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Template:All Game Nav Summons can only be used with the summoner class. Most require a special item. A summoner can only have one of these at a time--if you summon a new creature, the old one disappears. Spells seem to be randomly assigned, and each time their leader moves or a new turn starts they have a random chance to get a new bunch of spells. They never have more than 3.
Spells: Magic Arrow, Heal1, Force Heal1, Attack, Fireball, Earthquake, Tornado, Sleep, Resist.
Elemental
- AT 22 DF 20 MP 10 MV 7 (Flying)
- Attack type: Lightning blast
Aniki
- AT 35 DF 30 MP 16 MV 5 Requires Iron Array
- Attack type: Flash
The best summon in the game, if you dare to use him. If not, just use white dragon instead.
Valkyrie
- AT 29 DF 21 MP 25 MV 7 (Flying) Requires Aura
- Attack type: Lightning hit
Sleipnur
- AT 31 DF 18 MV 10 (horse) Requires Odin's Buckler
- No spells.
- Attack type: Charge (Energy hit vs. air)
YrmGuard/Iremguard
- AT 29 DF 28 MP 32 MV 5 (Sea) Requires Gyaral Horn
- Attack type: Slow charge (Fire dart vs. air)
White Dragon
- AT 33 DF 22 MP 10 MV 5 (Flying)
- Requires Gleipnur
- Attack type: Fireballs.
Fenrir
- AT 31 DF 25 MP 10 MV 8 (horse) Requires Carbunkle
- Attack type: Blur charge (Energy darts vs. air)
Freiya
- AT 23 DF 25 MP 40 MV 7 (flying) Requires Angel's Wing
- Attack type: Wind