Introduction
First I will go over the stats and talents that summoners get. This will give you an impression what talents to take and what to avoid. You should also know the stats that are important to you. In the second chapter I will play a game step by step and demonstrate how the summoner plays.
1. Stats, talents, runes and infusions
To sum it up:
WILL and CUN are your main stats, in that order.
The hydra, minotaur and turtle are your main summons and class talents, in that order.
Meditation, heightened senses, elemental harmony, quickened, and nature's balance are your main generic talents, roughly in that order.
1.1. Stats
WILL :
***** 5/5 stars. The most important stat after getting 20-30 CUN. This is your primary damage stat.
CUN :
**** 4/5 stars. For every 10 CUN you get to have one active summon. Get 20 CUN asap, then go for 30 CUN. After this it becomes your secondary damage stat. Take it and love it.
CON :
*** 3/5 stars. As a summoner you should not be taking damage. If you are, then you will probably die. You will want CON for the health talents. Make sure you boost it as high as you can to meat the health requirements by all other means to get the most from adding points to CON. This is your third most important stat.
STR and
DEX :
** 2/5 stars. These are used for equipment. If you need one or two points in STR or DEX to equip an item with better stats... then by all means do it. Try equipment swapping and stat boosting first though.
1.2. Talents
I will give each talent a number of 'stars'. This is the subjective value I give to that skill. More stars means that the talent is better. This is should not be confused with the number of generic or class points you should invest in that skill. If, for example, one generic skills has 5 stars, and another 4 stars, then you should probably get the more valuable skill first regardless of how many skill-points I suggest you put in that skill.
1.2.1. Knowledge of the Way (generic)
Note: These are the racial skills for Yeeks.
/game/modules/tome/data/talents.misc/races.lua
- Dominant Will
Shatters the mind of your victim, giving you full control over its actions for %s turns. When the effect ends you pull out your mind and the victim's body collapses dead. This effect does not work on elite or undeads. The duration will increase with the Willpower stat.
*** 3/5 stars. 1/5 generic points.
This skill works great right out of the box. Cannot be used on bosses or elites. Great for the early game. Later in the game I often forget to use this skill, but it can be a potential life-saver. Do not put any additional points in this skill.
Unity
Your mind becomes more attuned to the Way and is shielded from outside effects.Increase confusion and silence immunities by %d%% and your mental save by +%d.
* 1/5 stars. 1/5 generic points.
Confusion and silence our not a major concern for a summoner. If you need confusion resistance then you should get some equipment with it. Your points are probably better spend elsewhere. You have to take one point in this skill to get quickened. At least it provides a good passive effect.
Quickened
Yeeks live fast, think fast, and sacrifice fast for the Way. Increase global speed by %d%%.
**** 4/5 stars. 5/5 generic points.
This skills provides a passive 15% global speed increase for 5 generic points. I tend to rate speed very high. This talent is the main reason why you should consider taking the Yeek race.
Wayist
Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side.
* 1/5 stars. 0/5 generic points.
This skill is not worth it. The yeek mindslayers are very weak. Points are better spend elsewhere.
1.2.2. call of the wild (generic)
/game/modules/tome/data/talents/gifts/call.lua
- Meditation
Meditate on your link with Nature. You are considered dazed for %d turns. Each turn you regenerate %d equilibrium and %d at the end. If you are hit while meditating you will stop. Meditating require peace and quiet and may not be cast with hostile creatures in sight. The effects will increase with your Willpower stat.
*** 3/5 stars. 3/5 generic points.
This skill is your basic resource management. It allows you to reset your equilibrium when you are not fighting anything. Works perfect at 3/5. No need to put all points into this.
Nature's Touch
Touch a target (or yourself) to infuse it with Nature, healing it for %d(heal does not work on undead). Heal will increase with your Willpower stat.
*** 3/5 stars. 1/5 to 3/5 generic points.
This is your basic healing skill. It has a relatively short cool-down and it saves you an infusion slot. Heals for ~160-220 hit-points. This is not a lot but it adds up over time. This skill is also great to heal escort quests, possibly saving you several stat points. This skill benefits most from the first point, so take at least 1/5 and start to love it. Works naturally good with shielding runes.
Earth's Eyes
Using your connection to Nature you can see remote areas in a radius of %d.
** 2/5 stars. 1/5 to 3/5 generic points.
This skill allows you to map the whole screen if you have to patience to use it. It can also be used to scout ahead in the direction you are moving. This is great when you combine it with a corner summoning tactic. It can also be used to map an area opposite of the direction you are scouting so you can find the exit faster. There is only one downside to this skill: It requires targeting trough the interface and this gets a cumbersome. Theoretically it can be used every 10 turns but I would only use this for tactical uses. Take at least 1/5 and learn to use it.
