the Dispel spell to (90% * Follower's Health Remaining Percent) of initial mana spent
|-
|-
| 2
| 2
| Spirit Pact
| Spirit Pact
| +25% Base Summon Duration (including Summoning Spirit Stone usage)
| +10% Hit Points and Reduces Casting Time to 2.5 seconds
|-
|-
| 4
| 4
| Corporeal Tether
| Corporeal Tether
| +20% Hit Points
| +25% Hit Points
|-
|-
| 4
| 4
| Dismissive
| Kinetic
| +25% Dispel Resistance and refunds mana used for Dispel and Mass Dispel cast against creature
| +5% Accuracy and +5% Attack Speed
|-
|-
| 6
| 6
| Ethereal  
| Ethereal  
| Each mana spent by caster increases Attack Speed and Accuracy by 0.1% for 30 seconds (stackable and max +10%)
| Each mana spent by caster adds a 0.5% chance for 30 seconds that any melee attack will ignore armor (stackable and max 50% chance)
|-
|-
| 6
| 6
| Abyssal Essence
| Abyssal Essence
| Autodispel cannot reduce hit points to lower than 25%
| Discharge ability will now activate after every 20th melee hit made
|-
|-
| 8
| 8
| Void Strikes
| Void Strikes
| Each mana spent by caster adds a 0.5% chance for 30 seconds that any melee attack will ignore armor (stackable and max 50% chance)
| Each mana spent by caster increases Attack Speed and Accuracy by 0.1% for 30 seconds (stackable and max +10%)
|-
|-
| 8
| 8
| Feedback
| Feedback
| Melee attacks now harvest 1 mana that are restored to the caster upon death, dispel, or summon expiration (max 25 mana restored)
| Discharge ability will now restore 25% Hit Points when activated
|-
|-
| 12
| 12
| Conduit  
| Conduit  
| Each mana spent by caster increases Damage by 0.35% for 30 seconds (stackable and max +35%)
| Each mana spent by caster increases Melee Damage by 0.35% for 30 seconds (stackable and max +35%)
|-
|-
| 12
| 12
| Energy Surge
| Energy Surge
| Melee attacks also inflict 33% of damage to a random enemy within 4 tiles
| Discharge ability will now inflict (DamageMax * 15) damage
|}
|}

Revision as of 13:38, 6 May 2021

Blade Spirits


Blade Spirits
Mana-Efficient Melee With Reduced Aggro and Requiring 1 Control Slot

Stats 100 Spirit Speaking 120 Spirit Speaking 120 Spirit Speaking & Tier 13 Eldritch
Hits 405 426 460
Dex 101 106 115
Damage 20-34 21-36 23-38
Armor 68 71 77
Wrestling 101.2 106.5 114.9
Magic Resist 33.7 35.5 38.3
Poison Resist 0.0% 0.0% 0.0%
Dispel Resist 20.0% 24.0% 30.4%
  • Takes 1 Control Slot, but players may only have 1 Blade Spirits active at any time (Summoner's Tome experience gain rate is increased by 100% however)
  • Has below-average Aggro compared to normal summons
  • Their primary drawback is they cannot be given commands and therefore once cast, only have usefulness in the immediate area where summoned
  • Blade Spirits are "non-hostile" to players and tamed creatures and will never attack them
  • Blade Spirits are still considered "Berserk" creatures and will automatically attack any non-tamed creatures/NPCs that are grey in their perception range (players have no control over which monsters/NPCs they attack)
  • Blade Spirits will flag as Green to their caster/allies and Blue to other players (similar to normal pets), and while they will be considered "owned" by the caster, the caster cannot issue any commands to them
  • In order to Release a Blade Spirit, players must cast Dispel on them or simply wait for summon duration to expire
  • Blade Spirits now gain all player-skill related bonuses (such as Herding Focused Aggression) that normal summons would receive (including bonuses from Aspect Gear/Mastery Chains)
Summoner's Tome Upgrades
Points Name Description
2 Dismissive Increases Mana Refunded from the Dispel spell to (90% * Follower's Health Remaining Percent) of initial mana spent
2 Spirit Pact +10% Hit Points and Reduces Casting Time to 2.5 seconds
4 Corporeal Tether +25% Hit Points
4 Hamstring 15% Chance on melee attack to Entangle target for 6 seconds (attack inflicts +50% Damage if target was already Entangled)
6 Double-Edged +10% Damage
6 Dancing Blades Has 15% chance on melee attack to increase Attack Speed by 10% for 30 seconds (cannot stack)
8 Precision Cuts +10% Accuracy
8 Serration 25% chance on melee attack to reduce target's Armor by 25 for 15 seconds (stackable)
12 Lightning Strikes +12.5% Attack Speed
12 Razors 25% chance on melee attack to inflict 100% additional damage as Bleed damage over 15 seconds


