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 jagged stones and hurl them at the target, dealing Physical damage.
Level 2
Conjure a stack of water and place it in the target ally’s inventory.
Summon the arcamental Titan to wait 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
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.
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.
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.
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.
Conjure a stack of food and place it in the target ally’s inventory.
Level 7
Summoner Technique
Puts your opponent in the [Disorientated] state for 20 seconds.
Level 8
Conjure a swarm of sharp daggers and hurl them at the target, dealing Physical damage.
Summon the arcamental Zephyr to await your bidding.
Weave a magical shield to increase your Health and Armor by a small amount.
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.
Level 12
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.
Arcaneer armored array (head) for your Arcamental.
Arcaneer armored guard (shoulder) for your Arcamental.
Summon the arcamental Fury to await your bidding.
Level 16
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.
Weave a magical shield to increase your Health and Armor by a small amount.
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.
Conjure a swarm of swords and hurl them at the target, dealing Physical damage.
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.