THe Summoner


Available Races

Dark Myr

Elf

Human

Gnome

It is a curious thing, to reach a hand into realities other than your own. This is the art of the Summoner, whose hand then bring forth all manner of things that did not exist only moments before. The Summoners command of arcane conjuration is unrivaled, able to bring forth sustenance, tools, barricades, weaponry, even fantastic creatures of incredible strength and ability - all of this at their whim.

Group Role: Magical DPS, Utility

Combat Resource: Mana, Arcamental Control

The Mana Plane is home to near-sentient entities of pure arcane energy known as Mana Ghosts. Without purpose or form, it is the Summoner who has fashioned a use for them. Through their mastery of arcane summoning and the use of alchemical magic, the Summoner is able to pull a Mana Ghost through time and space while binding it to an elemental property. Historically the most stable and effective bindings have been to the elements of Earth, Water, Fire and Wind, though experimentation is ongoing. These creations are known as Arcamentals and are the primary way Summoners engage in combat.

Arcamentals are categorized into 4 classes based on the elemental they are bound to. As you grow in power, your Arcamental will grow as well, becoming stronger and gaining access to more abilities. The Summoner will be able to choose which abilities their Arcamental has active.

Arcamentals are capable of using special armor and weapons that the summoner creates. These weapons improve the Arcamental’s effectiveness in various ways by improving its unique attributes: Power, Energy, Solidity, or Quickness. The different Arcamental types will have a unique primary and secondary attribute that the Summoner will want to increase as much as possible.

Water Arcamental: Undine - The water-based Undine specializes in healing and restorative abilities that directly benefit the Summoner and/or another active Arcamental. The Undine is the only Arcamental the Summoner is able to briefly have active at the same time as another Arcamental.


Available Armor

Cloth

Available Weapons

One-Handed Piercing
One-Handed Blunt
Two-Handed Staves
Certain Shields


Water Arcamental: Undine

Primary Attribute: Energy, Secondary Attribute: Solidity

The water-based Undine specializes in healing and restorative abilities that directly benefit the Summoner and/or another active Arcamental. The Undine is the only Arcamental the Summoner is able to briefly have active at the same time as another Arcamental.

Featured Abilities

Crystalline Waters

Passive. Your Undine is immune to Poison and Disease effects.

Ever-Flowing

Passive. Your Undine has an innately high rate of Health Regeneration.

Water Lash

Pet Activated. A lashing whip of water that damages your enemy and heals you or another active pet for a small amount.

Healing Jetstream

Summoner Activated. Requires active Zephyr. Your Undine and Zephyr work together to channel the Healing Jetstream. This ability heals the Zephyr for X every second for Y duration and increases its Attack Speed by Z% for a short duration.

Protective Clouding

Summoner Activated. Requires active Fury. Your Undine and Fury work together to channel Protective Clouding. The Undine’s healing water covers the Fury and evaporates, creating a thick cloud of smoke that heals the Fury for X every second for Y duration and makes it harder to hit with melee attacks for a short duration.

Crystalline Mending

Summoner Activated. Requires active Titan. Your Undine and Titan work together to channel Crystalline Mending. The Undine fills the Titan with restorative waters that crystalize instantly, healing the Titan for X% of its overall health and absorbing Y amount of incoming damage for a short duration.

Crystalline Spear

Pet Activated. Impales your enemy with a spear of ice, dealing Cold and Physical damage to your enemy. This ability has a chance to slow your enemy by X% for Y duration.

Wind Arcamental: Zephyr

Primary Attribute: Quickness, Secondary Attribute: Power

The wind-based Zephyr specializes in dealing rapid, close-ranged Physical and Nature damage to the Summoner’s enemies.

Featured Abilities

Whistling Winds

Passive. Your Zephyr is able to double attack and dual wield. The chance for these skills to occur increases based on your Zephyr’s Quickness and Power.

Wind-Woven

Passive. Being bound to the Wind element, your Zephyr has a naturally high chance to dodge melee attacks. This chance is further increased based on your Zephyr’s Quickness and Power.

Wind Blade

Pet Activated. A devastating attack from close range. Your Zephyr must be behind your target to use this ability. Damage increases based on your Zephyr’s Quickness and Power.

Galestep

Summoner Activated. Instantly relocate your Zephyr to the back of your target.

Updraft

Summoner Activated. Command your Zephyr to envelop you in wind and speed you along, increasing your Movement Speed by X% for Y duration. Any damage to you or your Zephyr will break the effect.

Wind Lance

Summoner Activated. A piercing blast of wind that deals Nature damage from a distance. The farther away your Zephyr is from the enemy, the more damage this ability will deal. Damage increases based on your Zephyr’s Quickness and Power.

Fire Arcamental: Fury

Primary Attribute: Power, Secondary Attribute: Energy

The fire-based Fury specializes in dealing powerful Fire, Nature and Magic damage to the Summoner’s enemies.

Featured Abilities

Burning Aura

Passive. Your Fury is constantly covered in arcane flames. Burning Aura will damage all enemies who inflict damage of any kind to your Fury.

Fire's Rage

Passive. The lower your Fury’s health becomes, the more damage it will deal with its attacks and abilities.

Cinder Blast

An instant blast of molten rock and arcane fire that deals Fire and Physical damage to your enemy. Damage increases based on your Fury’s Power and Energy.

Molten Spear

Pet Activated. Your Fury unleashes a shard of blazing Mana that deals Fire and Magic damage to your enemy. Damage increases based on your Fury’s Power and Energy.

