ToME: the Tales of Maj'Eyal

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PostPosted: Wed Aug 04, 2010 4:18 pm 
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Cornac

Joined: Wed Jul 14, 2010 6:36 pm
Posts: 35
Pretty sure this can be done without spoilers; if not, my apologies, and we'll move the thread. :)

Recently I've been playing a mage who picked up a few points in Summoning from a lost sword quest, and I'm lost. I don't know how the skill works, the wiki is down, and the killerbunnies guide is telling me formulas but not the basics. So I have questions:

1.) What's the difference between true totems and partial totems? Is there a reason I'd want a mixture of both, or is one just better?

2.) What's all this about upkeep mana costs for summoned creatures? Am I better off using Summoning with somebody other than a mage so I have mana to spare for upkeeps, or am I not going to feel too much of a pinch?

3.) Why are my totems sometimes destroyed upon use and sometimes not? (I am assuming a higher Summoning skill will help me save and reuse them?)

4.) Why are my summoned creatures sometimes hostile to me? (I am assuming a higher Summoning skill will help ensure they are friendly?)

Thanks in advance, folks. Is there anything else I need to know?


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PostPosted: Wed Aug 04, 2010 5:15 pm 
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Thalore

Joined: Thu Aug 20, 2009 3:26 pm
Posts: 120
1. A true totem actually summons a real creature not dependent on you, won't use mana per turn. A partial totem allows a summon of a mindless creature that will only last as long as your mana supply does. Note that uniques can only be true totems.

2. A mage would probably not be as good as a true summoner. See above.

3. I think your correct about that higher summoning skill. I've always wondered if it is affected by the monster's level as well. Been many months, but I think that partial totems are not destroyed when used. There is a chance for true totems to be destroyed.

4. Yes, higher skills help. Unique monster summons always have a higher chance of turning against you. As to why their sometimes hostile, I suppose so that you'll spend more points on summoning skills instead of just needing one point.

Anything else could very well be that keep in mind that uniques cannot be killed by your summoned monsters. Pretty sure at least...

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PostPosted: Wed Aug 04, 2010 5:51 pm 
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Spiderkin

Joined: Sat Mar 18, 2006 12:48 pm
Posts: 482
bigfoot wrote:
Anything else could very well be that keep in mind that uniques cannot be killed by your summoned monsters. Pretty sure at least...

IIRC summons can kill uniques via poison damage (over time) and wounding (shards) damage over time. Greater Crystal Drakes work nicely for this.


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PostPosted: Thu Aug 05, 2010 9:40 pm 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1715
Location: West Virginia
I believe that partial totems can be destroyed by use. I assume that this is dependent on skill level, but it doesn't happen very often.

In my experience true totems are a waste of time. You get one shot at a creature that will have a good chance of being hostile.

As a practical matter, if you have only a few points in Summoning the best thing to to get a totem of some kind of summoner and use it to summon pets, then dismiss the original creature. The pets won't eat up your mana.

Mages (especially sorcerors) have a problem with hit points. The most powerful summoning strategy is to get a chain-summoning process going with great wyrms. This sometimes means that you will get hit with the edges of breath attacks. Therefore I wouldn't advise this strategy with a mage.

Summoners are by far the simplest class to win with. All of the early *winners* were Summoners or related classes (check out the ladder). All you need is a lot of hit points and a place to hide. Get a bunch of GWoP companions and hit the space bar until the level is clear, then collect all of the artifacts (everything else is destroyed) and head to the next level. Simple, but boring...


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