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
- Rough Leather Armor
- Mossy mindstar
- Mossy mindstar
- War Hound
- Ritch Flamespitter
- Trap Handling
- Combat techniques (1.0 mastery, locked)
- Combat veteran (1.0 mastery, locked)
- Combat training (1.0 mastery)
- Survival (1.0 mastery)
- Call of the wild (1.2 mastery)
- Harmony (1.1 mastery, locked)
- Summoning (melee) (1.3 mastery)
- Summoning (distance) (1.3 mastery)
- Summoning (utility) (1.3 mastery)
- Summoning (augmentation) (1.3 mastery, locked)
- Summoning (advanced) (1.3 mastery, locked)
- Mindstar mastery (1.1 mastery, locked)
Meditation reduces not only your personal damage, but also that of your summons. So, ideally, only use it when you're not in combat.
Use Turtle to "tank" a monster (keeping it tied up in melee) while your Flamespitter blasts it.
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.
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 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 (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).
By midgame, you'll want to use mostly 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 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 recycled.
|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|