Summon Creature


Summon Creature
Variable combat style based on creature summoned

  • Aegis Rat
  • Black Bear
  • Brown Bear
  • Corpse Eater
  • Firebat
  • Flamehound
  • Grizzly Bear
  • Monitor Hatchling
  • Polar Bear
  • Primordial Whelp
  • Sand Crab
  • Shallow Water


Summoner's Tome Upgrades
Points Name Description
2 Dismissive Increases Mana Refunded from the Dispel spell to (90% * Follower's Health Remaining Percent) of initial mana spent
2 Spirit Pact +10% Hit Points and Reduces Casting Time to 2.5 seconds
4 Corporeal Tether +25% Hit Points
4 Tier 1 Creatures 25% chance creature summoned is Imp, Cave Bear, Jaguar, Searing Lizard
6 Binding Ward +10% Damage Resistance
6 Tier 2 Creatures 25% chance creature summoned is Cave Bat, Minion, Trapdoor Spider, Drake Whelp
8 Stampede +15% Melee and Spell Damage
8 Tier 3 Creatures 25% chance creature summoned is Searing Imp, Wolfhound, Dragon Whelp, Blood Ape
12 Vitality +33% Hit Points, +25 Armor, and +50 Magic Resist
12 Tier 4 Creatures 25% chance creature summoned is Fire Minion, Vampire Bat, Skulker, Molten Mongbat


Summon Air Elemental


Air Elemental
Mobile Melee with AoE Potential

Stats 100 Spirit Speaking 120 Spirit Speaking 120 Spirit Speaking & Tier 13 Eldritch
Hits 608 639 689
Dex 101 106 115
Damage 27-40 28-43 31-46
Armor 34 36 38
Wrestling 135.0 142.0 153.2
Magery 67.5 71.0 76.6
Eval Int 67.5 71.0 76.6
Magic Resist 67.5 71.0 76.6
Poison Resist 0.0% 0.0% 0.0%
Dispel Resist 20.0% 24.0% 30.4%
  • Air Elementals are designed to deal large amounts of DPS up close and personal
  • Air Elementals have very high Dex, very high Wrestling, and have a chance to ignore the Armor of their enemies
  • Many of the Summoner's Tome Upgrades for Air Elementals are bonuses granted for making Melee Attacks reward aggressive playstyles
  • Special Abilities:
    • Updraft - Melee attacks have a 25% chance to inflict (DamageMax * 1.0) damage against an additional target within 2 tiles
    • Charge - Teleports to a location up to 12 tiles away and inflicts (DamageMax * 0.75) damage against up to 3 targets within 1 tile (the first target hit also takes +50% damage)
Summoner's Tome Upgrades
Points Name Description
2 Dismissive Increases Mana Refunded from the Dispel spell to (90% * Follower's Health Remaining Percent) of initial mana spent
2 Spirit Pact +10% Hit Points and Reduces Casting Time to 2.5 seconds
4 Corporeal Tether +25% Hit Points
4 Gust +10% Accuracy and +10% Melee Damage for 5 seconds after using Charge
6 Gale Melee attacks add +4% Accuracy for 30 seconds (stackable and max +20%)
6 Windshear Charge ability now has 25% chance for each target hit to take (DamageMax * 1.0) damage as Bleed damage over 15 seconds
8 Tempest Melee attacks have 66% chance to ignore armor
8 Cyclone Charge damage increased by 50% and ability cooldown reduced by 3 seconds
12 Microburst Melee attack adds +5% Attack Speed for 30 seconds (stackable and max +25%)
12 Whirlwind Updraft ability chance increases to 50% and will now hit up to 2 targets within 2 tiles of target


