Summoner Abilities
Level 1
Weave a magical shield to increase your Health and Armor by a small amount.
Summoner Technique
You quickly create… something to hit your opponent with.
Damage Modifiers: INT, STR
Conjure frail splinters, you may have up to 3 summoned at once.
Damage increases based on the number of summons commanded.
Using Swarm Projectile will order them forward unleashing an attack on your opponent.
Order your summoned swarms to attack your opponent.
Level 2
Cover your pet in a wave of restorative mana, healing a portion of your Arcamental’s Health.
This ability is only usable outside of combat.
Conjure a stack of water and place it in the target ally’s inventory.
Summon the arcamental Titan to await your bidding.
Level 3
Caster Technique
Puts your target in the [Opening Gap] State for 30 seconds. (Duration impacted by diminishing returns.)
The [Opening Gap] state can be manipulated by other techniques to cause additional effects.
Level 4
Infuse your pet with Mana.
Conjure an unstable globe of mana and attach it to your target. After 3 sec the mana globe will explode, dealing Magic damage to the target.
Surround an ally with a shield of spinning splinters for 6 min.
While the shield persists, Physical attacks against the target will be retaliated with Physical damage.
Conjure a stack of food and place it in the target ally’s inventory.
Level 5
Summoner Technique
Exploits the [Exposed] state putting your target in the [Constrained] state for 2 minutes.
[Constrained] slows their actions by 25%
Increase the target’s Intellect by 2 while active.
Arcaneer shield (Secondary) for your Arcamental.
Innate Passive.
Increases Intellect by 1.
Level 6
Improve the solidity of the target arcamental, increasing it’s Health and Armor Class.
Only one of your active arcamentals can have this effect at a time.
Requires Titan as Defensive Target (temporary).
Causes your Titan to become enraged, slamming the enemy and stunning it for 2 seconds. Deals additional threat.
Arcaneer weapon (Primary) for your Arcamental.
Level 7
Summoner Technique
Puts your opponent in the [Disorientated] state for 20 seconds.
Level 8
Conjure rough spikes, you may have up to 3 summoned at once.
Damage increases based on the number of summons commanded.
Using Swarm Projectile will order them forward unleashing an attack on your opponent.
Summon the arcamental Zephyr to await your bidding.
Weave a magical shield to increase your Health and Armor by a small amount.
Requires Zephyr as Defensive Target (temporary).
Morph your Zephyr’s form causing them to strike twice, like a dagger made from the wind itself. This swift attack bypasses a portion of enemy defenses.
Level 10
Enhance the mana core of the target arcamental, increasing its Mana pool.
Only one of your active arcamentals can have this effect at a time.
Surround an ally with a shield of spinning spikes for 6 min.
While the shield persists, Physical attacks against the target will be retaliated with Physical damage.
Arcaneer armored bindings (wrist) for your Arcamental.
Arcaneer armored gauntlets (hands) for your Arcamental.
Arcaneer weapon (secondary) for your Arcamental.
Level 12
Summons the corpse of an ally
Arcaneer armored core (waist) for your Arcamental.
Arcaneer armored support (chest) for your Arcamental.
Level 14
Amplify the quickness of the target arcamental, increasing it’s attack speed by 10%.
Only one of your active arcamentals can have this effect at a time.
Requires Fury as Defensive Target (temporary.
Conjure a fiery whip to leap out of your Fury pet, slashing the enemy with heavy Fire damage.
Arcaneer armored array (head) for your Arcamental.
Arcaneer armored guard (shoulder) for your Arcamental.
Summon the arcamental Fury to await your bidding.
Level 16
Summoner Technique
Exploits the [off-Balance] state, putting your target in the [Vulnerable] state for 10s.
[vulnerable] increases the magical damage the target receives by 15%.
Conjure an unstable globe of mana and attach it to your target. After 3 sec the mana globe will explode, dealing Magic damage to the target.
Restores mana to the caster upon explosion.
Weave a magical shield to increase your Health and Armor by a moderate amount.
Conjure jagged rocks, you may have up to 3 summoned at once.
Damage increases based on the number of summons commanded.
Using Swarm Projectile will order them forward unleashing an attack on your opponent.
Surround an ally with a shield of spinning daggers for 6 min.
While the shield persists, Physical attacks against the target will be retaliated with Physical damage.
Arcaneer armored bindings (wrist) for your Arcamental.
Requires Raw Citrine.
Arcaneer armored gauntlets (hands) for your Arcamental.
Requires Raw Quartz.
Arcaneer weapon (Primary) for your Arcamenta.
Level 18
Empower the target arcamental, increasing it’s attack and spell power by 10.
Only one of your active arcamentals can have this effect at a time.
Arcaneer armored core (waist) for your Arcamental.
Requires Raw Zircon.
Arcaneer armored support (chest) for your Arcamental.
Requires Raw Spinel.
Level 19
Summoner Technique
Transfers threat from the Summoner to their primary pet.
Level 20
Summon a magical light for 36 min.
Retaliate with a bolt of mana at the next incoming source of damage.
Arcaneer armored array (head) for your Arcamental.
Requires Raw Topaz.
Arcaneer armored guard (shoulder) for your Arcamental.
Requires Raw Jade.
Summon the arcamental Undine to await your bidding.
Level 22
Surround an ally with a shield of spinning splinters for 6 min.
While the shield persists, Physical attacks against the target will be retaliated with Physical damage.
Arcaneer armored bindings (wrist) for your Arcamental.
Requires Raw Citrine.
Arcaneer armored gauntlets (hands) for your Arcamental.
Requires Raw Quartz.
Level 24
Conjure hefty axes, you may have up to 3 summoned at once.
Damage increases based on the number of summons commanded.
Using Swarm Projectile will order them forward unleashing an attack on your opponent.
Weave a magical shield to increase your Health and Armor by a moderate amount.
Arcaneer armored core (waist) for your Arcamental.
Requires Raw Zircon.
Level 32
Conjure a swarm of swords and hurl them at the target, dealing Physical damage.