Summoner

Summoner.png
Let your army of minions do the dirty work
Style: Pet and Minon Abuser
Primary Stat: Constitution
HP Gain per Level: 7-10
MP Gain per Level: 4-7
Weapon Skills: 2
==Contents==
*1 Summoner
**1.1 Skills
**1.2 Spells
*2 Dollmage
**2.1 Skills
**2.2 Spells
*3 Necromancer
**3.1 Skills
**3.2 Spells
=Summoner=
The purpose of the Summoner is to have someone else fight for them all the time. Summoners can tame animals and hypnotize sentient beings, creating followers to do their bidding for a while. They can also cast spells to conjure creatures up from thin air to fight for them temporarily in combat. Their attack and defend and healing spells rely on an intermediary buddy to actually make the affect happen.
At level 30, a Summoner may evolve into either a Dollmage or a Necromancer. Summoners can choose two weapon types in which to be proficient. The primary attribute of the Summoner is Constitution.
==Skills==
*Fallback - Level: 10 - Lag: 12
:This skill allows the user to divert his enemy's attacks to one of his groupmates. Using fallback will cause whoever the user is fighting to begin fighting the target, instead. Only groupmates and pets are valid targets for the fallback skill.
*Rescue - Level: 15 - Lag: 12
:This skill allows the user to rescue another character from combat. Using rescue will cause the user to take the place of the target in combat, saving the target from further harm. Rescue may only be attempted on players or pets.
==Spells==
*Tame - Level: 1 - Lag: 12 - Mana: 28
:This spell allows the caster to take control of an enemy, making it loyal to him. The new follower will be in the caster's group and fight for him until the effects of the spell wears off. The Tame spell only works on non-sentient animals. Some enemies are immune to this sort of spell. A Summoner may only have three such followers at a time unless he has the leadership or preeminence skills.
*Legionnaire - Level: 2 - Lag: 12 - Mana: 16
:This spell summons a legionnaire to aid you in combat. The legionnaire is a loyal soldier that, after a turn, will execute a spear attack on your enemy then disappear. The legionnaire can be targetted by the enemy and destroyed before it can attack successfully, especially if your enemy uses area attacks. Legionnaire cannot be cast unless you are already in combat.
*Hypnotize - Level: 5 - Lag: 12 - Mana: 28
:This spell allows the caster to take control of an enemy, making it loyal to him. The new follower will be in the caster's group and fight for him until the effects of the spell wears off. The Hypnotize spell only works on sentient beings. Some enemies are immune to this sort of spell. A Summoner may only have three such followers at a time unless he has the leadership or preeminence skills.
*Illuminate - Level: 5 - Lag: 12 - Mana: 8
:The Illuminate spell conjures an orb of light that appears in the caster's inventory. This orb can be picked up and held. When held, the orb of light will brighten dark rooms, making the carrier able to see in them.
*Orb User - Level: 10 - Lag: 12 - Mana: 24
:This spell summons an orb user to aid you in combat. The orb user is a magical artifact that, after a turn, will execute a fire attack on your enemy then disappear. The orb user can be targetted by the enemy and destroyed before it can attack successfully, especially if your enemy uses area attacks. Orb User cannot be cast unless you are already in combat.
*Word of Recall - Level: 15 - Lag: 12 - Mana: 50
:Word of Recall allows the target to return to their set recall point. It has the same effect as the 'recall' command, except it can be used above level 15. It can be used on any group members as well.
*Machine Golem - Level: 20 - Lag: 12 - Mana: 32
:This spell summons a machine golem to aid you in combat. The machine golem is a rusty robot that, after a turn, will execute a rocket fist attack on your enemy then disappear. The machine golem can be targetted by the enemy and destroyed before it can attack successfully, especially if your enemy uses area attacks.Machine Golem cannot be cast unless one is already in combat.
*Fairy - Level: 20 - Lag: 12 - Mana: 62
:This spell conjures up a Fairy, which periodically heals you while it's around. The Fairy can be targetted by enemies and destroyed so be careful.
*Bullet Bill - Level: 25 - Lag: 12 - Mana: 60
:This spell summons a gunshot-quick bullet bill to aid you in combat. The bullet will zip around and, after a round or two, will slam into your opponent, dealing damage and knocking them down. The bullet can be targetted and killed before it attacks, especially by enemies who utilize area attacks. Damage is Bash, but ignores AC. Bullet Bill cannot be cast unless one is already in combat.
*Analyze - Level: 25 - Lag: 4 - Mana: 12
:The Analyze spell reveals the immunities, resistances, and vulnerabilities of the target. If cast without a target, it reveals your own weaknesses. The knowledge of an enemy's weakpoints and strengths can be a critical boost in planning a course of action for fighting your foe!
=Dollmage=
The Dollmage is one of two classes a Summoner may evolve into at level 30.