Summon Earth Elemental


Earth Elemental
Melee Tank with Bleed Resistance, Disease Resistance, and Slight Aggro Bonus

Stats 100 Spirit Speaking 120 Spirit Speaking 120 Spirit Speaking & Tier 13 Eldritch
Hits 800 835 891
Dex 68 71 77
Damage 34-47 36-50 38-54
Armor 101 106 115
Wrestling 114.7 120.7 130.2
Magic Resist 33.7 35.5 38.3
Poison Resist 0.0% 0.0% 0.0%
Dispel Resist 20.0% 24.0% 30.4%
  • Earth Elementals function as tanks against Melee creatures, due to very high Armor, high Wrestling, and high Hit Points
  • Earth Elementals will become Rooted if they remain stationary for 10 seconds, which increases their Damage by +20% and makes them immune to any movement effects such as Knockback, Entangle, and Hinder
  • Many of the Summoner's Tome Upgrades for Earth Elementals are geared towards survival, as they are the premier Physical Damage tank among summons
  • Special Abilities:
    • Rooted - Inflicts 50% of Melee Damage Taken on Attacker
Summoner's Tome Upgrades
Points Name Description
2 Dismissive Increases Mana Refunded from the Dispel spell to (90% * Follower's Health Remaining Percent) of initial mana spent
2 Spirit Pact +10% Hit Points and Reduces Casting Time to 2.5 seconds
4 Corporeal Tether +25% Hit Points
4 Hardened +5% Melee Damage and +5% Damage Resistance
6 Grounded Restores 5% of Hit Points when above 66% Health (has 15 second cooldown)
6 Earthpull Adds +5% Damage and Physical Damage Resistance for each aggressed creature within 4 tiles (stackable and max +20%)
8 Deep Roots +5% Damage Resistance and Rooted now inflicts 100% of Melee Damage taken onto attacker
8 Slam 15% chance on melee attack to increase the attack's damage by 100% and reduce target's Accuracy by 25% for 15 seconds (stackable)
12 Stonewall +10% Melee Damage and adds +10% Physical Damage Resistance for every 30 seconds alive (stackable and max +40%)
12 Purge Impurities +33% Poison Resistance and restores 5% of Hit Points when below 66% Health (has 15 second cooldown)

Summon Fire Elemental


Fire Elemental
High-Powered Ranged Spellcaster

Stats 100 Spirit Speaking 120 Spirit Speaking 120 Spirit Speaking & Tier 13 Eldritch
Hits 540 568 613
Dex 68 71 77
Damage 20-34 21-36 23-38
Armor 34 36 38
Wrestling 94.5 99.3 107.2
Magery 67.5 71.0 76.6
Eval Int 101.2 106.5 114.9
Magic Resist 67.5 71.0 76.6
Poison Resist 0.0% 0.0% 0.0%
Dispel Resist 20.0% 24.0% 30.4%
  • Fire Elementals are geared for dealing very large amounts of DPS with spells, however they are somewhat vulnerable due to Low Hit Points and Low Wrestling
  • Additionally, each spellcast from a Fire Elemental has a 15% chance to result in a Fireblast, which inflicts an additional (DamageMax * 1.5) Damage to the target and to all hostile creatures with 1 tile of it
  • A good number of the Summoner's Tome Upgrades for Fire Elementals offer increased Damage, but at an offsetting cost, or are designed around the concept that Fire Elementals are expected to have a fairly short lifespan (and go out with a bang)
  • Special Abilities:
    • Epic Barrage - Fires projectiles at a target up to 12 tiles away, inflicting 3 hits each dealing (SpellDamageMax * 0.5) damage that ignores armor to target
    • Prefers Spellcasting over Melee Attacks
Summoner's Tome Upgrades
Points Name Description
2 Dismissive Increases Mana Refunded from the Dispel spell to (90% * Follower's Health Remaining Percent) of initial mana spent
2 Spirit Pact +10% Hit Points and Reduces Casting Time to 2.5 seconds
4 Corporeal Tether +25% Hit Points
4 Scorched Earth Spells have a 33% chance to ignore target's magic resist
6 Controlled Burn Epic Barrage damage increased by 25% and cooldown reduced by 2 seconds (stackable)
6 Wildfire Spells have 15% chance to inflict an additional (SpellDamageMax * 1.0) damage that ignores armor on the target
8 Fanning the Flames Epic Barrage damage increased by 33% and cooldown reduced by 3 seconds (stackable)
8 Glass Cannon -33% Hit Points and +25% Spell Damage
12 Unstable Sorcery +50% Charged Spell Chance
12 Burning at Both Ends +35% Spell Damage but takes 10 damage every 15 seconds while above 25% Hit Points

