Summoning
Gear that binds fighting creatures to you. Wear several and lead a small army of up to five summons, with stances, summon bonuses and auras.
Creatures bound to gear
Some rare uniques (and a few rune words) carry something alive inside them. Put one on and a creature appears at your side: a spectral tiger, a lizardfolk spearman, a dead knight, a young fire dragon, a pair of frost wolves. It walks with you and fights with you.
Wear several summon items and they all come along. A hero can lead up to 5 summons at once, and some items bring two or three creatures by themselves: the
Bonecaller's Mask raises three Bone Thralls, the
Rimefang Mantle a pair of wolves.
Summons are very different from pets:
| Pets | Summons | |
|---|---|---|
| What they do | Follow you and give a small stat bonus | Fight beside you |
| Where they come from | Found once, kept forever | Granted by the items you wear |
| How many | One | Up to 5 |
| Can they be hurt? | No | Yes: monsters can attack them |
Your pet keeps following you, with your summons around you.
How summons work
- Wear the item and its creatures appear. Take it off and they go with it.
- Every item adds its own. If your gear would bring more than 5, the strongest come first.
- Kills count as yours, for XP, loot, bounties and your party's share alike.
- Monsters can hit them back. Each has its own life bar and armour and can take the heat off you. Boss slams and arrows catch them too.
- If one falls, it comes back. A downed summon collapses where it stood and returns at full health after 20 seconds. The others fight on.
- They follow you everywhere: along roads, into the Depths, lairs and Ember Rifts, through Homeward Gates and Ashgate portals. A downed summon is still downed on the other side.
- They heal out of combat, just like you.
- They keep formation. Standing still, they spread out behind you; walking, they trail after you and find their way around walls and rocks. Flying summons pass over rocks and rivers.
Stances
The stance button at the start of your summon row (or the X key on a computer) switches how your summons pick their fights:
| Stance | What they fight |
|---|---|
| Aggressive | Anything hostile within 7 tiles of you, even monsters that haven't noticed you yet |
| Defend me (default) | What you attack, and whatever attacks you or them |
| Passive | Nothing. They follow you and stay out of it (monsters can still hit them) |
Summons never fight in town, and in the Wilderness they fight only its monsters, never other heroes. Your stance is saved with your hero.
Your summon row
Your summons show as a row of small portraits above the chat, each with its life bar. A downed summon greys out with a countdown until it returns. Click or tap a portrait to look at that summon; on a computer, hover it for its life and level.
How strong they are
- Level. A summon's level is your combat level, so your army grows with you all the way to the end of the game. Higher level means more life and harder hits (see Summoning).
- Leading more. Each summon hits a little softer the more you lead: three summons deal about 2.14× the damage of one, five about 2.78×. More summons are still stronger, and they also spread the monsters' attention.
- Empowering a summon item (see Crafting Orbs) makes its creatures 8% stronger per level.
- Summon bonuses on your gear make every summon you lead stronger:
- +% Summon Damage (Commanding on helms, shields, gloves and amulets)
- +% Summon Life (Kindred on helms, body armour, shields and amulets)
- +% Summon Attack Speed (of the Pack on gloves, boots and jewellery)
- Summons Gain X% of Your Damage Bonus (of Kinship on weapons and jewellery): your own +% Damage counts for them too.
- Your character window has a Summoning section with all of these once you wear summon gear.
Auras
Some gear radiates an aura around you, shown as a faint ring at its reach. The
Sceptre of the Legion carries Dominion: every summon within 8 tiles of you, yours and your party's, hits harder and faster. A summon driven by an aura glows in the aura's colour. Every other gear aura (Might, Sanctuary and the rest) reaches your summons too: see Auras, Thorns & Projectiles.
Every summon
Each summon has its own way of fighting. See the summons page for their full stats.
Ghostfang pounces on its prey, hitting hard and stunning it for a moment.- The
Saurian Warrior thrusts its spear from a little further back. - The
Mossback Bear mauls slowly, and every fourth blow slams the ground, hitting everything around it. It's the toughest of them all. - The
Grave Knight sweeps everything in front of it. - The
Stormhound bites fast, and every third bite arcs lightning to up to three foes. - The
Emberwyrm flies overhead and breathes fire from range, with a small burning blast where it lands. - Bone Thralls come in threes: weak alone, a wall together.
- Rimefangs hunt in pairs and pounce like the Ghostfang.
- The
Gloam Wisp hangs back and flings motes of cold light from range.
Where to find them
Summon uniques are rare. Each creature's own unique comes from the bosses of its region, with a much smaller chance from champions in that region:
| Unique | Summons | Where it drops |
|---|---|---|
| Ghostfang | ||
| Saurian Warrior | ||
| 3 Bone Thralls | ||
| Mossback Bear | ||
| Grave Knight | Echoes of the Warden from depth 6 of the Ashen Depths; champions down there | |
| Stormhound | ||
| Emberwyrm | ||
| 2 Rimefangs | ||
| Gloam Wisp | ||
| 2 Grave Knights, Dominion aura | ||
| Three Broodlings | ||
| Three Mireling Serpents | ||
| Lantern Wisp (mending aura) | ||
| Slag Golem (burning aura) | ||
| Two Rime Wyrmlings (chilling aura) | ||
| Three Mourning Wisps | ||
| Three Drowned Choristers (mending aura) | ||
| Two Forge Titans (burning aura) |
The last eight come only from their own boss's drop table, at the same rare chance as its other uniques (see Bosses by Level), not from champions.
Packs and auras
The hunted bosses' summon uniques often bind two or three creatures of a kind. Some of their summons carry an aura that pulses around them while you fight:
- Burning (Slag Golem, Forge Titans): scorches every monster close to it.
- Chilling (Rime Wyrmlings): hurts nearby monsters and holds them in place for a moment.
- Mending (Lantern Wisp, Drowned Choristers): heals you, and party members near it, a little every couple of seconds while you fight.
Bosses fought in Nightmare are twice as likely to drop their summon unique, and the Ashen King more likely still. Magic Find helps too. A few rune words bind creatures as well.