classes-summoner

Classes | Races

Stats

Stat Modifier
Strength 0
Dexterity 0
Constitution +1
Magic 0
Willpower +5
Cunning +3
Starting Life 90
Life per Level 0

 

Starting Equipment/Talents

Rough Leather Armor
Mossy mindstar
Mossy mindstar

War Hound
Ritch Flamespitter
Meditation
Trap Handling
 

Talent Trees

  • Techniques
    • Combat Techniques-Active (1.0 mastery, locked)
    • Combat Veteran (1.0 mastery, locked)
    • Combat Training (1.0 mastery)
 

Strategy

  • Meditation reduces not only your personal damage, but also that of your summons. So, ideally, only use it when you're not in combat.
  • Ritch Flamespitter is your workhorse talent, and should be your first choice in almost all combat situations. War Hound is your second choice.
  • 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).
  • Jellies are very useful to maintain your equilibrium.