By carefully selecting the right equipment and later augmenting it, a Dollmage may construct and maintain a single powerful golem to fight in his place. They have the ability to junction with said golem (or others), increasing the stats of their target at the expense of their own power. Junctioning with a golem will also grant it extra abilities. Dollmages also have the ability to permanently enslave others.
Dollmages get two commands that can be used any time without having to practice anything.
*disjunction
:Disjunction cancels all junction-type affects that you have active. Junctions have an infinite duration unless explicitly canceled by this command. If
*storage
:The Storage command allows you to put your current pet into limbo and then, if you haven't gotten another pet, retrieve it at your leisure. Items and everything stay intact.
==Skills==
Dollmages do not gain any extra skills
==Spells==
*Gather - Level: 30 - Lag: 12 - Mana: 34
:This spell rounds up all your charmies and dumps them in the same room you're in. It has none of the restrictions of Recall or Summon, as the creatures involved are already attuned to the caster.
*Animate Golem - Level: 30 - Lag: 12 - Mana: 35
:Animate Golem turns a piece of body armor on the ground into a pet loyal to the caster. This spell DOES NOT require the caster to be alone in a room, and it can only be cast if the caster does not already have a pet. The strength of the conjured golem is determined by the level of the armor used to make it. Any special effects of the armor, such as additional stat bonuses or elemental resistances, will apply to the golem that is made out of it.
*Transfusion - Level: 30 - Lag: 8 - Mana: 12
:Transfusion takes some of the caster's health and donates it to the target. This spell cannot be cast if the caster has very little health to begin with. At high skill percentages, this spell will actually donate more health to the target than the caster gives away.
*Junction Spirit - Level: 35 - Lag: 12 - Mana: 30
:When a Dollmage junctions their spirit to another, they suffer a penalty to their AC. However, the recipient of their spirit gains an equal or greater bonus to their own AC.
:Junction spells can only be used on a charmed minion. If this spell is used on an Armor Golem, it can use the Defend skill. It will also use Shield Block automatically if it wears a shield.
*Junction Might - Level: 40 - Lag: 12 - Mana: 30
:The caster of this spell takes a penalty to damroll, but gives the recipient an equal or greater damroll bonus.
:Junction spells can only be used on a charmed minion. If this spell is used on an Armor Golem, it can use the Smash skill.
*Augment Golem - Level: 40 - Lag: 12 - Mana: 35
:Augment Golem upgrades an already-existing golem to the Level, HP, and AC standard of the new item. The golem keeps any original affects it had from its creation, however, and doesn't gain any new ones from the new piece of armor. This spell automatically consumes an armor item on the floor in the room.
*Recharge - Level: 45 - Lag: 24 - Mana: 60
:The Recharge spell will refill a wand, staff, or event item to its maximum number of charges. It can also, for rod-type and some event items, re-set the lag time to make the item immediately usable again.
:A botched casting can set the maximum charges to zero, however, rendering the item unable to be recharged again. Additionally, it cannot be used on an item of higher level than the caster.
*Junction Health - Level: 45 - Lag: 12 - Mana: 30
:As the name suggests, someone else enjoys boosted max HP while the caster suffers a somewhat smaller reduction to their own.
:Junction spells can only be used on a charmed minion. If this spell is used on an Armor Golem, it can use the Rescue skill.
*Junction Heart - Level: 50 - Lag: 12 - Mana: 0
:Junctioning your heart to another allows them to feel the benefit of your maximum MP.
:Junction spells can only be used on a charmed minion. If this spell is used on an Armor Golem, it can use the Puppet skill. The puppet skill will have the Golem use an elemental attack, based on the owner's innate.
*Summon - Level: 50 - Lag: 12 - Mana: 50
:The summon spell transfers a target, anywhere in the world, to the location of the caster. Neither the caster or target can be in a norecall room; NPC targets cannot be summoned from safe rooms. Some NPCs are immune to summon, and some players ahve 'nosummon' turned on. Characters currently fighting cannot be summoned. NPCs with a level greather than the caster cannot be summoned, HOWEVER Players with a level greater than the caster can be summoned(assuming the previous requirments have been met).
*Deliver - Level: 55 - Lag: 12 - Mana: 8
:Deliver can transport an item in the caster's inventory to the target's inventory over great distances. Said item must be in the caster's inventory, must be visible to the target, and must be removable. The target must have enough carrying capcity to actually receive the item, too. These requirements being met, the object will instantaneously move anywhere in the world to reach the target's inventory.
*Enslave - Level: 60 - Lag: 12 - Mana: 120
:Enslave does as its name suggests, making the Charm affect on the target last forever. Slaves may be uncharmed by dismissing them.
*Cleft Rift - Level: 65 - Lag: 16 - Mana: 80
:By casting Cleft Rift, the caster tears open the fabric of space-time, causing a random creature from the Cleft of Dimensions to appear. This creature will act as a loyal pet to the caster. Creatures higher level than the caster will never be summoned.
=Necromancer=
The Necromancer is one of two classes a Summoner may evolve into at level 30.
