Conjurer Merro (Summoner Trainer, 21-30)
- Vendor
Conjurer Merro is an NPC in Port of Ru’lun (Silent Plains).
This NPC is a vendor.
This NPC is a vendor.
1317, 510, -1301
Items for Sale
Other(36)
Scroll: Advanced Mana Bomb ScrollScroll: Advanced Mana BombScrollClass: SummonerRequires Level 26Conjure 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: Aether Missiles ScrollScroll: Aether MissilesScrollClass: SummonerRequires Level 24Conjure missiles 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: Arcaneer Harmonic Armor ScrollScroll: Arcaneer Harmonic ArmorScrollClass: SummonerRequires Level 30Arcaneer a set of harmonic 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: Blast Creation IV ScrollScroll: Blast Creation IVScrollClass: SummonerRequires Level 22Hastily conjure a blast of magic, dealing Magic damage.Merchant Value: 0 0 0 0 5Weight: 0.1 Scroll: Blast Creation V ScrollScroll: Blast Creation VScrollClass: SummonerRequires Level 28Hastily conjure a blast of magic, dealing Magic damage.Merchant Value: 0 0 0 0 5Weight: 0.1 Scroll: Conjure Croissants ScrollScroll: Conjure CroissantsScrollClass: SummonerRequires Level 26Conjure 20 croissants 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 Gate Stone ScrollScroll: Conjure Gate StoneScrollClass: SummonerRequires Level 22Conjure a Gate Stone. Use this item to return to the Bind Stone you are currently bound to. 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 Honed Aether Stone ScrollScroll: Conjure Honed Aether StoneScrollClass: SummonerRequires Level 24Conjure a honed 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 Honed Gale Weapons ScrollScroll: Conjure Honed Gale WeaponsScrollClass: SummonerRequires Level 24Conjure a set of honed 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 Lesser Frigid Glyphs ScrollScroll: Conjure Lesser Frigid GlyphsScrollClass: SummonerRequires Level 28Conjure a set of lesser 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 Lesser Toxic Glyphs ScrollScroll: Conjure Lesser Toxic GlyphsScrollClass: SummonerRequires Level 28Conjure a set of lesser 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 Silk Bandages ScrollScroll: Conjure Silk BandagesScrollClass: SummonerRequires Level 24Conjure a stack of silk bandages. Applying this bandage will restore 28 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: Crystalline Mending II ScrollScroll: Crystalline Mending IIScrollClass: SummonerRequires Level 26Command 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: Density Amp III ScrollScroll: Density Amp IIIScrollClass: SummonerRequires Level 22Improve the density of the target arcamental, increasing its Armor by 30. Only one amp can be active on an arcamental at a time.Merchant Value: 0 0 0 0 1Weight: 0.1 Scroll: Density Amp IV ScrollScroll: Density Amp IVScrollClass: SummonerRequires Level 30Improve the density of the target arcamental, increasing its Armor 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 IV ScrollScroll: Energy Amp IVScrollClass: SummonerRequires Level 28Improve the energy of the target arcamental, increasing its Health by 60. Only one amp can be active on an arcamental at a time.Merchant Value: 0 0 0 0 1Weight: 0.1 Scroll: Force Amp III ScrollScroll: Force Amp IIIScrollClass: SummonerRequires Level 26Improve the force of the target arcamental, increasing its Spell Power by 15. Only one amp can be active on an arcamental at a time.Merchant Value: 0 0 0 0 1Weight: 0.1 Scroll: Galestep III ScrollScroll: Galestep IIIScrollClass: SummonerRequires Level 22Command 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 IV ScrollScroll: Galestep IVScrollClass: SummonerRequires Level 28Command 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: Globes of Imbued Water ScrollScroll: Globes of Imbued WaterScrollClass: SummonerRequires Level 26Conjure 20 globes of imbued 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: Greater Fury Arcamental ScrollScroll: Greater Fury ArcamentalScrollClass: SummonerRequires Level 30Summon a mana ghost and bind it with magic energy, creating a greater Fury arcamental to await your bidding.Merchant Value: 0 0 0 0 1Weight: 0.1 Scroll: Greater Undine Arcamental ScrollScroll: Greater Undine ArcamentalScrollClass: SummonerRequires Level 30Summon a mana ghost and bind it with the element of water, creating a greater Undine arcamental to await your bidding.Merchant Value: 0 0 0 0 1Weight: 0.1 Scroll: Greater Zephyr Arcamental ScrollScroll: Greater Zephyr ArcamentalScrollClass: SummonerRequires Level 30Summon a mana ghost and bind it with the element of wind, creating a greater Zephyr arcamental to await your bidding.Merchant Value: 0 0 0 0 1Weight: 0.1 Scroll: Mana Fire ScrollScroll: Mana FireScrollClass: SummonerRequires Level 22Command 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 Lance ScrollScroll: Mana LanceScrollClass: SummonerRequires Level 24Command 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 Nova ScrollScroll: Mana NovaScrollClass: SummonerRequires Level 26Command 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 Pyre ScrollScroll: Mana PyreScrollClass: SummonerRequires Level 28Command 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: Quickening Amp III ScrollScroll: Quickening Amp IIIScrollClass: SummonerRequires Level 24Improve the quickness of the target arcamental, increasing its Melee Haste by 20%. Only one amp can be active on an arcamental at a time.Merchant Value: 0 0 0 0 1Weight: 0.1 Scroll: Resistance Amp III ScrollScroll: Resistance Amp IIIScrollClass: SummonerRequires Level 22Improve the resistances of the target arcamental, increasing each of its resistances by 15. Only one amp can be active on an arcamental at a time.Merchant Value: 0 0 0 0 1Weight: 0.1 Scroll: Resistance Amp IV ScrollScroll: Resistance Amp IVScrollClass: SummonerRequires Level 30Improve the resistances of the target arcamental, increasing each of its resistances by 20. Only one amp can be active on an arcamental at a time.Merchant Value: 0 0 0 0 1Weight: 0.1 Scroll: Rift Darts ScrollScroll: Rift DartsScrollClass: SummonerRequires Level 30Conjure arcane darts through a dimensional rift 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: Shield of Spinning Daggers ScrollScroll: Shield of Spinning DaggersScrollClass: SummonerRequires Level 28Surround an ally with a shield of spinning daggers 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: Shielding ScrollScroll: ShieldingScrollClass: Wizard, Enchanter, Summoner, NecromancerRequires Level 24Weave a magical shield to increase your Health and Armor by a moderate amount.Merchant Value: 0 0 0 0 1Weight: 0.1 Scroll: Tempest III ScrollScroll: Tempest IIIScrollClass: SummonerRequires Level 26Command 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: Volatile Aether Charge ScrollScroll: Volatile Aether ChargeScrollClass: SummonerRequires Level 28Conjure 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: Wind Blade V ScrollScroll: Wind Blade VScrollClass: SummonerRequires Level 24Command 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
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