Difference between revisions of "Summoner"

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{{class
 
{{class
 
|name=Summoner
 
|name=Summoner
|metaclass=Wilder
+
|metaclass=[[Wilder]]
 
|starting_life=90
 
|starting_life=90
 
|locked=Yes
 
|locked=Yes
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|cunning=+3
 
|cunning=+3
 
}}
 
}}
 +
 +
Summoner is a class introduced in the base game. It must be unlocked by seeing a character use the talent {{t|Summon}} (Honey Tree in [[Trollmire]] / [[Old Forest]] is your earliest bet). Other summoning talents do not count for the unlock.
 +
 +
==Locked Description==
 +
''Not all might comes from within. Hear the invocations of nature, hear its calling power. See that from without we can find our true strengths.''
  
 
==Description==
 
==Description==
 
Summoners never fight alone. They are always ready to summon one of their many minions to fight at their side.
 
Summoners never fight alone. They are always ready to summon one of their many minions to fight at their side.
 +
 
Summons can range from a combat hound to a fire drake.
 
Summons can range from a combat hound to a fire drake.
 +
 
Their most important stats are: [[Willpower]] and [[Cunning]]
 
Their most important stats are: [[Willpower]] and [[Cunning]]
 +
 +
==New Class Unlocked Description==
 +
In the wilds, some people and creatures are able, by the sole force of their will, to call upon allies to help them in combat.
 +
 +
You have witnessed such an act and can now create new characters with the Summoner class.
 +
 +
Summoners are Wilders, who are at home in the wilds and draw their power from their connection with nature. Class features:
 +
*Summon allies, ranging from a war hound to the mighty fire drake
 +
*Take direct control of your summons
 +
*Augment your summons with various powers
 +
 +
All Wilder classes use Equilibrium for their powers. It represents their connection to nature.
 +
 +
The higher it gets the more off-balance they are with it. A high Equilibrium makes for a chance to fail to use a power and lose a turn.
  
 
==Starting Equipment==
 
==Starting Equipment==
Line 21: Line 42:
  
 
==Starting Talents==
 
==Starting Talents==
*War Hound
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*[[Ritch flamespitter (talent)|Ritch Flamespitter]] (1)
*Ritch Flamespitter
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*[[War hound (talent)|War Hound]] (1)
*Meditation
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*[[Heightened senses (talent)|Heightened Senses]] (1)
*Trap Handling
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*[[Meditation (talent)|Meditation]] (1)
  
 
==Talent Categories==
 
==Talent Categories==
;Technique
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{{Talent_table
:[[Combat techniques (category)|Combat techniques]] (1.0 mastery, locked)
+
| class_rows =
:[[Combat veteran (category)|Combat veteran]] (1.0 mastery, locked)
+
{{Talent_row
:[[Combat training (category)|Combat training]] (1.0 mastery)
+
| Type = [[Wild-gift (category type)|Wild-Gift]]
 +
| Name = [[Summoning (melee) (category)|Summoning (melee)]]
 +
| Mastery = 1.3
 +
| Locked = no
 +
| talent1 = [[War hound (talent)|War Hound]]
 +
| talent2 = [[Jelly (talent)|Jelly]]
 +
| talent3 = [[Minotaur (talent)|Minotaur]]
 +
| talent4 = [[Stone golem (talent)|Stone Golem]]
 +
}}
 +
{{Talent_row
 +
| Type = [[Wild-gift (category type)|Wild-Gift]]
 +
| Name = [[Summoning (distance) (category)|Summoning (distance)]]
 +
| Mastery = 1.3
 +
| Locked = no
 +
| talent1 = [[Ritch flamespitter (talent)|Ritch Flamespitter]]
 +
| talent2 = [[Hydra (talent)|Hydra]]
 +
| talent3 = [[Rimebark (talent)|Rimebark]]
 +
| talent4 = [[Fire drake (talent)|Fire Drake]]
 +
}}
 +
{{Talent_row
 +
| Type = [[Wild-gift (category type)|Wild-Gift]]
 +
| Name = [[Summoning (utility) (category)|Summoning (utility)]]
 +
| Mastery = 1.3
 +
| Locked = no
 +
| talent1 = [[Turtle (talent)|Turtle]]
 +
| talent2 = [[Spider (talent)|Spider]]
 +
| talent3 = [[Frantic summoning (talent)|Frantic Summoning]]
 +
| talent4 = [[Summon control (talent)|Summon Control]]
 +
}}
  
;Cunning
+
{{Talent_row
:[[Survival (category)|Survival]] (1.0 mastery)
+
| Type = [[Wild-gift (category type)|Wild-Gift]]
 +
| Name = [[Summoning (advanced) (category)|Summoning (advanced)]]
 +
| Mastery = 1.3
 +
| Locked = yes
 +
| talent1 = [[Master summoner (talent)|Master Summoner]]
 +
| talent2 = [[Grand arrival (talent)|Grand Arrival]]
 +
| talent3 = [[Nature's cycle (talent)|Nature's Cycle]]
 +
| talent4 = [[Wild summon (talent)|Wild Summon]]
 +
}}
 +
{{Talent_row
 +
| Type = [[Wild-gift (category type)|Wild-Gift]]
 +
| Name = [[Summoning (augmentation) (category)|Summoning (augmentation)]]
 +
| Mastery = 1.3
 +
| Locked = yes
 +
| talent1 = [[Rage (talent)|Rage]]
 +
| talent2 = [[Detonate (talent)|Detonate]]
 +
| talent3 = [[Resilience (talent)|Resilience]]
 +
| talent4 = [[Phase summon (talent)|Phase Summon]]
 +
}}
  