With the ability to resurrect the dead into followers, it is evident that Necromancers choose to take advantage of the disposability of their minions. Their pets are ephemeral, decaying after too long, and their strength depends on what kind of corpse was used. Necromancers have a variety of abilities that sacrifice one of their pets in order to boost the remaining. They get skills as they level up to allow them to control increasing numbers of minions. Between-battles is battlefield cleanup duty.
==Skills==
*Leadership - Level: 30 - Lag: ---
:This passive skill allows the user to control up to four followers at a time. It activates automatically once it is practiced to 60%.
*Embalm - Level: 40 - Lag: 32
:Embalming is the art and science of preserving someone's remains to forestall their decomposition. Using this skill on a targeted corpse will keep it from decaying, allowing the owner to keep the corpse stashed away for future use.
*Preeminence - Level: 50 - Lag: ---
:This passive skill allows the user to control up to five followers at a time. It activates automatically once it is practiced to 60%.
==Spells==
*Gather - Level: 30 - Lag: 12 - Mana: 34
:This spell rounds up all your charmies and dumps them in the same room you're in. It has none of the restrictions of Recall or Summon, as the creatures involved are already attuned to the caster.
*Skeleton Crew - Level: 30 - Lag: 12 - Mana: 28
:This spell will turn any corpses in the room into weak skeleton pets. If there are many corpses in the room, only enough will be created to accommodate the maximum number you can have. The power of the skeletons depends on the level of the corpse.
*Corpus Levitas - Level: 35 - Lag: 12 - Mana: 12
:When cast, Corpus Levitas will drastically reduce the weight of a targetted NPC corpse, allowing you to carry many of them if you wish.
*Detonate - Level: 35 - Lag: 8 - Mana: 48
:Detonate can only be cast on charmed followers of the caster. Detonate can never be cast on player characters. The Detonate spell attaches a fuse, like that found on a bomb, to the target. The target then initiates a countdown, and at the end of the countdown the target will explode, causing heavy damage to all enemies in the room.
*Death Coil - Level: 40 - Lag: 12 - Mana: 35
:Death Coil can be cast on a pet you own to blow it up, restoring the health of the rest of your group in the room and yourself. The amount of health restored depends on the destroyed pet's maximum HP.
*Resurrect - Level: 45 - Lag: 12 - Mana: 36
:The Resurrect spell must be cast on a corpse in the inventory of the caster. Casting this spell will cause the corpse to come to life once again - but in zombie form. The resurrected zombie will serve as a loyal pet to the caster until it dies once again.
:The zombie has the same resistances, vulnerabilities, and armor as the original mob, but are always Slow and cannot be healed. Zombies lose all their special attacks, but gain a gas breath attack, which they use sometimes.
:After about 10 minutes, zombies will rot so much that they leave only a skeleton behind.
*Death Pact - Level: 45 - Lag: 12 - Mana: 64
:Death Pact may be cast on a pet you own to blow it up, granting the rest of your group in the room and yourself extra damroll as well as weapon and negative resistance. The extra damroll is based on the power of the destroyed pet.
*Summon - Level: 50 - Lag: 12 - Mana: 50
:The summon spell transfers a target, anywhere in the world, to the location of the caster. Neither the caster or target can be in a norecall room; NPC targets cannot be summoned from safe rooms. Some NPCs are immune to summon, and some players ahve 'nosummon' turned on. Characters currently fighting cannot be summoned. NPCs with a level greather than the caster cannot be summoned, HOWEVER Players with a level greater than the caster can be summoned(assuming the previous requirments have been met).
*Deliver - Level: 55 - Lag: 12 - Mana: 8
:Deliver can transport an item in the caster's inventory to the target's inventory over great distances. Said item must be in the caster's inventory, must be visible to the target, and must be removable. The target must have enough carrying capcity to actually receive the item, too. These requirements being met, the object will instantaneously move anywhere in the world to reach the target's inventory.
*Summon Minighost - Level: 60 - Lag: 12 - Mana: 52
:This spell conjures up a minighost to aid the caster. Minighosts never disappear once summoned, but are very fragile. They don't do much damage either, but utilize the Frozen Touch skill in combat, freezing their master's foes.
*Cleft Rift - Level: 65 - Lag: 16 - Mana: 80
:By casting Cleft Rift, the caster tears open the fabric of space-time, causing a random creature from the Cleft of Dimensions to appear. This creature will act as a loyal pet to the caster. Creatures higher level than the caster will never be summoned.
v • d • eClasses
Strength 	
Knight (Cavalier • Templar) • Warrior (Warlord • Gladiator)
Dexterity 	
Thief (Ninja • Merchant) • Dancer (Gypsy • Diva)
Intelligence	
Wizard (Sorceror • Witch)
Wisdom 	
Priest (Shaman • Surgeon) • Geomancer (Terraformer • Time Mage)
Constitution	
Summoner (Dollmage • Necromancer)