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v0.10.15 · 1 October 2026

Summons for every class: forms, arrivals and passives

Every summon skill in The Ember Depths now has damage, steady and tank forms, its own arrival, and a passive for its master. The Wizard binds only elementals.

v0.10.13 gave each caster's main summon three forms. Now every summon skill of every class has them: the paladin's Celestial Warden, the Beast Master's companion, the dread knight's retinue, the necromancer's legion and champion, the warlock's greater fiend, the druid's great bear and the cleric's Guardian of Faith too. Where a skill's minion was already one of the three, it stays the default and plays exactly as before.

Master passives

While at least one body of a form stands, you get its passive: one buff per form, however many bodies, shown on your buff row with the form as its source. Sellswords get their own summons' passives. In the PvP arena passives are 50% as strong.

Every summon skill's three forms and the passive each gives its master while one stands (the default form in bold).
Class · skillDamageSteadyTank
Wizard · Bind ElementalsFire Elemental: Kindled (+8% damage)**Storm Elemental**: Static Charge (+8% attack speed, +3% cooldown reduction)Stone Elemental: Stoneskin (+2 AC, +2 HP/s regen)
Necromancer · Raise DeadBone Mages: Grave Siphon (+2% lifesteal, +6% damage)Skeletal Archers: Bone Volley (+2% lifesteal, +6% attack speed)**Bone Warriors**: Bone Ward (+2% lifesteal, +5% damage reduction)
Necromancer · Grave LegionPlague Bearers: Plague Tithe (+2% lifesteal, +6% damage)**Bone Legionnaires**: Legion's March (+2% lifesteal, +5% attack speed)Ossuary Phalanx: Shieldwall (+2% lifesteal, +2 AC)
Necromancer · Risen ChampionDeathreaper: Reaper's Harvest (+3% lifesteal, +3% crit chance)**Risen Horror**: Unholy Vigour (+4% lifesteal)Bone Colossus: Ossified (+2% lifesteal, +6% damage reduction)
Dread Knight · Raise RetinueBone Reavers: Reaver's Due (+2% lifesteal, +6% damage)**Sworn Blades**: Sworn Oath (+3% lifesteal, +4% attack speed)Grave Bulwark: Bulwark Oath (+2% lifesteal, +5% damage reduction)
Warlock · Pact FamiliarHellhound: Hellfire Pact (+4% crit chance, +10% crit damage)**Pact Imp**: Familiar's Eye (+5% crit chance)Fiendish Guardian: Infernal Aegis (+3% crit chance, +2 AC)
Warlock · Call Greater FiendPit Ravager: Ravager's Pact (+4% crit chance, +15% crit damage)**Bound Fiend**: Debt Collector (+6% crit chance)Hellforged Sentinel: Hellforged Aegis (+3% crit chance, +2 AC)
Druid · Conjure AnimalsShadow Panther: Stalker's Pace (+6% move speed, +3% crit chance)**Spirit Wolves**: Pack Stride (+8% move speed)Thornback Boar: Thick Hide (+5% move speed, +2 AC)
Druid · Call the Great BearSabretooth: Predator's Pace (+6% move speed, +3% crit chance)Dire Wolf: Running with Wolves (+10% move speed)**Primal Cave Bear**: Den Mother (+5% move speed, +2 HP/s regen)
Ranger · Summon CompanionBonded Lynx: Lynx Eyes (+4% crit chance, +4% move speed)**Wolf Companion**: Pack Stride (+8% move speed)Bonded Grizzly: Hold Fast (+4% move speed, +5% damage reduction)
Paladin · Celestial WardenSeraph of Judgement: Radiant Zeal (+6% damage, +1 HP/s regen)**Celestial Warden**: Warden's Grace (+3 HP/s regen)Aegis Archon: Aegis (+6% damage reduction, +1 HP/s regen)
Cleric · Spiritual WeaponSpiritual Hammer: Weight of Faith (+8% damage)**Spiritual Blade**: Swift Faith (+8% attack speed)Spiritual Shield: Shield of Faith (+2 AC, +4% damage reduction)
Cleric · Guardian of FaithAvenging Spirit: Vengeance (+5% damage, +3% damage reduction)Lantern Bearer: Guiding Light (+5% attack speed, +1 HP/s regen)**Guardian of Faith**: Faith's Bulwark (+6% damage reduction)

Arrivals

  • Flame pillar: it erupts out of a roaring pillar of flame, and gutters out in a puff of embers when its time runs out.
  • Lightning strike: it lands in a lightning strike from a storm that isn't there, and crackles away into static when its time runs out.
  • Rising rubble: it heaves itself up out of a ring of rising rubble, and slumps back into gravel and dust when its time runs out.
  • Clawing grave: it claws its way up out of the ground, bony hands first, and sinks back into the grave when its time runs out.
  • Rift sigil: it steps out of a burning rift torn through a pact sigil, and is dragged back through a closing rift when its time runs out.
  • Leap in: it bounds in from the dark in a cloud of dust, and lopes off into the dark when its time runs out.
  • Beam of light: it descends in a beam of light, and rises away on a fading beam when its time runs out.
  • Rune forge: it materialises out of a ring of spinning runes, and dissolves back into runes when its time runs out.

The Wizard: Bind Elementals

Summon Imps is now Bind Elementals and the school is Elemental Binding. The imps are gone: the forms are the Fire Elemental (damage), the Storm Elemental (steady, the new default) and the Stone Elemental (tank), with the same numbers as in v0.10.13.

  • Rank 4 — the heart, for every form: Ember Heart (+15% damage, 20% Burning on hit) · Tempest Heart (12% faster attacks, 15% Shock on hit) · Greater Binding (+1 to the binding: bigger elementals or another one).
  • Rank 8 — Ember: Wildfire (+20% damage, +15% Burning) or Magma Hide (+30% HP) · Tempest: Arc Lash (hits arc to a second foe for 40%) or Overcharge (+15% damage, +15% Shock) · Binding: Bulwark Binding (+25% HP) or Standing Circle (cooldown −25%).
  • Mastered (rank 10): elementals last 50% longer and your form's capstone wakes — Death Throes (a falling Fire Elemental bursts for 2× a hit), Chain Lightning (bolts leap to a second foe for 50%), Bedrock (you and allies near a Stone Elemental: +2 AC, +6% damage reduction).
  • Your old imp perks moved to the matching elemental perk (Cinderclaw Brood → Ember Heart, Hurler Coven → Tempest Heart, Imp Court → Greater Binding, and their follow-ups), with every rank and point of mastery kept. If you had the imps out, your brood picked your form: claws → Fire, bolts → Storm, the court → Stone; no brood yet → Storm.

See also