Conjurer Alsara (Summoner Scrolls, 11-20)
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- Scroll: Aether BoltsGeneral ScrollClass: SummonerRequires Level 16Conjure bolts of pure aether to continuously barrage your enemy, dealing Magic damage over time. This ability can stack up to 3 times.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Aether Bolts - Scroll: Arcaneer Stable ArmorGeneral ScrollClass: SummonerRequires Level 20Arcaneer a set of stable armor to equip your arcamental for battle. These are temporary items and will disappear if logged out for more than 30 minutes.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Arcaneer Stable Armor - Scroll: Blast Creation IIIGeneral ScrollClass: SummonerRequires Level 14Use: Evolves your Blast Creation II ability into Blast Creation III.Hastily conjure a blast of magic, dealing Magic damage.Merchant Value: 0 0 0 0 5Weight: 0.1
Scroll: Blast Creation III - Scroll: Clash BombGeneral ScrollClass: SummonerRequires Level 20Conjure 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.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Clash Bomb - Scroll: Conjure Globes of Purified WaterGeneral ScrollClass: SummonerRequires Level 18Conjure 20 globes of purified water for yourself and your allies to drink. These are temporary items and will disappear if logged out for more than 30 minutes.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Conjure Globes of Purified Water - Scroll: Conjure Minor Frigid GlyphsGeneral ScrollClass: SummonerRequires Level 20Conjure a set of minor frigid glyphs that can be used to protect against the harsh effects of frigid climates. These are temporary items and will disappear if logged out for more than 30 minutes.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Conjure Minor Frigid Glyphs - Scroll: Conjure Minor Toxic GlyphsGeneral ScrollClass: SummonerRequires Level 20Conjure a set of minor toxic glyphs that can be used to protect against the harsh effects of toxic climates. These are temporary items and will disappear if logged out for more than 30 minutes.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Conjure Minor Toxic Glyphs - Scroll: Conjure Mote of CloudingGeneral ScrollClass: SummonerRequires Level 20Conjure a Mote of Clouding. Consuming this mote will grant invisibility while the effect lasts. This is a temporary item and will disappear if logged out for more than 30 minutes.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Conjure Mote of Clouding - Scroll: Conjure MuffinsGeneral ScrollClass: SummonerRequires Level 18Conjure 20 muffins for yourself and your allies to eat. These are temporary items and will disappear if logged out for more than 30 minutes.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Conjure Muffins - Scroll: Conjure Stable Aether StoneGeneral ScrollClass: SummonerRequires Level 16Conjure a stable aether stone to equip your Fury for battle. This is a temporary item and will disappear if logged out for more than 30 minutes.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Conjure Stable Aether Stone - Scroll: Conjure Stable Gale WeaponsGeneral ScrollClass: SummonerRequires Level 16Conjure a set of stable gale weapons to equip your Zephyr for battle. These are temporary items and will disappear if logged out for more than 30 minutes.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Conjure Stable Gale Weapons - Scroll: Conjure Woven BandagesGeneral ScrollClass: SummonerRequires Level 14Conjure a stack of woven bandages. Applying this bandage will restore 18 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.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Conjure Woven Bandages - Scroll: Crystalline Mending IGeneral ScrollClass: SummonerRequires Level 20Command your Undine arcamental to mend the wounds of your defensive target, channeling healing every sec over 8 secs.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Crystalline Mending I - Scroll: Density Amp IIGeneral ScrollClass: SummonerRequires Level 14Improve the density of the target arcamental, increasing its Armor by 20. Only one amp can be active on an arcamental at a time.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Density Amp II - Scroll: Energy Amp IIGeneral ScrollClass: SummonerRequires Level 12Improve the energy of the target arcamental, increasing its Health by 20. Only one amp can be active on an arcamental at a time.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Energy Amp II - Scroll: Energy Amp IIIGeneral ScrollClass: SummonerRequires Level 20Improve the energy of the target arcamental, increasing its Health by 40. Only one amp can be active on an arcamental at a time.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Energy Amp III - Scroll: Eye of ZohmGeneral ScrollClass: SummonerRequires Level 20Conjure the Eye of Zohm. While present, you can control the Eye of Zohm and see through it.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Eye of Zohm - Scroll: Force Amp IGeneral ScrollClass: SummonerRequires Level 12Improve the force of the target arcamental, increasing its Spell Power by 5. Only one amp can be active on an arcamental at a time.