Summoner/Abilities

NOTE(S) 1. The spell icons, names and descriptions are taken from the development phase of the game (currently in Pre-alpha) and are subject to change. 2. Spells are taken directly from the most recent source, superseding information from the official class page.

For ease of browsing, spells are grouped together by type wherever possible, and these types are not necessarily mirrored directly from the game.

Area of Effect (Damage) Area of Effect spells are any that target or deal their effect in an area, rather than to individuals.

Augmentations Augmentations are buffs that are cast by the Summoner but may only be used on their Arcamental. You may apply as many Augmentations to your Arcamental as you desire. However, having more than one augmentation will introduce the risk of your elemental binding becoming unstable, destroying your Arcamental.

Damage Shield Damage Shields are beneficial spells that, upon their recipient receiving physical melee damage, damage the attacker.

Direct Damage Direct Damage spells and abilities (aka Nukes) are those whose primary function is to inflict a burst of damage. These spells and abilities can--and often do--have additional effects.

Passive Abilities These abilities function on their own, and do not need to be activated to provide their effect.

Summon Abilities Summoners are capable of summoning a variety of useful items, such as food, drink and supplies designed to help them and their allies better acclimate, as well as creatures more powerful--but less controllable--than even their own Arcamentals.

Summoner Arcamental Abilities These abilities are any that directly effect the Summoner's Arcamental, but are not an Augmentation.

Utility A broad category, best thought of as the home for any ability that doesn't fall directly into the other categories.

Arcamental Abilities
Arcamental Abilities are all those innate to each of the Arcamental, as well as those used automatically used by the Arcamental in combat and those that the Summoner can command them to use at their will.

Fury The fire-based Fury specializes in dealing powerful Fire, Nature and Magic damage to the Summoner’s enemies. Capable of putting enemies into a burning state.

Passives

Abilities

Titan The earth-based Titan specializes in detaining the Summoner’s enemies and protecting the Summoner from harm. Capable of putting enemies into a fatigued state.

Passives

Abilities

Undine The water-based Undine specializes in healing and restorative abilities that directly benefit the Summoner and other Arcamentals. The Undine is the only Arcamental the Summoner is able to briefly have active at the same time as another Arcamental.

Passives

Abilities
Zephyr The wind-based Zephyr specializes in dealing rapid, close-range Physical and Nature damage to the Summoner’s enemies. Capable of putting enemies into a disoriented state.

Passives

Zephyr Abilities