Summon Water Elemental


Water Elemental
Close-Range Spellcaster Tank with Poison Resistance, Magic Defense, and Slight Aggro Bonus

Stats 100 Spirit Speaking 120 Spirit Speaking 120 Spirit Speaking & Tier 13 Eldritch
Hits 675 710 766
Dex 68 71 77
Damage 20-34 21-36 23-38
Armor 68 71 77
Wrestling 101.2 106.5 114.9
Magery 67.5 71.0 76.6
Eval Int 101.2 106.5 114.9
Magic Resist 202.5 213.0 229.8
Poison Resist 50.0% 50.0% 50.0%
Dispel Resist 20.0% 24.0% 30.4%
  • Water Elementals excel as tanks against Spellcaster creatures due to Very High Magic Resist and also have high survivability against unique creatures due to their reduced damage from Direct Damage Abilities
  • They are also above-average spellcasters
  • Many of the Summoner's Tome Upgrades for Water Elementals revolve around survival against Spellcasters and mitigating non-standard damage types (Abilities / Poison / Disease)
  • Special Abilities:
    • Reflect - Has 15% chance to Reflect Spells
    • Prefers Spellcasting over Melee Attacks
Summoner's Tome Upgrades
Points Name Description
2 Dismissive Increases Mana Refunded from the Dispel spell to (90% * Follower's Health Remaining Percent) of initial mana spent
2 Spirit Pact +10% Hit Points and Reduces Casting Time to 2.5 seconds
4 Corporeal Tether +25% Hit Points
4 Eldritch Essence +10% Spell Damage
6 Deep Water Restores 5% of Hit Points when above 66% Health (has 15 second cooldown)
6 Spell Siren Adds +5% Damage and Magical Damage Resistance for each aggressed creature within 8 tiles (stackable and max +20%)
8 Stagnant Spells have 20% chance to reduce target's Poison Resistance by 20% for 30 seconds (stackable) and inflict Greater Poison
8 Ebb and Flow Alternates every 30 seconds between providing +5% Damage Resistance (Ebb) and providing +20% Damage Resistance (Flow)
12 Reflecting Pool +20% Chance to Reflect Spells
12 Purification +33% Special Resistance and restores 5% of Hit Points when below 66% Health (has 15 second cooldown)