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Force Amp I - Scroll: Force Amp IIGeneral ScrollClass: SummonerRequires Level 18Improve the force of the target arcamental, increasing its Spell Power by 10. Only one amp can be active on an arcamental at a time.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Force Amp II - Scroll: Fractal ChargeGeneral ScrollClass: SummonerRequires Level 12Conjure 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.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Fractal Charge - Scroll: Fury ArcamentalGeneral ScrollClass: SummonerRequires Level 20Summon a mana ghost and bind it with magic energy, creating a Fury arcamental to await your bidding.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Fury Arcamental - Scroll: Galestep IIGeneral ScrollClass: SummonerRequires Level 14Command your Zephyr arcamental to teleport directly behind your enemy and attack with Galestrike, dealing strong Physical damage.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Galestep II - Scroll: Lesser ShieldingGeneral ScrollClass: Wizard, Enchanter, Summoner, NecromancerRequires Level 16Weave a magical shield to increase your Health and Armor by a moderate amount.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Lesser Shielding - Scroll: Mana ArrowGeneral ScrollClass: SummonerRequires Level 12Command your Fury arcamental to hurl a bolt of mana at the enemy, dealing Magic damage.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Mana Arrow - Scroll: Mana BlastGeneral ScrollClass: SummonerRequires Level 16Command your Fury arcamental to release a violent burst of mana against your enemy, dealing strong Magic damage. This ability will critically hit if your Fury's Mana Embers line is active on the target.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Mana Blast - Scroll: Mana BombGeneral ScrollClass: SummonerRequires Level 16Conjure a globe of unstable mana and attach it to your target. After 3 sec the mana globe will explode, dealing Magic damage to the target.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Mana Bomb - Scroll: Mana ScorchGeneral ScrollClass: SummonerRequires Level 14Command your Fury arcamental to engulf your enemy in a blaze of mana, dealing Magic damage over time.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Mana Scorch - Scroll: Mana SpearGeneral ScrollClass: SummonerRequires Level 18Command your Fury arcamental to hurl a bolt of mana at the enemy, dealing Magic damage.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Mana Spear - Scroll: Quickening Amp IIGeneral ScrollClass: SummonerRequires Level 16Improve the quickness of the target arcamental, increasing its Melee Haste by 15%. Only one amp can be active on an arcamental at a time.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Quickening Amp II - Scroll: ReciprocationGeneral ScrollClass: SummonerRequires Level 20Retaliate with a bolt of mana at the next incoming source of damage.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Reciprocation - Scroll: Resistance Amp IIGeneral ScrollClass: SummonerRequires Level 14Improve the resistances of the target arcamental, increasing each of its resistances by 10. Only one amp can be active on an arcamental at a time.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Resistance Amp II - Scroll: Rift ShroudGeneral ScrollClass: SummonerRequires Level 14Create a small rift and step inside, hiding you from sight for up to 10 min while the rift is stable. Using an ability, attacking a target or taking damage will cause the rift to close, immediately ending this effect.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Rift Shroud - Scroll: Shield of Spinning ShurikenGeneral ScrollClass: SummonerRequires Level 18Surround an ally with a shield of spinning shuriken for 6 min. While the shield persists, Magic damage will be dealt to attackers when they inflict Physical damage to the shielded target.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Shield of Spinning Shuriken - Scroll: Tempest IIGeneral ScrollClass: SummonerRequires Level 16Command 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.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Tempest II - Scroll: Undine ArcamentalGeneral ScrollClass: SummonerRequires Level 20Summon a mana ghost and bind it with the element of water, creating an Undine arcamental to await your bidding.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Undine Arcamental - Scroll: Wind Blade IIIGeneral ScrollClass: SummonerRequires Level 12Command your Zephyr arcamental to strike the enemy with a bladed gust of wind, dealing Physical damage.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Wind Blade III - Scroll: Wind Blade IVGeneral ScrollClass: SummonerRequires Level 18Command your Zephyr arcamental to strike the enemy with a bladed gust of wind, dealing Physical damage.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Wind Blade IV - Scroll: Zephyr ArcamentalGeneral ScrollClass: SummonerRequires Level 20Summon a mana ghost and bind it with the element of wind, creating a Zephyr arcamental to await your bidding.Merchant Value: 0 0 0 0 1Weight: 0.1
Scroll: Zephyr Arcamental
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