Nature's Balance
Your deep link with Nature allows you to reset the cool-down of %d of your wild gifts of level %d or less.
**** 4/5 stars. 4/5 generic points.
This skill is almost mandatory. It allows you to reset 7 level 5 talents, requires you to invest 4/5 generic points. This allows you to have two hydra's, two red dragons out at the same time. With a cool-down of 50 turns you will use the skill often. It can also be used tactically: Combine it with Nature's Touch for a double heal, or with Phase summon to escape when you are surrounded and the skill is on cool-down.
1.2.3. harmony (generic)
Note: you can unlock these talents without spending a category point by eating the sand queen's heart.
/game/modules/tome/data/talents/gifts/harmony.lua
- Waters of Life
The waters of life flow through you, purifying any poisons or diseases currently affecting you. For %x turns all poisons and diseases will heal you instead of damaging you. When activated it also heals you for %d life per diseases or poisons on you. The healing will increase with your Willpower stat.
* 1/5 stars. 1/5 generic points.
While theoretically a good skill, in practice this skill could not prevent death from a poison and disease stack. I am not sure why. This skill is highly situational. You need 1/5 to get elemental harmony. I would not spend more points than you have to.
Elemental Harmony
Befriend the natural elements that constitute nature. Each time you are hit by one of the elements you gain a special effect for %d turns. This can only happen every %d turns. Fire: +%d%% global speed. Cold: +%d armour. Lightning: +%d to all stats. Acid: +%0.2f life regen. Nature: +%d%% to all resists
***** 5/5 stars. 5/5 generic points.
This skill can be used to gain 60% global speed. Speed is one of the most valuable stats that you can have. It increases damage, survivability, everything. You can use a trap with lightning damage to get +5 to all stats for easier equipment swapping. This can help you get the requirements for certain items or talents. Invest 5 points in this skill. You will be looking for ways to deal fire damage to yourself. Works great with the fire drake AOE DoT attacks.
One with Nature
Commune with nature, removing the infusion saturation effect and reducing the cool-down of %d infusions by %d turns.
* 1/5 stars. 0/5 generic points.
I never bothered with this skill. Points are probably better spend elsewhere. Great optional skill if you have to many generic points.
1.2.4. summoning (melee) (class)
/game/modules/tome/data/talents/gifts/summon-melee.lua
- War Hound
Summon a War Hound for %d turns to attack your foes. War hounds are good basic melee attackers. It will get %d strength, %d dexterity, 5 magic and %d constitution. Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, the armour penetration of your main hand weapon, and resistance penetration. Strength stat will increase with your Willpower stat.
** 2/5 stars. 1/5 or 5/5 class points.
While all summons are good, some are better than others. The war hound is one of the summons you will be putting points in after others. You get this skill at level 1, do not put any points in it until you have 5/5 in your better summons.
Jelly
Summon a Jelly for %d turns to attack your foes. Jellies do not move, but are great to block a passage. It will get %d constitution and %d strength. When your jelly it absorbs 10%% of the damage taken and uses it to decrease your equilibrium. Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, the armour penetration of your main hand weapon, and resistance penetration. Constitution stat will increase with your Willpower stat.
*** 3/5 stars. 1/5 to 3/5 class points.
You will need the jelly to recover equilibrium during fights. You have to put one point in this to get the minotaur. Recommended 1/5 class points until you have extra points to spend after you get the better summons.
Minotaur
Summon a Minotaur for %d turns to attack your foes. Minotaurs cannot stay summoned for long, but they deal a lot of damage. It will get %d strength, %d constitution and 18 dexterity. Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, the armour penetration of your main hand weapon, and resistance penetration. Strength stat will increase with your Willpower stat.
***** 5/5 stars. 5/5 class points.
The minotaur is your number one single target damage talent. This is the reason why you are stacking physical damage increase. Invest 5/5 class points in this as soon as you can. If you don't max this then you can better go play some other class.
Stone Golem
Summon a Stone Golem for %d turns to attack your foes. Stone golems are formidable foes that can become unstoppable foes. It will get %d strength, %d constitution and 18 dexterity. Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, the armour penetration of your main hand weapon, and resistance penetration. Strength stat will increase with your Willpower stat.
*** 3/5 stars. 5/5 class points.
The golem is better than the war hound. It has better damage and higher survivability You might want to get 5 points into this after getting the better summons and before getting the war hound or the rich flamespitter.
1.2.5. summoning (distance) (class)
/game/modules/tome/data/talents/gifts/summon-distance.lua
- Ritch Flamespitter
Summon a Ritch Flamespitter for %d turns to burn your foes to death. Flamespitters are really weak in melee and die easily, but they can burn your foes from afar. It will get %d magic, %d willpower and %d constitution. Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, the armour penetration of your main hand weapon, and your resistance penetration. Magic stat
will increase with your Willpower stat.
