Summoner Abilities
Level 1
Weave a magical shield to increase your Health and Armor by a small amount.
Summoner Technique
Ignite your pet in a cool flame, putting them in the [Hot] state for 10 seconds.
When the Titan pet is in the [Hot] state it will deal Fire damage back to attackers.
Command your Fury arcamental to launch a bolt of mana at the enemy, dealing Magic damage.
Damage Modifier: WIS
Summoner Technique
You quickly create… something to hit your opponent with.
Damage Modifiers: INT, STR
Order your summoned swarms to attack your opponent.
Command your Zephyr arcamental to strike the enemy with a bladed gust of wind, dealing Physical damage.
Damage Modifier: CON
Level 2
Conjure darts of pure aether to continuously barrage your enemy, dealing Magic damage over time.
Damage Modifier: INT
Cover your pet in a wave of restorative mana, healing a portion of your Arcamental’s Health.
This ability is only usable out of combat.
Conjure 20 globes of water for yourself and your allies to drink.
These are temporary items and will disappear if logged out for more than 30 minutes.
Command your Fury arcamental to engulf your enemy in a blaze of mana, dealing Magic damage over time.
Damage Modifier: WIS
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 [Exposed] state for 30 seconds.
(Duration impacted by diminishing returns.)
The [Exposed] state can be manipulated by other techniques to cause additional effects.
Level 4
Conjure a frail globe of unstable 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.
Damage Modifier: INT
Command your Zephyr arcamental to teleport directly behind your enemy and attack with Galestrike, dealing strong Physical damage.
Damage Modifier: CON
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 [Restrained] state for 2 minutes.
[Restrained] slows their actions by 20%.
Arcaneer shield (Secondary) for your Arcamental.
Innate Passive.
Your journey as an adventurer has made you stronger, increasing your attributes by 1.
Level 6
Conjure an unstable prism of magic and attach it to your target. After 3 sec the magic prism will explode, dealing Magic damage to the target.
Damage Modifier: INT
Conjure a stack of simple bandages.
Applying this bandage will restore 10 Health. Only usable when your Health is below 60%.
This is a temporary item. It will disappear when logged out for more than 30 minutes.
Causes your Titan to become enraged, slamming the enemy and stunning it for 2 seconds. Deals additional threat.
Expand the mind of an ally, increasing their Intellect by 2 while active.
Command your Fury arcamental to release a violent burst of mana against your enemy, dealing strong Magic damage.
This ability has an increased chance to critically hit if your Fury’s Mana Embers line is active on the target.
Damage Modifier: WIS
Command your Fury arcamental to launch a bolt of mana at the enemy, dealing Magic damage.
Damage Modifier: WIS
Arcaneer weapon (Primary) for your Arcamental.
Command your Zephyr arcamental to strike the enemy with a bladed gust of wind, dealing Physical damage.
Damage Modifier: CON
Level 7
Summoner Technique
Puts your opponent in the [Disoriented] state for 60 seconds.
Level 8
Conjure an unstable aether stone to equip your Fury for battle.
This is a temporary item and will disappear if logged out for more than 30 minutes.
Conjure a set of unstable gale weapons to equip your Zephyr for battle.
These are temporary items and will disappear if logged out for more than 30 minutes.
Improve the density of the target arcamental, increasing it’s Armor by 10.
Only one amp can be active on an arcamental at a time.
Command your Fury arcamental to engulf your enemy in a blaze of mana, dealing Magic damage over time.
Damage Modifier: WIS
Improve the resistances of the target arcamental, increasing each of it’s resistances by 5.
Only one amp can be active on an arcamental at a time.
Summon the arcamental Zephyr to await your bidding.
Command your Zephyr arcamental to consume their stacks of Whirling Wind to assail your enemy with a powerful tempest, dealing strong Physical damage that increases based on total stacks consumed.
Damage Modifier: CON
Weave a magical shield to increase your Health and Armor by a small amount.
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
Conjure shards of pure aether to continuously barrage your enemy, dealing Magic damage over time.
Damage Modifier: INT
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.
Arcaneer a set of unstable armor to equip your arcamental for battle.
These are temporary items and will disappear if logged out for more than 30 minutes.
Conjure 20 loaves of fresh bread for yourself and your allies to eat.
These are temporary items and will disappear if logged out for more than 30 minutes.
Conjure 20 globes of spring water for yourself and your allies to drink.
These are temporary items and will disappear if logged out for more than 30 minutes.
Improve the quickness of the target arcamental, increasing it’s Melee Haste by 10%.
