Summoner Progression: Difference between revisions
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<div style="font-size:22px; font-weight:bold;">Jack of All Trades</div> | <div style="font-size:22px; font-weight:bold;">Jack of All Trades</div> | ||
<div style="margin-top:9px; line-height:1.7;">A [[ | <div style="margin-top:9px; line-height:1.7;">A [[Jack of All Trades]] can retain access after the Summoner class has been '''Mastered at Level 100'''.</div> | ||
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Latest revision as of 22:55, 31 July 2026
The Summoner Progression System allows Summoners to develop meaningful magical companions rather than treating every summoned creature as temporary and disposable.
Each supported creature belongs to a Summon Family. That family remembers its accumulated experience, level, learned abilities, and purchased evolution bonuses.
When a companion is sent back to the Void and later called again, the new body inherits the progression previously earned by that family.
An Air Elemental called tomorrow can continue the progression earned by an Air Elemental used today. A Fire Elemental, Daemon, Dragon, or another family maintains its own separate history.
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Active Summoners
A character actively following the Summoner class can call companions from the Summon Catalog and use the complete progression system.
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Jack of All Trades
A Jack of All Trades can retain access after the Summoner class has been Mastered at Level 100.
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Changing away from the Summoner path before mastering it does not permanently unlock Summoner Progression. Companions that can no longer be maintained are returned safely to the Void.
[SummonStatusOpens the Summoner Companion window and displays a nearby active companion when one is available.
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[SummonUpgradeOpens the same window for reviewing levels, abilities, and evolution bonuses.
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[SpiritBondOpens the same progression window and displays the active companion's current Spiritbond.
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[ClassBonusesOpens the broader Class Bonus Systems window, from which Summoner Progression can also be accessed.
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To manage a specific active companion, it must:
• be alive
• belong to you
• be on the same map
• be within 16 tiles
• be bound to your Summoner progression
The Summon Catalog displays every supported creature family along with:
• the family name
• its saved level
• its total saved experience
• whether that family is currently active
• your current active-summon limit
Select a family marked In the Void to begin calling it. Select an active family marked Summoned to return that companion to the Void.
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1
Open the Summon Catalog.
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2
Choose a family currently in the Void.
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3
Spend 14 mana and begin shaping the summon.
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4
Remain still and avoid taking damage.
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5
The companion appears nearby with its family progress restored.
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Moving, taking damage, dying, or losing concentration interrupts the summoning process.
Higher-level families are called more quickly. Each saved family level shortens the summoning delay slightly, although the delay can never fall below one second.
| Summoner Class Level | Maximum Active Families |
|---|---|
| Levels 1–29 | 1 active summon |
| Levels 30–49 | 2 active summons |
| Levels 50–69 | 3 active summons |
| Levels 70–99 | 4 active summons |
| Level 100 or higher | 5 active summons |
You may only maintain one active creature from the same family.
For example, you cannot call two Air Elementals at the same time. You may call an Air Elemental and a Fire Elemental together when your active-summon limit and normal follower limits allow it.
Normal control-slot and follower restrictions still apply.
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Experience
Combat experience earned by the companion is saved under its family key.
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Family Level
The saved experience determines the level restored the next time that family is called.
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Learned Abilities
Abilities purchased with ability points remain learned by that family.
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Evolution Bonuses
Chosen form bonuses remain part of the family and are applied when it is called again.
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Normal and greater versions registered under the same family share progression.
For example, a normal Air Elemental and a Greater Air Elemental belong to the same Air Elemental family record. Their experience, learned abilities, and evolution choices are not stored as separate progression paths.
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Dealing Damage
When a summon damages an enemy, it earns experience based upon roughly one-third of the damage dealt, with a minimum gain of one experience.
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Taking Damage
When a summon receives damage, it earns experience based upon roughly one-fifth of the damage taken, with a minimum gain of one experience.
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Experience is saved frequently during combat.
This means that offensive companions and defensive companions can both progress. A durable summon that protects its owner is not required to land every killing blow in order to develop its family.
Summon progression uses the shard's long-term level system:
• Level 1 begins at 0 experience
• Level 10 requires 40,500 total experience
• Level 50 requires 1,200,500 total experience
• Level 100 requires 4,900,500 total experience
• Level 200 is the maximum summon level
When a supported summon is called, its physical statistics are strengthened according to:
• the family's saved level
• the Summoner's Magery
• the Summoner's Spirit Speak
• the Summoner's Meditation
• Summoner prestige progression
• the abilities and evolution bonuses learned by that family
The main level-and-caster scaling can increase the creature's base Strength, Dexterity, and Intelligence by as much as 60% before its selected form bonuses are added.
