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The Summoner has developed a powerful arcane command to conjure sustenance, tools, barricades, weaponry, even fantastic creatures of incredible strength - all of this at her whim.
~ Official Description

Summoner is a class available to the Archai, Dark Myr, Elf, Gnome and Human races. The Summoner's primary role is Damage and their foremost method of dispatching foes is through their Arcamental servants. The Summoner can choose between one of four elements to have active, with each fulfilling a different function. Summoners aren't unfamiliar with combat magics, either, and their foes will find blades of mana -- and even objects from their environment -- brought to bear against them.

Description

Summoner-sm.png
A male Gnome Summoner.

It is a curious thing, to reach a hand into realities other than your own. This is the art of the Summoner, whose hand then bring forth all manner of things that did not exist only moments before. The Summoners command of arcane conjuration is unrivaled, able to bring forth sustenance, tools, barricades, weaponry, even fantastic creatures of incredible strength and ability – all of this at their whim.

The Mana Plane is home to near-sentient entities of pure arcane energy known as Mana Ghosts. Without purpose or form, it is the Summoner who has fashioned a use for them. Through their mastery of arcane summoning and the use of alchemical magic, the Summoner is able to pull a Mana Ghost through time and space while binding it to an elemental property. Historically the most stable and effective bindings have been to the elements of Earth, Water, Fire and Wind, though experimentation is ongoing. These creations are known as Arcamentals and are the primary way Summoners engage in combat.

Gameplay Information

Notice
Due to outstanding dependencies, deployment of the Ranger, Summoner and Druid classes remain on hold until the integration of the new Networking stack is complete.

Group Role

The Summoner's primary role is Damage . Summoners fulfill this role with combat magics such as Bladed Missiles and Glacier Shard and the help of one of their four Arcamental servants.

Outside of combat, Summoners can keep their party sustained with Summon Food & Drink, help them adapt to hard Climates with Summon Supplies: Acclimation or help their allies get around in the world by conjuring a pilotable watercraft with Summon Raft and a scalable ladder with Summon Ladder.

Arcamentals

Arcamentals are categorized into 4 classes based on the elemental they are bound to. As you grow in power, your Arcamental will grow as well, becoming stronger and gaining access to more abilities. The Summoner will be able to choose which abilities their Arcamental has active.

Arcamentals are capable of using special armor and weapons that the summoner creates. These weapons improve the Arcamental’s effectiveness in various ways by improving its unique attributes: Power, Energy, Solidity, or Quickness. The different Arcamental types will have a unique primary and secondary attribute that the Summoner will want to increase as much as possible.

Fire Arcamental: Fury
Primary/Secondary Attribute: Power/Energy
Fury's Abilities

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.

Earth Arcamental: Titan
Primary/Secondary Attribute: Solidity/Power
Titan's Abilities

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.


Water Arcamental: Undine
Primary/Secondary Attribute: Energy/Solidity
Undine's Abilities

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.

Wind Arcamental: Zephyr
Primary/Secondary Attribute: Quickness/Power
Zephyr's Abilities

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.

Weapons & Techniques

Summoners can equip Blunt and Piercing class weapons. They can only equip one-handed piercing, but may use either one or two-handed blunt weapons.

Weapon Class Available Types
Blunt Club, Long Staff, Stave, Quarter Staff
Piercing Dagger [1]


Race

The race you choose will provide different racial innate abilities that can and will be handy while adventuring. There will be times when the race you choose is to your, and your party’s, advantage; at other times neutral, and other times to your disadvantage. They will all be useful in any serious dungeon or other adventure area but one may be more advantageous in certain scenarios and situations.
~ Official Description (retrieved from archived FAQ)


Summoners can choose between five different races: Archai, Dark Myr, Elf, Gnome and Human.

FAQ / Q&A

Question [2]
How powerful will the Summoner’s pet be and how powerful will the Summoner be in comparison?
Chris
To put it simply, the Arcamental is intended to be the powerhouse. If I had to put it in terms of a percentage, a Fury would provide around 70% of the total DPS output of the Summoner class. The Arcamental should feel just as much a part of the class to the player as the Summoner, especially given that so much of the Arcamental’s damage and effectiveness will come from how the player chooses to equip the Arcamental and invest its unique stat points. It should feel like a very symbiotic relationship.

Player Guides

  • For an in-depth look at the Summoner, please see the guides available on the Summoner Guides page.

Trivia

  • During the June 9th, 2022 “Monk Combat Updates and Gameplay” stream it was announced that, as part of updates to the class-race matrix, Archai would now be able to pick the Summoner class. [3]

Resources

  1. Official Class Page (Summoner)
  2. Archived Official Class Page (Summoner) (Retrieved 6/22)

References

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