Only one amp can be active on an arcamental at a time.
Surround an ally with a shield of spinning spikes for 6 min.
While the shield persists, Magic damage will be dealt to attackers when they inflict Physical damage to the shielded target.
Arcaneer armored bindings (wrist) for your Arcamental.
Arcaneer armored gauntlets (hands) for your Arcamental.
Arcaneer weapon (Secondary) for your Arcamental.
Summon the arcamental Fury to await your bidding.
Summon the arcamental Zephyr to await your bidding.
Innate Passive.
Your journey as an adventurer has made you stronger, increasing your attributes by 1.
Level 11
Summoner Technique
Exploits the [Exposed] state, putting your target in the [Susceptible Mind] state for 2 minutes.
[Susceptible Mind] reduces all of their Resistances by 10%.
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.
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 15
Innate Passive.
Your Journey as an adventurer has made you stronger, increasing your attributes by 1.
Level 16
Summoner Technique
Exploits the [Explosed] 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.
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 Arcamental.
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 5 min. Drains mana while active.
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.
Arcaneer weapon (secondary) for your Arcamental.
Summon the arcamental Undine to await your bidding.
Allows you to try to tame an animal in the wild to become your mount.
Innate Passive.
Your Journey as an adventurer has made you stronger, increasing your attributes by 1.
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.
Arcaneer shield (Secondary) for your Arcamental.
Level 23
Summoner Technique
Exploits the [Exposed] state, putting your target in the [Grappled] state for 2 minutes.
[Grappled] reduces their outgoing damage by 10%.
Level 24
Weave a magical shield to increase your Health and Armor by a moderate amount.
Arcaneer armored core (waist) for your Arcamental.
Requires Raw Zircon.
Arcaneer armored support (chest) for your Arcamental
Requires Raw Spinel.
Level 25
Expand the mind of an ally, increasing their Intellect by 3 while active.
Innate Passive.
Your Journey as an adventurer has made you stronger, increasing your attributes by 1.
Level 26
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.
Arcaneer armored array (head) for your Arcamental.
Requires Raw Topaz.
Arcaneer armored guard (shoulder) for your Arcamental.
Requires Raw Jade.
Arcaneer weapon (Primary) for your Arcamental.
Level 28
Surround an ally with a shield of spinning blades 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 Amethyst.
Arcaneer armored gauntlets (hands) for your Arcamental.
Requires Raw Diamond.
Level 29
Summoner Technique
Douse your pet in conjured water, putting them in the [Wet] state for 10 seconds.
When the Fury pet is in the [Wet] state it will let off an aura of steam, reducing their mana costs by 50%.
Level 30
Arcaneer armored core (waist) for your Arcamental.
Requires Raw Sapphire.
Arcaneer armored support (chest) for your Arcamental.
Requires Raw Emerald.
Arcaneer weapon (Secondary) for your Arcamental.
Innate Passive.
Your Journey as an adventurer has made you stronger, increasing your attributes by 1.
Level 32
Weave a magical shield to increase your Health and Armor by a moderate amount.
Arcaneer armored array (head) for your Arcamental.
Requires Raw Aquamarine.
Arcaneer armored guard (shoulder) for your Arcamental.
Requires Raw Opal.
Level 33
Summoner Technique
Surround your pet in electricity, putting them in the [Electrified] state for 10 seconds.
When the Zephyr pet is in the [Electrified] state it will randomly deal bonus Shock damage to enemies.
Level 34
Surround an ally with a shield of orbiting swords 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 Amethyst.
Arcaneer armored gauntlets (hands) for your Arcamental.
Requires Raw Diamond.
Level 35
Innate Passive.
Your Journey as an adventurer has made you stronger, increasing your attributes by 1.
Level 36
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.
Arcaneer weapon (Primary) for your Arcamental.
Level 39
Summoner Technique
Ignite your pet in a cool flame, putting them in the [Hot] state for 10 seconds.
When the Titan pet is in the [Hot] state it will deal Fire damage back to attackers.
Level 40
Weave a magical shield to increase your Health and Armor by a large amount.
Expand the mind of your target or group, increasing their Intellect by 4 while active.
Arcaneer shield (Secondary) for your Arcamental.
Arcaneer weapon (Secondary) for your Arcamental.
Innate Passive.
Your Journey as an adventurer has made you stronger, increasing your attributes by 1.
Level 48
Conjure weighted glaives, 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.




















































