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summoning

The Book of Summoning

A progression tome for summoners, conjurers, necromancers, elementalists, and anyone who believes a summon should be more than disposable magic.

The Book lets eligible summons retain their progress, develop persistent skills, unlock new appearances, awaken passive traits, and eventually choose powerful mastery abilities.

Begin your journey by speaking with Malkor the Conjurer.

The Book of Summoning

Overview

Ordinary summons vanish when their magic ends, but a summon recorded in the Book remembers.

Eligible summons can gain levels, retain skill growth, unlock custom colors and forms, awaken passive traits, and eventually choose a mastery ability unique to their creature type.

The Book itself also gains Tome Experience, representing your overall growth as a summoner and unlocking rewards in the Vault.

The Book doesn't replace Animal Taming. It's a separate long-term progression system built around temporary magical creatures.

Getting the Book

Find Malkor the Conjurer and accept his quest, The Arcanist's First Bond, to earn your Book.

One Book per character. It's bound to that character and cannot be transferred.

The Book is blessed, kept in your backpack, and used to view summon progression, manage customization, select masteries, and claim Tome rewards.

The Arcanist's First Bond

Malkor will send you to an Arcanist Shrine Altar on an island south of Duskreach.

Activate the altar, survive what it summons, and return to Malkor to complete your first bond.

The altar only responds to characters currently undertaking the quest.

The Arcanist Shrine

Summon Progression

Each trainable summon type has its own profile.

Your Lich doesn't share experience with your Fire Elemental, and your Worg doesn't inherit the training of your Dark Wolf.

Each profile can contain:

  • Summon Level
  • Summon Experience
  • Persistent Skill Growth
  • Passive Ability
  • Selected Mastery
  • Unlocked Colors
  • Spell Colors
  • Alternate Forms
  • Spawn Effects

Summoning several copies of the same creature won't multiply experience earned from a single kill.

Summon Levels

Trainable summons begin at Level 1 and can reach Level 10. As they progress, they become more developed and unlock additional features.

Level Unlocks
3 Double Hit begins to develop
5 Passive ability unlocks
7 Double Hit improves
10 Maximum summon level, improved Double Hit, and Mastery unlock

Some customization rewards may also become available as the summon develops.

Double Hit

As a summon gains levels, it can develop Double Hit.

Double Hit gives the summon a chance to immediately follow a successful melee attack with a second strike. The chance improves as the summon reaches higher levels.

Persistent Skill Growth

Skill improvements earned by a summon in combat are saved to its profile. When that summon is called again later, its saved skills are restored.

A summon that has fought beside you for a long time can therefore become much more developed than one being summoned for the first time.

Skill Scrolls

Supported Skill Scrolls can be used on an active Book summon to increase its skill cap up to 120.0. The improved cap is saved to that summon's profile.

A failed attempt won't consume the scroll.

Passives and Masteries

Every fully developed summon has its own combat identity.

At Level 5, eligible summons awaken a permanent Passive Ability. At Level 10, summons with mastery support unlock a choice of three Masteries. Only one Mastery may be active at a time.

Masteries trigger automatically during valid PvM combat and have their own internal cooldowns.

A selected Mastery can be changed, but switching Masteries has a cooldown.

Summon passives and Masteries are protected against friendly targets. They won't intentionally affect the summoner, other players, controlled pets, summons, or valid allies.

Trainable Magery Summons

Includes both direct Magery summons and the extended conjuration creatures — all trained through the same skill. Higher-tier creatures require greater natural Magery before their profiles can be used.

Summon Required Skill Passive Masteries
Blade Spirit 50.0 Magery Honed Edge None
Energy Vortex 80.0 Magery Storm Surge None
Earth Elemental 80.0 Magery Stoneskin Stoneskin Shield, Ground Assault, Solid Rock
Fire Elemental 80.0 Magery Ignite Meteor Rain, Volcanic Burst, Flame Dance
Air Elemental 80.0 Magery Gust Cyclone, Lightning Strike, Windwall
Water Elemental 80.0 Magery Tidal Flow Tidal Wave, Frost Surge, Blizzard
Daemon 80.0 Magery Dark Pact Hellfire, Soul Rend, Demonic Aura
Deathcap 75.0 Magery Spore Cloud Spore Burst, Fungal Growth, Decompose
Mystic Troll 80.0 Magery Mana Leech Arcane Pulse, Mind Shatter, Runic Ward
Frost Troll 85.0 Magery Permafrost Glacial Roar, Frozen Ground, Avalanche
Drake 95.0 Magery Inferno Breath Inferno Breath Cone, Swoop, Dragonfire Aura
Worg 100.0 Magery Pack Instinct Pack Frenzy, Savage Bite, Howl

