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Compendium

Summon forms

Wizards bind elementals, necromancers raise mages, archers or warriors, warlocks call hounds or a guardian, druids a panther or a boar, clerics a hammer or a shield. Pick the body that fits your build; the old minion stays the default.

Every form by role

Summon forms by role
Class · skillDamageSteadyTank
Wizard
Summon Imps (Infernal Binding)
Fire Elemental
1× · 0.6× HP · 2.9× hit · 1.6s · splash
Imp Court Default
today's minion
Storm Elemental
1× · 0.7× HP · 1.2× hit · 0.6s · ranged
Stone Elemental
1× · 2.4× HP · 0.9× hit · 1.5s · taunt
Cleric
Spiritual Weapon
Spiritual Hammer
1× · 0.6× HP · 2× hit · 1.6s · splash
Spiritual Blade Default
today's minion
Spiritual Shield
1× · 2.5× HP · 0.5× hit · 1.4s · taunt
Druid
Conjure Animals
Shadow Panther
1× · 1.2× HP · 5× hit · 1.4s
Spirit Wolves Default
today's minion
Thornback Boar
1× · 5× HP · 1× hit · 1.3s · taunt
Warlock
Pact Familiar
Hellhound
1× · 0.6× HP · 1.8× hit · 1.5s · splash
Pact Imp Default
today's minion
Fiendish Guardian
1× · 2.5× HP · 0.5× hit · 1.4s · taunt
Necromancer
Raise Dead
Bone Mages
2× · 0.6× HP · 2.2× hit · 1.8s · ranged
Skeletal Archers
2× · 0.8× HP · 1× hit · 0.8s · ranged
Bone Warriors Default
today's minion

Bodies per rank-1 cast × HP each × damage per hit (both against a plain summon body) · seconds between attacks.

How forms work

  • Each caster's main summon skill can call one of three bodies (the Wizard's Summon Imps: four): a damage form that hits hardest per blow but is fragile, a steady form, and a tank with lots of HP and a taunt but little damage.
  • The skill's current minion is the default form, so a hero who never touches the chooser plays exactly as before.
  • Forms change only in Hearthold, on the Hero sheet's Skills tab (and a sellsword's sheet). In a dungeon the choice is read-only.
  • Every form is worth about the same: per default body, HP × damage per second stays within 10–15% of the default. A form with fewer bodies packs each one with the shares of the bodies it replaces, so mastery's extra summons, perks and uniques scale every form alike.
  • Tanks roar every few seconds: foes near them that are already fighting turn on them. Bosses obey half as long and never mid-charge. Hunters on the hard modes obey for 50% as long on Hard and Epic and ignore it on Legendary.
  • Summons still take the mode's extra damage and the hard modes' melee cleave, whatever their form.

Wizard: Summon Imps

Call a pair of bound imps out of a chalk circle: a Cinderclaw that rakes with burning talons and a Hurler that spits fire from a safe distance. At rank 4 choose your brood — claws, bolts, or a court of both. Mastery binds more of them. Skill details and mastery.

Fire Elemental

Fire Elemental

Damage

A roaring pillar of flame: every blow erupts in a burst that scorches everything around its target.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2.9× a plain summon
Attacks
every 1.6s
Moves
4.6 tiles/s
Reach
1.2 tiles (melee)
Splash
50% to foes within 1.4 tiles
Applies
Burning 25% · 3s
Damage type
fire
Imp Court

Imp Court

Steady Default

Today's chalk-circle imps: claws and bolts, shaped by your brood perk.

Bodies
2 per cast at rank 1
Numbers
The skill's own minion, unchanged
Storm Elemental

Storm Elemental

Steady

A crackling stormcloud that hangs back and lashes foes with quick lightning from six tiles.

Bodies
1 per cast at rank 1
HP each
0.7× a plain summon
Damage per hit
1.2× a plain summon
Attacks
every 0.6s
Moves
4.8 tiles/s
Range
6 tiles, keeps 3–5 away
Applies
Shocked 15% · 3s
Damage type
lightning
Stone Elemental

Stone Elemental

Tank

A slow grey hulk of living rock that roars to drag foes off you and shrugs off their blows.