;Wild-gift
+
{{Talent_row
:[[Call of the wild (category)|Call of the wild]] (1.2 mastery)
+
| Type = [[Technique_(category_type)|Techniques]]
:[[Harmony (category)|Harmony]] (1.1 mastery, locked)
+
| Name = [[Combat techniques (category)|Combat Techniques]]
:[[Summoning (melee) (category)|Summoning (melee)]] (1.3 mastery)
+
| Mastery = 1.0
:[[Summoning (distance) (category)|Summoning (distance)]] (1.3 mastery)
+
| Locked = yes
:[[Summoning (utility) (category)|Summoning (utility)]] (1.3 mastery)
+
| talent1 = [[Rush (talent)|Rush]]
:[[Summoning (augmentation) (category)|Summoning (augmentation)]] (1.3 mastery, locked)
+
| talent2 = [[Precise strikes (talent)|Precise Strikes]]
:[[Summoning (advanced) (category)|Summoning (advanced)]] (1.3 mastery, locked)
+
| talent3 = [[Perfect strike (talent)|Perfect Strike]]
:[[Mindstar mastery (category)|Mindstar mastery]] (1.1 mastery, locked)
+
| talent4 = [[Blinding speed (talent)|Blinding Speed]]
 +
}}
  
==Strategy==
+
| generic_rows =
 +
{{Talent_row
 +
| Type = [[Cunning (category type)|Cunning]]
 +
| Name = [[Survival (category)|Survival]]
 +
| Mastery = 1.0
 +
| Locked = no
 +
| talent1 = [[Heightened senses (talent)|Heightened Senses]]
 +
| talent2 = [[Device mastery (talent)|Device Mastery]]
 +
| talent3 = [[Track (talent)|Track]]
 +
| talent4 = [[Danger sense (talent)|Danger Sense]]
 +
}}
  
[[Call of the wild (category)|Meditation]] reduces not only your personal damage, but also that of your summons. So, ideally, only use it when you're not in combat.
+
{{combat training row | mastery = 1.0}}
  
[[Summoning (distance) (category)|Ritch Flamespitter]] is your workhorse talent, and should be your first choice in almost all early game combat situations. [[Summoning (melee) (category)|War Hound]] is your second choice.
+
{{Talent_row
 
+
| Type = [[Wild-gift (category type)|Wild-Gift]]
Use [[Summoning (utility) (category)|Turtle]] to "tank" a monster (keeping it tied up in melee) while your Flamespitter blasts it.
+
| Name = [[Call of the wild (category)|Call of the Wild]]
 
+
| Mastery = 1.3
You can have one active summon at a time for every 10 points of [[Cunning]]. So, you want to get your Cunning up to 20 as quickly as possible, letting you have 2 monsters at once. Later, aim for 30 Cunning to get a third monster -- but that can wait a while.
+
| Locked = no
 +
| talent1 = [[Meditation (talent)|Meditation]]
 +
| talent2 = [[Nature's touch (talent)|Nature's Touch]]
 +
| talent3 = [[Earth's eyes (talent)|Earth's Eyes]]
 +
| talent4 = [[Nature's balance (talent)|Nature's Balance]]
 +
}}
 +
{{Talent_row
 +
| Type = [[Wild-gift (category type)|Wild-Gift]]
 +
| Name = [[Mindstar mastery (category)|Mindstar Mastery]]
 +
| Mastery = 1.3
 +
| Locked = no
 +
| talent1 = [[Psiblades (talent)|Psiblades]]
 +
| talent2 = [[Thorn grab (talent)|Thorn Grab]]
 +
| talent3 = [[Leaves tide (talent)|Leaves Tide]]
 +
| talent4 = [[Nature's equilibrium (talent)|Nature's Equilibrium]]
 +
}}
 +
{{Talent_row
 +
| Type = [[Wild-gift (category type)|Wild-Gift]]
 +
| Name = [[Harmony (category)|Harmony]]
 +
| Mastery = 1.3
 +
| Locked = yes
 +
| talent1 = [[Waters of life (talent)|Waters of Life]]
 +
| talent2 = [[Elemental harmony (talent)|Elemental Harmony]]
 +
| talent3 = [[One with nature (talent)|One with Nature]]
 +
| talent4 = [[Healing nexus (talent)|Healing Nexus]]
 +
}}
  
[[Summoning (distance) (category)|Hydras]] are very powerful, but they won't use their breath attacks if you would be hit. So for best results, try to stay behind the hydra.
+
}}
 
+
You don't get any monster detection capability, but you can fake it by using [[Summoning (utility) (category)|Summon Control]] on an expendable summoned monster (and, face it, they're all expendable). Take control of something and use it to scout ahead.
+
 