A newly called companion begins fully restored with maximum health, stamina, and mana.
Level-scaled body improvements are rebuilt when the family is summoned.
When a family gains several levels while already active, sending it to the Void and calling it again allows the new body to be formed using its latest level and all saved evolution choices.
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Building Spiritbond
A summon can gain one point of Spiritbond while dealing or receiving damage. The Summoner's Spirit Speak, Herding, and Summoner prestige improve the chance.
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Maximum Bond
Spiritbond can reach a maximum value of 30.
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Fading Bond
Spiritbond begins to fade after the companion has been outside combat for several minutes.
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Each Spiritbond point increases the summon’s melee damage by approximately 1% against creatures, allowing a fully bonded companion to gain as much as 30% additional damage from Spiritbond alone.
In combat against players, the offensive contribution from Spiritbond is limited to 10%.
Spiritbond also helps:
• trigger Spell Surge
• strengthen mature ability combinations
• resist attempts to dispel the companion
Spiritbond is not part of the permanent family record stored in the Void.
Experience, level, abilities, and evolution choices return when the family is summoned again. Spiritbond must be rebuilt through combat.
When an active Summoner casts an offensive spell, a nearby bound companion may enter Spell Surge.
The chance is improved by:
• the circle or strength of the spell being cast
• the Summoner's Evaluating Intelligence
• the companion's current Spiritbond
• Summoner prestige
• the companion's Magery Power
• the companion's Evaluating Intelligence Power
• the companion's Meditation Power
The activation chance can reach a maximum of 75%.
Spell Surge normally lasts between five and ten seconds. Spirit Speak and the companion's Meditation Power extend the duration.
While Spell Surge is active, the companion deals additional damage. The increase is stronger against creatures and reduced during player combat.
A companion's current skill value is converted into a Summon Power Level.
Every 10.0 points in the creature's skill provide one Power Level, up to Power Level 10.
The Summoner window displays the creature's current value and Power Level for:
• Wrestling
• Tactics
• Anatomy
• Magery
• Evaluating Intelligence
• Meditation
• Necromancy
• Magic Resistance
| Skill Power | Benefit Per Power Level |
|---|---|
| Wrestling | Approximately 3% additional close-combat damage and 1% additional defensive support. |
| Tactics | Approximately 4% additional melee pressure. |
| Anatomy | Approximately 2% additional physical damage. |
| Magery | Improves Spell Surge activation and adds approximately 2% surge-supported damage. |
| Evaluating Intelligence | Adds approximately 2% arcane attack pressure and improves Spell Surge activation. |
| Meditation | Restores additional mana and stamina during combat, improves defense, and lengthens Spell Surge. |
| Necromancy | Allows the companion to recover health from damage dealt, reaching approximately 20% life leech at Power Level 10 in creature combat. |
| Magic Resistance | Reduces incoming damage and greatly improves the companion's ability to resist dispelling. |
Summon Skill Powers belong to the current creature body.
They can continue developing while that creature remains active and are preserved through normal world saves. They are not part of the family experience, ability, and evolution record restored after the creature is sent to the Void.
A summon family receives two ability points for every family level.
Purchased abilities:
• are learned permanently
• remain attached to that summon family
• do not need to be purchased again after resummoning
• cannot be refunded through the player interface
• are not mutually exclusive when the family has enough points
| Ability | Cost | Current Connected Benefit |
|---|---|---|
| Splash! | 3 | Adds approximately 3% to the companion's melee damage. |
| Unlimited Knowledge | 3 | Adds 10 Intelligence plus an additional amount based upon the family level. |
| Arcane Resonance | 3 | A spell-linked progression path reserved for expanded summon interactions. |
| Genesis | 6 | Adds 10 Strength plus an additional amount based upon the family level. |
| Bulwark Stance | 6 | A defensive progression path reserved for additional summon interactions. |
| Elusive Form | 6 | A mobility progression path reserved for additional summon interactions. |
| Eldritch Shield | 8 | A magical warding path reserved for additional summon interactions. |
| Magical Breeze | 10 | A speed and spell-support path reserved for additional summon interactions. |
| Toxic Water | 12 | A poison and corruption path reserved for additional summon interactions. |
| High Tides | 10 | A mature-summon path intended to work alongside strong Spiritbond. |
The abilities described as reserved paths appear in the current progression interface, but the supplied system does not yet assign them a separate direct combat effect. Players should prioritize powers with documented live benefits unless future updates expand those paths.