Bodies
1 per cast at rank 1
HP each
2.4× a plain summon
Damage per hit
0.9× a plain summon
Attacks
every 1.5s
Moves
3 tiles/s
Reach
1.3 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
bludgeoning

Cleric: Spiritual Weapon

Conjure a floating weapon of force that fights on its own. Mastery forges an arsenal. Skill details and mastery.

Spiritual Hammer

Spiritual Hammer

Damage

A great hammer of force that rises and falls slowly, each blow a shockwave across its target's neighbours.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2× a plain summon
Attacks
every 1.6s
Moves
4.6 tiles/s
Reach
1.3 tiles (melee)
Splash
50% to foes within 1.3 tiles
Damage type
force
Spiritual Blade

Spiritual Blade

Steady Default

Today's floating sword: quick, steady cuts.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Spiritual Shield

Spiritual Shield

Tank

A towering shield of light that rings out to pull foes off you and turns their blows.

Bodies
1 per cast at rank 1
HP each
2.5× a plain summon
Damage per hit
0.5× a plain summon
Attacks
every 1.4s
Moves
4.2 tiles/s
Reach
1.3 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
force

Druid: Conjure Animals

Call spirit wolves out of the dark to hunt at your side. Mastery calls more of the pack. Skill details and mastery.

Shadow Panther

Shadow Panther

Damage

A lean spirit cat that strikes rarely but savagely, raking open deep wounds.

Bodies
1 per cast at rank 1
HP each
1.2× a plain summon
Damage per hit
5× a plain summon
Attacks
every 1.4s
Moves
6 tiles/s
Reach
1.1 tiles (melee)
Applies
Bleeding 30% · 4s
Damage type
slashing
Spirit Wolves

Spirit Wolves

Steady Default

Today's pack: quick bites from every side.

Bodies
2 per cast at rank 1
Numbers
The skill's own minion, unchanged
Thornback Boar

Thornback Boar

Tank

A huge bristling boar that squeals to draw every foe nearby and takes their blows on its hide.

Bodies
1 per cast at rank 1
HP each
5× a plain summon
Damage per hit
1× a plain summon
Attacks
every 1.3s
Moves
4 tiles/s
Reach
1.3 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
piercing

Warlock: Pact Familiar

Summon imps bound by your pact; they harry your foes with tiny fireballs. Mastery binds more of them. Skill details and mastery.

Hellhound

Hellhound

Damage

A flame-maned hound of the pit that breathes a gout of fire over its prey and everything beside it.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
1.8× a plain summon
Attacks
every 1.5s
Moves
5.4 tiles/s
Reach
1.4 tiles (melee)
Splash
50% to foes within 1.3 tiles
Applies
Burning 25% · 3s
Damage type
fire
Pact Imp

Pact Imp

Steady Default

Today's familiar: a quick little fiend that harries your foes.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Fiendish Guardian

Fiendish Guardian

Tank

A chained, iron-hided fiend that bellows to pull foes onto itself and soaks what they deal.

Bodies
1 per cast at rank 1
HP each
2.5× a plain summon
Damage per hit
0.5× a plain summon
Attacks
every 1.4s
Moves
3.4 tiles/s
Reach
1.4 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
fire

Necromancer: Raise Dead

Two skeletons claw free of the floor and fight at your side. Mastery deepens the grave. Skill details and mastery.

Bone Mages

Bone Mages

Damage

Skeletal casters that lob bursts of grave-fire from range; each burst rots everything near its target.

Bodies
2 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2.2× a plain summon
Attacks
every 1.8s
Moves
4 tiles/s
Range
5.5 tiles, keeps 3–5 away
Splash
50% to foes within 1.3 tiles
Damage type
necrotic
Skeletal Archers

Skeletal Archers

Steady

Bone bowmen that keep their distance and loose a steady stream of arrows.

Bodies
2 per cast at rank 1
HP each
0.8× a plain summon
Damage per hit
1× a plain summon
Attacks
every 0.8s
Moves
4.4 tiles/s
Range
6.5 tiles, keeps 3.5–5.5 away
Damage type
piercing
Bone Warriors

Bone Warriors

Tank Default

Today's sword-and-board skeletons: they wade in and hold the line with their bodies.

Bodies
2 per cast at rank 1
Numbers
The skill's own minion, unchanged