+
Get your healing talent ([[Call of the wild (category)|Nature's Touch]]) quickly. Not only can it save your life, but it can also keep escortees alive.
+
 
+
War hounds gain physical power based on talent level, and deal more damage than stone golems at level 5.
+
 
+
You can prevent your main character from acting poorly when you control another monster by customizing the AI and leashing it to an anchor (with radius 1).
+
 
+
[[Summoning (melee) (category)|Jellies]] are very useful to maintain your [[Equilibrium]]. Equilibrium decreasing effect doesn't check what caused the damage, so it's fine to abuse the poor jelly however you want.
+
 
+
By midgame, you'll want to use mostly [[Fire drake (talent)|drakes]], as they are at once great ranged nukes, good tanks and OK melee combatants. Set their skill priorities so that they roar early (it deals physical damage, confuses enemies and never damages allies), fire breath later (deals a bit more damage, but can hit you) and devouring flame never. With Frantic summoning and Nature's balance properly used, you can have 4 drakes in 5 turns.
+
 
+
[[Grand arrival (talent)|Grand arrival]] makes hounds and ritches very useful in late game. Their arrival effect can drop enemy resistances to negatives, letting drakes wreck them. Drake arrival drakeling can be used as a shield, but is a nuisance most of the time, as the it takes a summon slot and can't be [[Detonate (talent)|recycled]].
+
  
 
{{classes}}
 
{{classes}}

Latest revision as of 16:12, 16 July 2023

Summoner

Summoner 128 bg.png

Metaclass Wilder
Locked Yes
Starting Life 90
Life Rating +0
Stat Modifiers
Strength 0
Dexterity +1
Constitution 0
Magic 0
Willpower +5
Cunning +3

Summoner is a class introduced in the base game. It must be unlocked by seeing a character use the talent Summon (Honey Tree in Trollmire / Old Forest is your earliest bet). Other summoning talents do not count for the unlock.

Locked Description

Not all might comes from within. Hear the invocations of nature, hear its calling power. See that from without we can find our true strengths.

Description

Summoners never fight alone. They are always ready to summon one of their many minions to fight at their side.

Summons can range from a combat hound to a fire drake.

Their most important stats are: Willpower and Cunning

New Class Unlocked Description

In the wilds, some people and creatures are able, by the sole force of their will, to call upon allies to help them in combat.

You have witnessed such an act and can now create new characters with the Summoner class.

Summoners are Wilders, who are at home in the wilds and draw their power from their connection with nature. Class features:

  • Summon allies, ranging from a war hound to the mighty fire drake
  • Take direct control of your summons
  • Augment your summons with various powers

All Wilder classes use Equilibrium for their powers. It represents their connection to nature.

The higher it gets the more off-balance they are with it. A high Equilibrium makes for a chance to fail to use a power and lose a turn.

Starting Equipment

  • Rough Leather Armor
  • Mossy mindstar
  • Mossy mindstar

Starting Talents

Talent Categories

Class
Type Name Mastery Locked Talents
Wild-Gift Summoning (melee) 1.3 No War Hound Jelly Minotaur Stone Golem
Wild-Gift Summoning (distance) 1.3 No Ritch Flamespitter Hydra Rimebark Fire Drake
Wild-Gift Summoning (utility) 1.3 No Turtle Spider Frantic Summoning Summon Control
Wild-Gift Summoning (advanced) 1.3 Yes Master Summoner Grand Arrival Nature's Cycle Wild Summon
Wild-Gift Summoning (augmentation) 1.3 Yes Rage Detonate Resilience Phase Summon
Techniques Combat Techniques 1.0 Yes Rush Precise Strikes Perfect Strike Blinding Speed
Generic
Type Name Mastery Locked Talents
Cunning Survival 1.0 No Heightened Senses Device Mastery Track Danger Sense
Technique Combat Training 1.0 No Thick Skin Heavy Armour Training Light Armour Training
Combat Accuracy Weapons Mastery Dagger Mastery
Wild-Gift Call of the Wild 1.3 No Meditation Nature's Touch Earth's Eyes Nature's Balance
Wild-Gift Mindstar Mastery 1.3 No Psiblades Thorn Grab Leaves Tide Nature's Equilibrium
Wild-Gift Harmony 1.3 Yes Waters of Life Elemental Harmony One with Nature Healing Nexus

Classes

Classes with a non-white background need to be unlocked or may have other requirements
Classes
Warrior Rogue Mage Afflicted Defiler Celestial Wilder Chronomancer Psionic Adventurer Tinker Demented
Bulwark Rogue Alchemist Cursed Reaver Anorithil Summoner Paradox Mage Mindslayer Adventurer Sawbutcher Writhing One
Berserker Shadowblade Archmage Doomed Corruptor Sun Paladin Wyrmic Temporal Warden Solipsist Wanderer Gunslinger Cultist of Entropy
Archer Marauder Necromancer Doombringer Stone Warden Possessor Psyshot
Arcane Blade Skirmisher Demonologist Oozemancer Annihilator
Brawler