Blade Spirit

Required Skill: 50.0 Magery
Passive: Honed Edge
Mastery: None

Honed Edge improves the Blade Spirit's physical fighting ability and allows its melee attacks to occasionally produce an additional cutting strike.

The Blade Spirit can be fully leveled, but doesn't use the cosmetic or Mastery systems available to many other Book summons.

Energy Vortex

Required Skill: 80.0 Magery
Passive: Storm Surge
Mastery: None

Storm Surge strengthens the Energy Vortex's protection and allows its melee combat to periodically unleash a burst of electrical energy around itself.

The Energy Vortex can use Book customization, but doesn't choose a Mastery.

Earth Elemental

Required Skill: 80.0 Magery
Passive: Stoneskin — permanently improves the elemental's physical protection once unlocked.

Mastery Effect
Stoneskin Shield Encases the elemental in living stone, greatly reinforcing it for a short time
Ground Assault Tears open the earth in several paths ahead of the elemental, striking enemies caught along the advancing fractures
Solid Rock Restores some of the elemental's health, greatly increases its physical resistance, and raises a temporary ring of stone around it

Fire Elemental

Required Skill: 80.0 Magery
Passive: Ignite — allows melee attacks to occasionally set an enemy ablaze for a short period.

Mastery Effect
Meteor Rain Marks an enemy area and calls down a concentrated rain of meteors around it
Volcanic Burst Cracks the ground around the elemental before releasing a series of fiery eruptions
Flame Dance Surrounds the elemental with orbiting flames that repeatedly lash nearby enemies

Air Elemental

Required Skill: 80.0 Magery
Passive: Gust — improves the elemental's speed and can drain stamina from enemies that strike it.

Mastery Effect
Cyclone Creates a powerful cyclone around the elemental that catches nearby enemies and drains their stamina
Lightning Strike Calls lightning down upon nearby hostile monsters
Windwall Forms a violent wall of wind ahead of the elemental; enemies caught within it are repeatedly battered and lose stamina

Water Elemental

Required Skill: 80.0 Magery
Passive: Tidal Flow — improves the elemental's protection and allows its melee attacks to occasionally restore health to its summoner.

Mastery Effect
Tidal Wave Sends a surging wall of water forward, sweeping through enemies along its path
Frost Surge Bursts around the target in freezing energy and briefly immobilizes nearby monsters
Blizzard Creates a large snowstorm around the elemental that repeatedly assaults enemies caught inside

Daemon

Required Skill: 80.0 Magery
Passive: Dark Pact — strengthens the Daemon's magical ability and allows it to retaliate against enemies that strike it.

Mastery Effect
Hellfire Calls down a concentrated blast of dark flame upon the current target
Soul Rend Repeatedly siphons life from the target and returns that stolen life to the Daemon
Demonic Aura Sends expanding waves of demonic energy around the Daemon while draining stamina from nearby enemies

Deathcap

Required Skill: 75.0 Magery
Passive: Spore Cloud — when struck, the Deathcap can release poisonous spores around itself.

Mastery Effect
Spore Burst Explodes in a cloud of toxic spores and leaves poisonous corruption around the Deathcap
Fungal Growth Causes poisonous mushrooms to rapidly grow around the Deathcap before the entire field erupts
Decompose Inflicts a lingering decay upon one enemy and temporarily weakens all of its resistances

Mystic Troll

Required Skill: 80.0 Magery
Passive: Mana Leech — the Mystic Troll can steal mana through melee combat and use it to replenish its own reserves.