A summon family receives:
• one Evolution Point for every family level
• one additional Evolution Point for every five family levels
Purchased evolution bonuses are permanent for that family. They are restored and reapplied whenever that family is summoned again.
Evolution choices are not exclusive. A sufficiently developed family can eventually purchase several or all available bonuses.
| Evolution Bonus | Cost | Benefit |
|---|---|---|
| Hardy Form | 1 | Adds 5 Strength plus an additional point of Strength for every family level. |
| Quickened Form | 1 | Adds 5 Dexterity plus an additional point of Dexterity for every family level. |
| Arcane Core | 1 | Adds 5 Intelligence plus an additional point of Intelligence for every family level. |
| Natural Armor | 2 | Adds 5 points to every resistance and reduces incoming damage by 6% against creatures or 3% against players. |
| Life Link | 3 | A life-sharing evolution path reserved for additional companion interactions. |
| Shield Ally | 3 | Reduces damage taken while the summon remains within three tiles of its owner. |
| Maker's Call | 4 | A creator-and-construct evolution path reserved for additional companion interactions. |
| Aspect Bond | 5 | Raises the creature's natural damage range and adds 6% melee damage against creatures or 3% against players. |
| Resist Dispel | 8 | Gives the summon a chance to resist dispelling. Family level, Spiritbond, and Magic Resistance Power improve the chance. |
A companion with Resist Dispel becomes completely immune to normal dispel attempts once the family reaches Level 100.
Before Level 100, its resistance chance improves with family level, Spiritbond, and the companion's Magic Resistance Power. The chance is reduced when the dispeller is another player.
While at least one persistent Summoner companion is active, the Summoner receives a percentage increase to:
• Strength
• Dexterity
• Intelligence
The aura is based upon the highest-level active companion. Maintaining several summons does not stack several separate stat auras.
The aura is refreshed as companions are called, dismissed, or maintained in the world. It disappears when no qualifying companion remains active.
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Persistent While Active
Summoner companions do not expire like ordinary temporary summons. They remain bonded, loyal, and under their owner's control.
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World Saves
An active companion and its current creature state can survive normal world saves and server restarts.
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Logout and Disconnect
When the Summoner logs out or disconnects, active companions are returned to the Void after their family progression is saved.
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Use Send to Void from the companion window whenever you want to dismiss an active summon safely.
The companion's body is removed, but its family record remains. Open the catalog later and call the family again to restore its saved level, abilities, and evolution bonuses.
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Elementals
• Air Elemental |
Arcane Creatures
• Daemon |
Large Animals
• Polar Bear |
Wild Companions
• Chicken |
• Summoner Progression requires the active Summoner class or a Jack of All Trades who has mastered Summoner.
• Each creature family keeps separate experience, level, abilities, and evolution bonuses.
• Calling a family from the catalog costs 14 mana.
• Moving or taking damage interrupts the summoning process.
• Higher family levels shorten the summoning delay.
• You may only maintain one active creature from the same family.
• Summoner class level determines whether you can maintain one to five active families.
• Normal follower and control-slot limits still apply.
• Summons gain experience both by dealing and receiving damage.
• The maximum family level is 200.
• Ability points are earned at two points per family level.
• Evolution points are earned every level, with one additional point every five levels.
• Purchased abilities and bonuses are permanent for that family.
• The player interface does not provide refunds for purchased powers.
• Spiritbond reaches a maximum of 30 and improves combat performance.
• Spiritbond fades outside combat and is not saved when the companion returns to the Void.
• Offensive spellcasting can trigger Spell Surge in a nearby companion.
• The creature's own skills create separate Power Levels from 0 to 10.
• Current creature Skill Powers are not part of the family record restored from the Void.
• An active companion is bonded and maintained at maximum loyalty.
• Active companions survive world saves but return to the Void when their owner logs out or disconnects.
• The highest-level active companion provides the Summoner's companion stat aura.
• Multiple active companions do not stack multiple stat auras.