Summon Daemon


Daemon
Close-Range Hybrid Melee/Spellcaster that increases in power with time

Stats 100 Spirit Speaking 120 Spirit Speaking 120 Spirit Speaking & Tier 13 Eldritch
Hits 742 781 843
Dex 101 106 115
Damage 34-47 36-50 38-54
Armor 68 71 77
Wrestling 108.0 113.6 122.5
Magery 67.5 71.0 76.6
Eval Int 67.5 71.0 76.6
Magic Resist 67.5 71.0 76.6
Poison Resist 0.0% 0.0% 0.0%
Dispel Resist 20.0% 24.0% 30.4%
  • Daemons are overall well-balanced in terms of Stats and Skills, and utilize both Melee Attacks and Spellcasts in equal measure
  • While not as initially powerful as Air Elementals, Fire Elementals, or Energy Vortexes, a Daemon's damage dramatically increase as its Hit Points reach zero
  • Players can take advantage of "redlining" Daemons, by keeping them wounded or even near death to achieve maximum DPS, but trying not allowing the creature to die prematurely
  • Summoner's Tome Upgrades for Daemons often revolve around taking damage and increasing DPS from it
  • Special Abilities:
    • Fury - +5% Damage for every 30 seconds alive (stackable and max +25%)
Summoner's Tome Upgrades
Points Name Description
2 Dismissive Increases Mana Refunded from the Dispel spell to (90% * Follower's Health Remaining Percent) of initial mana spent
2 Spirit Pact +10% Hit Points and Reduces Casting Time to 2.5 seconds
4 Corporeal Tether +25% Hit Points
4 Fiery Temper +5% Attack Speed
6 Bloodthirsty Damage increased by 15% if target below 66% health
6 Sadistic Rage Has 15% chance on melee attack or spellcast to increase Damage by 15% for 30 seconds (cannot stack)
8 Greater Daemon +25% Hit Points, +33% Poison Resistance, and +33% Special Resistance
8 Vengeance Damage is Increased by (Missing Health Percent * 50%)
12 Daemonic Frenzy Has 15% chance on melee attack or spellcast to increase Attack Speed by 20% for 30 seconds (cannot stack)
12 Growing Fury Increases Fury ability damage bonus max to +75%


Energy Vortex


Energy Vortex
Berserk Melee that has player-caster synergy and burst potential

Stats 100 Spirit Speaking 120 Spirit Speaking 120 Spirit Speaking & Tier 13 Eldritch
Hits 810 852 919
Dex 135 142 153
Damage 34-47 36-50 38-54
Armor 68 71 77
Wrestling 114.7 120.7 130.2
Magic Resist 135.0 142.0 153.2
Poison Resist 0.0% 0.0% 0.0%
Dispel Resist 20.0% 24.0% 30.4%
  • Energy Vortexes are both sturdy and deal a very large amount of DPS due to very high Dex, high Damage, and high Wrestling
  • Similar to Blade Spirits, their primary drawback is they cannot be given commands and therefore once cast, only have usefulness in the immediate area where summoned
  • Several Summoner's Tome Upgrades for Energy Vortexes are based on the concept of "Linking" with the player caster: as the player caster spends mana, the Energy Vortex is themselves buffed and becomes more powerful for a short duration
  • Energy Vortexes are "non-hostile" to players and tamed creatures and will never attack them
  • Energy Vortexes are still considered "Berserk" creatures and will automatically attack any non-tamed creatures/NPCs that are grey in their perception range (players have no control over which monsters/NPCs they attack)
  • Energy Vortexes will flag as Green to their caster/allies and Blue to other players (similar to normal pets), and while they will be considered "owned" by the caster, the caster cannot issue any commands to them
  • In order to Release a Energy Vortex, players must cast Dispel on them or simply wait for summon duration to expire
  • Energy Vortexes now gain all player-skill related bonuses (such as Herding Focused Aggression) that normal summons would receive (including bonuses from Aspect Gear/Mastery Chains)
  • Energy Vortexes have boosted aggro (higher amounts than Patrol/Guarding/Attack mode-ordered tamed creatures)
  • Special Abilities:
    • Discharge - Every 25th melee attack made will inflict (DamageMax * 10) damage on target
Summoner's Tome Upgrades
Points Name Description
2 Dismissive Increases Mana Refunded from the Dispel spell to (90% * Follower's Health Remaining Percent) of initial mana spent
2 Spirit Pact +10% Hit Points and Reduces Casting Time to 2.5 seconds
4 Corporeal Tether +25% Hit Points
4 Kinetic +5% Accuracy and +5% Attack Speed
6 Ethereal Each mana spent by caster adds a 0.5% chance for 30 seconds that any melee attack will ignore armor (stackable and max 50% chance)
6 Abyssal Essence Discharge ability will now activate after every 20th melee hit made
8 Void Strikes Each mana spent by caster increases Attack Speed and Accuracy by 0.1% for 30 seconds (stackable and max +10%)
8 Feedback Discharge ability will now restore 25% Hit Points when activated
12 Conduit Each mana spent by caster increases Melee Damage by 0.35% for 30 seconds (stackable and max +35%)
12 Energy Surge Discharge ability will now inflict (DamageMax * 15) damage