Mastery Effect
Arcane Pulse Releases a powerful arcane shockwave around the Mystic Troll, striking nearby enemies
Mind Shatter Assaults the target with concentrated arcane force and drains its mana
Runic Ward Surrounds the Mystic Troll with a protective rune, temporarily increasing all of its resistances and restoring mana to its summoner

Frost Troll

Required Skill: 85.0 Magery
Passive: Permafrost — the Frost Troll gains additional protection and can drain stamina from enemies that strike it.

Mastery Effect
Glacial Roar Sends a widening blast of frost forward from the troll
Frozen Ground Covers the surrounding ground in supernatural frost that repeatedly punishes enemies standing within it
Avalanche Calls down a violent fall of ice and stone across a wide target area

Drake

Required Skill: 95.0 Magery
Passive: Inferno Breath — the Drake can occasionally unleash a short burst of flame during melee combat.

Mastery Effect
Inferno Breath Cone Unleashes a wide cone of dragonfire in front of the Drake
Swoop Crashes into the target area with a powerful diving assault that catches nearby enemies
Dragonfire Aura Surrounds the Drake with a persistent aura of fire that repeatedly burns enemies fighting too close to it

Worg

Required Skill: 100.0 Magery
Passive: Pack Instinct — increases the Worg's Dexterity and allows successful kills to trigger its predatory pack surge.

Mastery Effect
Pack Frenzy Sends the Worg into a temporary frenzy, greatly increasing its Dexterity while immediately attacking its current target
Savage Bite Delivers a vicious venomous bite combining raw physical force with poison
Howl Restores the Worg's stamina before releasing a wide shockwave around itself

Trainable Necromancy Summons

Summon Required Skill Passive Masteries
Dark Wolf 60.0 Necromancy Predator Pack Hunt, Feral Fury, Shadow Pounce
Death Adder 80.0 Necromancy Venom Aura Toxic Nova, Death Coil, Serpent Strike
Vampire Bat 80.0 Necromancy Lifesteal Aura Blood Frenzy, Screech, Plague Carrier
Bone Magi 80.0 Necromancy Arcane Decay Bone Volley, Soul Siphon, Curse Aura
Mummy 80.0 Necromancy Rot Aura Plague Wrap, Decay Nova, Ancient Curse
Lich 100.0 Necromancy Mana Drain Aura Bone Barrage, Lich Touch, Death Shroud
Bone Reaver 100.0 Necromancy Marrow Crush Reaping Blow, Bone Shatter, Death March

Dark Wolf

Required Skill: 60.0 Necromancy
Passive: Predator — improves the Dark Wolf's speed and makes it especially dangerous when pursuing weakened enemies.

Mastery Effect
Pack Hunt Delivers a coordinated hunting strike charged with dark energy
Feral Fury Engulfs the Dark Wolf in shadowy fury before it tears into its current target
Shadow Pounce Launches a powerful shadow-infused pounce against the target

Death Adder

Required Skill: 80.0 Necromancy
Passive: Venom Aura — when struck, the Death Adder can release venom around itself and poison nearby enemies.

Mastery Effect
Toxic Nova Releases an expanding poison nova and leaves a lingering toxic cloud around the Death Adder
Death Coil Wraps the target in supernatural venom, briefly immobilizing and poisoning it while the corruption continues to work
Serpent Strike Delivers a vicious venomous strike and inflicts deadly poison

Vampire Bat

Required Skill: 80.0 Necromancy
Passive: Lifesteal Aura — the Vampire Bat's melee attacks can restore some of its own health.

Mastery Effect
Blood Frenzy Tears into the current target and returns a portion of the stolen life to the summoner
Screech Releases a violent supernatural shriek that strikes enemies surrounding the bat
Plague Carrier Infects the target with a spreading plague that persists for several moments and can poison nearby enemies

Bone Magi

Required Skill: 80.0 Necromancy
Passive: Arcane Decay — strengthens the Bone Magi's magical power and allows its melee attacks to occasionally release additional necromantic energy.

Mastery Effect
Bone Volley Fires a rapid sequence of bone shards into the target
Soul Siphon Repeatedly drains both life and mana from the target, restoring health and mana to the Bone Magi
Curse Aura Surrounds the Bone Magi with repeated waves of cursed energy that affect nearby enemies

Mummy

Required Skill: 80.0 Necromancy
Passive: Rot Aura — when struck, the Mummy can release a burst of corruption around itself.

