Spirit Speak

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Revision as of 12:23, 17 April 2023 by TheGmaster (talk | contribs) (Added a section on Necromancy summons)
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Summary

  • Allows the player to be visible to dead players and understand their speech
  • Using the Spirit Speak skill does NOT heal the player
  • Using the Spirit Speak skill absorbs Spirit Energy and increases Summon Duration for all near-by non-Necromancy summons
  • Tamed and Summoned followers cannot have their damage reduced by more than 90% for any damage they take (unless specifically for an ability or effect that reduces damage to 1)
  • Players gain a (10% * (Effective Spirit Speak Skill / 100)) bonus to Charged Spell Chances


Summon Duration

  • The base Summon Duration for non-Necromancy summoning spell creatures is (2 Minutes + (8 Minutes * (Printed Spirit Speak Skill / 100)))
  • When players use the Spirit Speak skill to harvest energy from nearby corpses, it will automatically extend the Summon Duration of all their nearby non-Necromancy summons
  • The amount of Summon Duration increase gained per corpse is determined based on the Creature Difficulty (viewable in Animal Lore page) of the dead creature and is further scaled based on how much Damage the player did to the creature (as a percentage of the total of all players)
  • Players can achieve a maximum Summon Duration of 30 minutes with Spirit Speak skill corpse harvesting
  • Each corpse harvested by the player will extend the duration of all of their non-Necromancy as follows:
    • Duration Increase in Seconds = (10% + (90% * PlayerDamageDealtToCreaturePerecent)) * (50 * (SquareRoot of Creature Difficulty))


Blade Spirits and Energy Vortexes

  • Blade Spirits and Energy Vortexes are now "non-hostile" to players and tamed creatures and will never attack them
  • Blade Spirits and 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)
  • Blade Spirits and Energy Vortex will now 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 or Energy Vortex, players may cast Dispel on them (or on themselves to dispel the oldest), wait for summon duration to expire, or say all release.
  • Blade Spirits and Energy Vortexes and they now gain all player-skill related bonuses (such as Herding Focused Aggresion) that normal summons would receive (including bonuses from Aspect Gear / Mastery Chains)
  • Blade Spirits and Energy Vortexes will now have boosted aggro (higher amounts than Patrol/Guarding/Attack mode-ordered tamed creatures)
  • Players can target themselves with the Dispel spell to dispel their lowest duration Blade Spirit or Energy Vortex in the world, regardless of distance from the caster


PvP

  • When a player attempts to Dispel another player's Summoned Follower (with the Dispel or Mass Dispel spells) there is a (50% * (Controller's Printed Spirit Speak Skill / 100)) chance the Summoned Follower will ignore the dispel attempt (this applies to normal summons and Undead summons, so long as the controller has Spirit Speak skill)
  • If a player enters PvP or removes any Aspect Armor or Mastery Chains that provided a bonus to Effective Spirit Speaking Skill, any summons owned by that player will automatically revert to the Stats and Skills that would be provided by the player's base printed Spirit Speaking Skill (instead of Effective Spirit Speaking skill)


Increased Summons Stats

  • Spirit Speaking increases the Stats and Skills of all 5th Circle summons by (20% x (Effective Spirit Speaking Skill / 100))
  • Spirit Speaking increases the Stats and Skills of all 8th Circle summons by (35% x (Effective Spirit Speaking Skill / 100))
  • Spirit Speaking increases Dispel Resistance of all summons by (20% x (Effective Spirit Speaking Skill / 100))
  • The above applies for both regular and Necromancy summons.

Reducing Effective Spirit Speak

  • If a player engages in PvP OR reduces their Effective Spirit Speaking skill in some manner (i.e. lowering their printed Spirit Speak or removing an item that increases Effective Spirit Speak skill) all of their existing summons will have their stats and skills automatically reverted to what stats/skills they would have based on their new printed Spirit Speak skill
  • Additionally, engaging in PvP or reducing Effective Spirit Speak skill will cause all Summoner Tome upgrades you have selected for that summon type to be disabled for them


Summoner's Tome

Read more information about the Summoner's Tome


Roles of Summoned Followers

...Outdated follower stats...

