talents-summon-advanced

Talents >> Wild Gifts

Talent Type/Cost Scales With Description
Master Summoner Sustained
20 Equilibrium
10 cooldown
-- Reduces cooldowns of all summon talents.
Grand Arrival Passive Mindpower(?) While Master Summoner is active, newly summoned creatures trigger an effect.
Nature's Cycle Passive -- While Master Summoner is active, each summon has a chance to reduce cooldowns of Rage, Detonate and Wild Summon.
Wild Summon 9 Equilibrium
25 cooldown
-- New summons have a chance to be "wild", with a new talent.

 

(The following table will probably want to be expanded to cover everything of note about every creature, and then moved to the Summoner page. Unless it's too much for one table. Or something.)
Creature Grand Arrival Wild Summon talent
Ritch Flamespitter Lower enemy fire resistance Flame Fury
Hydra Linger poison cloud Disengage
Rimebark Lower enemy cold resistance Resolve
Fire Drake Appears with fire drake hatchling Aura of Silence
War Hound Lower enemy physical resistance Total Thuggery
Jelly Lower enemy nature resistance Swallow
Minotaur Lower enemy movement speed Rush
Stone Golem Daze enemies Shattering Impact
Turtle Heal friendly creatures Battle Call
Spider Fear knockback Insidious Poison Infusion

 

Math/code for 1.0:

Master Summoner
cooldown_red = bound(getTalentLevelRaw(t) / 15, 0.05, 0.3)

Grand Arrival
radius = 1 + floor(getTalentLevel(t) / 2)
Effects are coded within each creature. For example, Turtle:
heal = 30 + combatTalentMindDamage(t, 10, 350)
I don't know whether the Mindpower level used here is yours, or the Turtle's.

Nature's Cycle
chance = min(100, 30 + getTalentLevel(t) * 15)
reduction = ceil(getTalentLevel(t) / 2)

Wild Summon
duration = floor(getTalentLevel(t))
Each turn: eff.chance = floor(eff.chance * 0.66)