Bare and Burned

Summoner Activated. Your Fury releases a massive explosion of energy and flame, reducing its life by X% and dealing high Fire damage to all enemies in a small radius around your Fury. Damage increases based on your Fury’s Power and Energy.

Earth Arcamental: Titan

Primary Attribute: Solidity, Secondary Attribute: Power

The earth-based Titan specializes in detaining the Summoner’s enemies and protecting the Summoner from harm.

Featured Abilities

Mineral Embrittlement

Passive. Your Titan’s attacks have a chance to lower your enemy’s Armor Class for a short duration.

Protector’s Purpose

Passive. Your Titan receives a bonus to its Armor Class equal to X% of your own. This percentage increases based on your Titan’s Solidity and Power.

Mighty Slam

Pet Activated. Your Titan slams into the enemy with great force, dealing Nature and Physical damage. Damage increases based on your Titan’s Solidity and Power.

Shifting Stones

Summoner Activated. Your Titan loosens the ground under your enemy, catching them in a snare of shifting rock. While it lasts, the enemy is rooted. Any damage done to the enemy has a chance to free them from the effect.

Grapple

Summoner Activated. Your Titan lays hold of your enemy for X duration, forcing the enemy to attack the Titan. This duration can increase based on your Titan’s Solidity and Power.

Lasso of Vines

Summoner Activated. Your Titan hurls a bundle of twisting vines at the enemy and pulls the enemy to its location.

Pet Abilities

Arcamental Mastery

Passive Epic Skill. This skill allows you to have your Undine active permanently alongside your other active Arcamental.

Arcamental Command

Epic Ability. Through mastery of Arcamental control, you are able to summon all active Arcamentals to yourself instantaneously, regardless of distance.

Augment Arcamental: Quickening

You increase your Arcamental’s Quickness for X duration. (You may apply as many Augmentations to your Arcamental as you desire. However, having more than one augmentation will introduce the risk of your elemental binding becoming unstable, destroying your Arcamental.)

Augment Arcamental: Density

You increase your Arcamental’s Solidity for X duration.

Augment Arcamental: Force

You increase your Arcamental’s Power for X duration.

Augment Arcamental: Metabolize

You increase your Arcamental’s Energy for X duration.

Summon Arcamental Weaponry

You are able to summon weaponry that is specifically designed for your Arcamentals to use in combat. As you grow in power, the variety and potency of this weaponry will increase.

Summon Arcamental Armor

You are able to summon armor that is specifically designed for your Arcamentals to use in combat. As you grow in power, the variety and potency of this weaponry will increase.

Other Featured Abilities

Mana Shield

Passive. Through your Materialization prowess, you are able to summon a brief barrier of consolidated Mana every X seconds that will keep a Magic-based attack from landing on you if timed correctly.

Phase

You create a summoning portal and slip inside briefly. When you emerge, the phase anomaly will have stripped you of all harmful and beneficial effects.

Escape Portal

You place a portal at target location that lasts for X duration. While the portal is active, when you activate this ability again your group will be transported through that portal to the location it was placed.

Summon Food & Drink

As you grow in power, you will be able to summon a wider variety of food and drink, available to all nearby players on a small, summoned table.

Summon Supplies: Acclimation

You are able to summon various supplies that will aid other players in acclimating to Extreme Climates.

Summon Raft

You summon a small raft, large enough for you and your group to sail on for X duration.

Summon Ladder

You summon a ladder that you and your group can use to scale walls in certain locations.

Summon Wall of Wood

You summon a wall of wood to protect you and your allies. If there is no other way around the wall, your enemies will attack the wall until they are able to break through it. As you grow in power, the types of walls you can summon will increase in resilience.

Summon Creature

You summon a random, hostile creature from somewhere within Terminus which must be Charmed by an Enchanter to be utilized in combat. The type and level of the summoned creature is governed by your level. Creatures summoned in this way do not provide experience when killed.

Summon Behemoth

Epic Ability. Summoners can evolve their Summon Creature ability into Summon Behemoth, allowing them to conjure various creatures of great might. These creatures are hostile and must be Dire Charmed by an Enchanter to be useable in combat. Creatures summoned in this way cannot be permanently charmed and do not provide experience when killed.

Weaponize Object

You summon an object from the surrounding environment to drop or hurl at your enemy. The larger the object, the more damage it will inflict. The size of the object is determined by your current level, Strength, Constitution and Intelligence.

Shield of Spinning Blades

You summon a group of bladed weapons and set them spinning in a circle around your ally, dealing Physical damage to enemies who deal Physical damage to the affected ally.

Mana Bomb

You bind a Mana Ghost to your target and overload it with energy, making it unstable. After X seconds, the Mana Ghost will detonate, dealing Magic damage to your target and splash damage to nearby enemies.

Mana Boomerang

You propel a blade of Mana forward and then summon it back to you. This Mana blade damages all enemies it comes in contact with. Additionally, it will restore a portion of your mana based on X% of the overall damage it deals.

Glacier Shard

Charged. You summon a torn shard of glacial ice to hurl ay your enemy, dealing Cold and Physical damage. The longer you charge this ability before releasing, the more Mana it will cost and the more damage it will deal to all affected enemies.

Avalanche

Charged. You summon a mountain avalanche to bury all enemies within X meters of target location, dealing Nature and Physical damage. The longer you charge this ability before releasing, the more Mana it will cost and the more damage it will deal to all affected enemies.

Bladed Missiles

You conjure a swarm of bladed weapons and launch them at your enemy, dealing Magic and Physical damage.

Reciprocation

After being struck by a Magic-based attack, you open a portal near your enemy and redirect the same energy back to them, dealing X% of the damage their attack dealt to you.