Summons

Ashes of Creation community empowered Wiki
Jump to navigation Jump to search

The summoner uses abilities that channel through their summons (also referred to as class skill pets).[1][2]

You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[4]Steven Sharif
  • Abilities from the summon appear on the summoner's hotbar. The summoner is essentially playing through their summon.[1][2]
    • Summoner has control over their summon, unless the summon is under ancillary effects.[1][5][2]
  • Summoners will not be able to fuse with or be taken over by their normal summons.[1][2]
  • Summoners may also have the ability to transfer pain to their summons, meaning that a portion of damage or threat taken by the summoner can be transferred to their summon instead.[7]
  • Summoner summons are not the same as combat pets.[8]
    • Summoner's summons will add to the summoner's power when they are summoned, unlike combat pets, which take a portion of the player's power.[9]
The Summoner archetype does not have that portion of power taken away when they summon their pet. That's part of their... power is their summon.[9]Steven Sharif
  • Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[10]
  • Summons can be leveled through the application of skill points to their active skill.[4]
  • Summons will be able to use crowd control (CC).[11]
  • Summoners may be able to name their summons, but will not be able to change their creature type, which is part of the nameplate above the summon.[12]
  • Summons follow the same PvP flagging rules as players and share the player's flag status.[13][14]
Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[13]Steven Sharif

Summoners summon different varieties of summons, depending on the class and augments they choose.[15][16]

  • Animals.[16]
  • Spirits.[16][17]
  • Zombies, skeletons and other undead creatures.[10][17]
  • Corpses (potentially).[16]
  • Some summoners may summon multiple things.[16]
  • Other summoners may only summon one powerful thing.[16]
  • Certain summoners may only be able to summon effects and/or temporary energies.[16]

Augments from a secondary archetype can be applied to a summons.[18]

For example: If your summon had a sweeping attack with a claw, or had the ability to bite an opponent, or rush an opponent; and you took teleportation, you could rush them similar to how I've given an example with the tank: Teleporting to a target instead. Or, its claws could combust on impact on a target dealing some burn damage that persists. Or... let's say your summon traditionally was some type of bear or bear cat, you could apply an elemental augment and now it could be a transparent flaming bioluminescent cat; and its damage would be fire based. So, that's how we want to influence the active skills with how augments apply; and that's how it would apply with Summoners.[18]Steven Sharif

Summon appearance

A summon's appearance is determined by in-game choices.[19]

Summoners can change the appearance of their summons.[16]

The other cool thing about the you know summoner that we want to implement is kind of a summon creation suite where you can customize the appearance potentially based on what you found in the world. Something that's already going to be implemented with the animal husbandry system; and there's no reason why we can't take that technology- that you know system and apply it elsewhere such as with the Summoner.[21]Steven Sharif

Siege summons

Group summons are activated by a party leader with that ability in their class kit along with additive components from other classes that are part of the group.[23]

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Up to eight players of the same primary archetype can band together to create monumental effects during a siege.[24]

These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[24]Steven Sharif

Summoners can collaborate together during sieges to summon larger creatures, such as Golems.[1][25][2]

We do have the concept of siege summons being a thing with multiple summoners being required in order to create that siege summon. In those situations your character becomes the summon. So you don't have an AI that takes over your previous character but instead the recipient of those additional spell effects becomes the actual summon itself.[1]Steven Sharif
  • The target of the group summon becomes the summon itself.[1][2]
    • Previously it was stated that the party-leader becomes the summon.[25]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[26]
  • The number of summoners participating in the summon will determine its overall size.[26]
  • All summoners must be in the same party and the party leader must be a summoner.[25]
    • The party leader initiates the summon and then takes control of it.[25]
    • Once summoned, the party leader cannot be changed.[25]
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.[25]
    • The party may also contain non-Summoners.[25]

Timeline

The Summoner archetype was originally scheduled for release in Alpha-1[27] but may now be released "a little bit later" in development.[28]

The other classes, particularly the Summoner and Bard, take a considerable amount of additional feature development in order for many of their skills to be the target skills that we have for those classes.[28]Steven Sharif

Visuals

See also

References