** 2/5 stars. 1/5 or 5/5 class points
Just like the war hound, the first summon you get here is the worst one. You get 1/5 at the start for free and I would not put more points into this summon until the later levels when you have class points to spare and just don't know where else to put them.
Hydra
Summon a 3-headed Hydra for %d turns to destroy your foes. 3-headed hydras are able to breathe poison, acid and lightning. It will get %d willpower and %d constitution and 18 strength. Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, the armour penetration of your main hand weapon, and your resistance penetration.Willpower stat will increase with your Willpower stat.
***** 5/5 stars. 5/5 class points.
The hydra is your main AOE damage dealer. Try to get 5/5 in this as soon as you can in the early game. This is your first 'real' summon.
Warper
Summon a Warper for %d turns to harass your foes. Warpers are really weak in melee and die easily, but they can blink around, throwing manathrusts and time prisons at your foes. It will get %d magic, %d willpower and %d constitution. Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, the armour penetration of your main hand weapon, and your resistance penetration. Magic stat will increase with your Willpower stat.
*** 3/5 stars. 1/5 or 5/5.
This summon is actually not so good unless you have summon control. Getting level 5 makes the warper have incredibly useful utility, as it can use controlled phase door to teleport your main character to any location, or itself for scouting. Time prison gives you the ability to take one enemy out of the fight for up to 30+ turns. Make sure to disable the tactical AI from using time prison or controlled phase door before you do.
Fire Drake
Summon a Fire Drake for %d turns to burn and crush your foes to death. Fire Drakes are behemoths that can burn your foes from afar with their fiery breath. It will get %d strength, %d constitution and 38 willpower. Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, the armour penetration of your main hand weapon, and your resistance penetration. Strength stat will increase with your Willpower stat.
**** 4/5 stars. 5/5 class points.
The fire drake is your second source of AOE damage. It has a confusion attack and knock-back. These tools make the fire drake invaluable. Get this one after the minotaur, the turtle and the hydra. 5/5 class points.
1.2.6. summoning (utility) (class)
/game/modules/tome/data/talents/gifts/summon-utility.lua
- Turtle
Summon a Turtle for %d turns to distract your foes. Turtles are resilient, but not very powerful. However, they will periodically force any foes to attack them and can protect themselves with their shell. It will get %d constitution, %d dexterity and 18 willpower. Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, the armour penetration of your main hand weapon, and your resistance penetration. Constitution stat will increase with your Willpower stat.
***** 5/5 stars. 3/5 to 5/5 class points.
This is your tanking pet. At higher levels, most of your other summons will die in one or two hits. The turtle allows your other summons to deal damage. In the early game you 3/5 will workn but you will want to put 5 class points into this for the mid- and endgame.
Spider
Summon a Spider for %d turns to harass your foes. Spiders can poison your foes and throw webs to pin them to the ground. It will get %d dexterity, %d strength, 18 willpower and %d constitution. Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, the armour penetration of your main hand weapon, and your resistance penetration. Dexterity stat will increase with your Willpower stat.
* 1/5 stars. 1/5 class points.
This summon brings nothing to the table that your other summons can't do, and they do it better. There is really no point in taking this except to get summon control.
Suppress Summoning
Disrupts the local area, preventing any summons, including yours, for %d turns. This talent will only prevent new summons, it does not remove existing ones.
* 1/5 stars. 1/5 class points.
This skill disables you from summoning. There is only one reason to take this: You need it for summon control.
Summon Control
Allows you to take direct control of any of your summons. The summons will appear on the interface, a simple click on them will let you switch control. You can also press control+tab to switch. When taking control, your summon has its lifetime increased by %d turns and takes %d%% less damage. The damage reduction is based on your Cunning.
**** 4/5 stars. 1/5 class points.
This is a great utility talent. It allows you to control your summons to do scouting, or to use specific skills. It also allows you to define tactical AI usage. If you control a summon, then you can define the AI of your summoner. Remember to set a leash and anchor for your summoner, or the AI will wander around where you do not want it. Take it in the mid-end game. Spending 1/5 class points on this is enough.
1.2.7. summoning (augmentation) (class)
Note: You have to put a category point in this at level 10 to unlock it
/game/modules/tome/data/talents/gifts/summon-augmentation.lua
- Rage
Induces a killing rage in one of your summons, increasing all its stats by %d for 5 turns.
* 1/5 stars. 1/5 class points.
This skill is completely useless. If you have absolutely nothing else to do then you might consider casting this on one of your summons. You have to take this to get resilience.