Mastery Effect
Plague Wrap Ensnaring grave wrappings surround the target, briefly immobilizing and poisoning it
Decay Nova Sends expanding waves of decay outward from the Mummy
Ancient Curse Places a lingering curse above the target that repeatedly lashes it with necromantic energy

Lich

Required Skill: 100.0 Necromancy
Passive: Mana Drain Aura — the Lich's kills can drain mana from nearby enemies.

Mastery Effect
Bone Barrage Smashes the target with an eruption of bone that also catches enemies close to the victim
Lich Touch Drains stamina from the target, restores health to the summoner, and spreads waves of necrotic energy around the victim
Death Shroud Surrounds the Lich with an expanding shroud of death that repeatedly reaches farther into nearby enemies

Bone Reaver

Required Skill: 100.0 Necromancy
Passive: Marrow Crush — strengthens the Bone Reaver and allows its melee attacks to occasionally land an additional crushing blow.

Mastery Effect
Reaping Blow Delivers a brutal execution-style strike against the current target
Bone Shatter Launches a violent burst of bone shards outward from the Bone Reaver in every direction
Death March Sends expanding waves of grave energy and shattered bone marching outward from the Bone Reaver

Unlock-Only Summons

Not every creature recognized by the Book is a full progression summon.

Some creatures are unlock-only summons. They may appear in the Book as collection or summon unlocks, but don't gain levels, persistent skills, passives, Masteries, or the full customization progression of a trainable summon.

  • Chicken
  • Gorilla
  • Horse
  • Llama
  • Alligator
  • Grey Wolf
  • Scorpion
  • Polar Bear
  • Grizzly
  • Giant Serpent
  • Stoneskin Drone
  • Troll
  • Bog Golem

The Book's interface identifies which summons can be fully trained and which are collection or appearance unlocks.

Summon Customization

Many trained summons can be customized as they develop.

Depending on the summon, the Book may allow you to unlock and select:

  • Creature Colors
  • Spell Colors
  • Alternate Forms
  • Spawn Effects

Cosmetic unlocks are stored on that summon's individual profile.

Summon Profiles

Every supported summon has its own Book profile.

For fully trainable summons, the profile records progression such as:

  • Level and Experience
  • Saved Skills
  • Passive Ability
  • Active Mastery
  • Summon Colors
  • Spell Colors
  • Alternate Forms
  • Spawn Effects

Progress belongs to that specific summon type and isn't shared with other creatures.

Summoner Skills

Several of your own skills influence Book summons.

Skill Effect
Focus Helps summons resist dispelling and remain summoned longer
Evaluating Intelligence Improves summon melee effectiveness
Meditation Improves summon regeneration

These bonuses use your real skill values. Item-based skill bonuses don't count.

Tome Rank and the Vault

Your individual summons aren't the only things that progress.

The Book itself earns Tome Experience as you develop your summons.

Increasing your Tome Rank unlocks rewards in the Vault, including cosmetics, visual effects, rarer treasures, and occasional titles.

Vault rewards can only be claimed once per character.

Important Rules

  • One Book per character.
  • The Book must remain in your backpack.
  • Summon profiles are character-specific.
  • Each summon type progresses independently.
  • Controlled pets and enemy creatures don't earn Book progression.
  • Passives unlock at summon Level 5.
  • Masteries unlock at summon Level 10.
  • Only one Mastery can be active for a summon at a time.
  • Masteries only trigger against valid PvM enemies.
  • Falling below a summon's required natural skill may cause it to be dispelled.

Getting Started

  1. Find Malkor the Conjurer.
  2. Complete The Arcanist's First Bond.
  3. Open your Book and choose a summon to develop.
  4. Fight alongside it to earn experience and persistent skill growth.
  5. Reach Level 5 to awaken its passive.
  6. Reach Level 10 to unlock its Mastery choices.
  7. Customize your favorite summons as new options become available.
  8. Increase your Tome Rank and claim rewards from the Vault.

Your summons are temporary. Their progress does not have to be.

summoning.txt · Last modified: by UO Enigma