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 +2% Damage Resistance and reduces casting time to 2.5 seconds
4 Corporeal Tether Healed by 0.10% for Each Mana Spent by Caster
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 +2% Damage Resistance and reduces casting time to 2.5 seconds
4 Corporeal Tether Healed by 0.10% for Each Mana Spent by Caster
4 Tier 1 Creatures 25% chance creature summoned is Imp, Cave Bear, Jaguar, Searing Lizard
6 Binding Ward +7.5% 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 +15% Damage Resistance
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
  • Many of the Summoner's Tome Upgrades for Air Elementals are bonuses granted for making Melee Attacks reward aggressive playstyles
  • Special Abilities:
    • Bleed - Passive - has a 15% chance on melee attack to inflict (DamageMax * 1,0) bleed damage over 15 seconds.
    • Cleave - Innate - successful melee attacks inflict an additional (DamageMax * 0.4) damage to a random target within 1 tile


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 +2% Damage Resistance and reduces casting time to 2.5 seconds
4 Corporeal Tether Healed by 0.10% for Each Mana Spent by Caster
4 Gust Increases Bleed ability chance by +50% of normal
6 Gale Melee attacks add +4% Accuracy for 30 seconds (stackable and max +20%)
6 Windshear Bleed ability Damage increased by 100%
8 Tempest Melee attacks have 66% chance to ignore armor
8 Cyclone Increases Cleave ability radius by 1 and will now hit an additional target
12 Microburst Melee attack adds +5% Attack Speed for 30 seconds (stackable and max +25%)
12 Whirlwind Cleave ability now inflicts (DamageMax * 0.8) damage


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 - Innate - Inflicts 50% of any damage type that occurs within 1 tile
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 +2% Damage Resistance and reduces casting time to 2.5 seconds
4 Corporeal Tether Healed by 0.10% for Each Mana Spent by Caster
4 Hardened +5% Melee Damage and +5% Damage Resistance
6 Grounded Restores 5% of Hit Points when above 66% Health (has 30 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 any damage type that occurs with in 1 tile
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 30 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 - Cooldown - 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 +2% Damage Resistance and reduces casting time to 2.5 seconds
4 Corporeal Tether Healed by 0.10% for Each Mana Spent by Caster
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 +25% Spell Damage but increases Damage Taken by 25%
12 Unstable Sorcery +50% Chance to increase Spell Damage by 50%
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:
    • Elusive Form - Innate - creature has an innate 25 parry skill against melee attacks
    • Mirror - Cooldown - spells cast onto the creature have a 15% chance to be reflected back onto the caster
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 +2% Damage Resistance and reduces casting time to 2.5 seconds
4 Corporeal Tether Healed by 0.10% for Each Mana Spent by Caster
4 Eldritch Essence +10% Spell Damage
6 Deep Water Restores 5% of Hit Points when above 66% Health (has 30 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 30 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 - Innate - +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 +2% Damage Resistance and reduces casting time to 2.5 seconds
4 Corporeal Tether Healed by 0.10% for Each Mana Spent by Caster
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 +10% Damage 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 Fury ability now increases Damage by 10% every 30 seconds to max of +50%


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 - Innate - Every 10th melee hit landed will cause creature to inflict (DamageMax * 5.0) damage on its current target (which ignores armor)
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 +2% Damage Resistance and reduces casting time to 2.5 seconds
4 Corporeal Tether Healed by 0.10% for Each Mana Spent by Caster
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 Melee attacks have a 25% chance to count as landing two melee attacks towards triggering the Discharge ability
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 * 10) damage

Necromancy Summons

Any summon that is cast while the Necromancy "Vengeful Spirit" ability is active will be summoned as an undead variant. Undead summons do not have a summon timer, but slowly drain their max hp until they "decay". Necromancy summons do more damage then normal summons, but may need to be re-summoned more frequently.

Spell Regular Summon Undead Summon

Fire Elemental

Lich

Earth Elemental

Ancient Mummy

Air Elemental

Skeletal Fiend

Water Elemental

Rag Witch

Blade Spirits

Skeletal Husk

Energy Vortex

Jackal Spirit

Daemon
summonedvampirethrall.png
Vampire Thrall

Random Creature

Random Undead Creatures


Achievements

  • Players can now gain "Summoner" Achievements in the Skill Mastery Category when a player unlocks 24 Upgrade Points for a single spell
    • Summoner (Basic) requires a player to unlock 24 Upgrade Points for a single spell once
    • Summoner (Advanced) requires a player to unlock 24 Upgrade Points for a single spell four times
    • Summoner (Epic) requires a player to unlock 24 Upgrade Points for a single spell eight times


Training

Skill Activity
0-50 Train from NPC
50-80 Passively while casting spells New Player Dungeon
Alternatively by using the skill (No reagents required, but far less skill gain)
80-100 Passively while casting spells
Alternatively by using the skill (No reagents required, but far less skill gain)