Detonate
Destroys one of your summons, make it detonate in radius of %d. Only some summons can be detonated: Ritch Flamespitter: Explodes into a fireball doing %0.2f fire damage. Jelly: Explodes into a ball of slowing slime doing %0.2f damage and slowing for 3 turns for 30%%. The effects improves with your Willpower.
* 1/5 stars. 1/5 class points.
The slowing effect might be useful but it only lasts 3 turns. You have to take this to get resilience.
Resilience
Improves all your summons' lifetime and Constitution.
***** 5/5 stars. 5/5 class points.
This will increase the duration of all your summons. This is especially good for the minotaur that has a relatively short duration. Also combines well with the jelly and turtle. Take it, love it. 5/5 class points.
Phase Summon
Switches places with one of your summons. This disorients your foes, granting both you and your summon 50%% evasion for %d turns.
*** 3/5 stars. 1/5 class points.
This skill can be used as a form of teleportation. It allows you to travel a large distance in two turns (one turn to summon, one turn to use phase summon). Works perfect with only one point invested into it.
1.2.8. survival (generic)
/game/modules/tome/data/talents/cunning/survival.lua
- Trap Detection
Your attention to detail allows you to detect traps around you (%d detection 'power').
* 1/5 stars. 1/5 generic points.
Traps where dangerous a few beta's ago. Some ambush traps can still kill. This is however so rare that this talent is not worth it anymore.
Heightened Senses
You notice the small things others do not notice, allowing you to "see" creatures in a %d radius even outside of light radius. This is not telepathy though, and is still limited to line of sight.
**** 4/5 stars. 5/5 generic points.
Infra-vision, and any other means of detection is of high value for a summoner. If you can see them and start summoning while you are still out of range of their vision that means a safe kill. A nice way of preventing unwanted close combat situations. Combine this with items that give more infra-vision range to make it really powerful. Depending on the items you have, I recommend putting 1-5 points in this skill. Do not underestimate its value.
Trap Disarm
You have learned to disarm traps (%d disarm power).
* 1/5 stars. 0/5 generic points.
The last two talents in survival are skip-able.
Evasion
Your quick wit allows you to see attacks before they come, granting you a %d%% chance to completely evade them for %d turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity.
* 1/5 stars. 0/5 generic points.
You should not be getting hit. Use a movement infusion instead of this. The last two talents in survival are skip-able.
1.2.9. combat techniques (class)
/game/modules/tome/data/talents/technique/combat-techniques.lua
Note: you have to spend a category point to unlock this talent tree. Skip it and take an extra infusion/rune instead.
1.2.10. combat veteran (class)
/game/modules/tome/data/talents/technique/combat-techniques.lua
Note: you have to spend a category point to unlock this talent tree. Skip it and take an extra infusion/rune instead.
1.2.11. combat training (generic)
/game/modules/tome/data/talents/technique/combat-training.lua
- Health
Increases your maximum life by %d
*** 4/5 stars. 5/5 generic points.
This talent gives 40 health for each point in it, for a total of 200 health. This talent is most valuable when you use equipment swapping to meat the CON requirements for this skill. Health provides more survival but you should not be getting hit.
Armour Training
Teaches the usage of armours. Increases armour value by %d and reduces chance to be critically hit by %d%% when wearing a heavy mail armour or a massive plate armour. It also increases armour hardiness by %d%%. At level 1 it allows you to wear gauntlets, helms and heavy boots. At level 2 it allows you to wear heavy mail armour. At level 3 it allows you to wear shields. At level 4 it allows you to wear massive plate armour.
** 2/4 stars. 4/10 generic points.
You will have to put 4 points into this eventually to be able to wear all equipment you find. Depends entirely on the items you find. There is not reason to put more points in this than you absolutely need.
Combat Accuracy
Weapons Mastery
Knife Mastery
Exotic Weapons Mastery
Do not bother with these.
1.3 runes and infusions
Yeeks get a regeneration and wild infusion at the start. You also get one additional rune or infusion. You can buy more with category points.
Summary:
Slot 1: regeneration or healing infusion
Slot 2: movement infusion
Slot 3: shielding, invisibility or teleportation rune
Slot 4: second movement infusion or one of the above you didn't get.
1.3.1 Infusions
- Infusion: Regeneration
Activate the infusion to heal yourself for %d life over %d turns.
**** 4/5 stars.
This skill heals for 60 to 500+ damage over ~5 turns. You need at least one source of healing besides nature's touch.
Infusion: Healing
Activate the infusion to heal yourself for %d life.
**** 4/5 stars.
An instant heal similar to regeneration. You need at least one source of healing. The highest one you find is usually the best (heal or regeneration).
Infusion: Wild
Activate the infusion to cure yourself of %s effects and reduce all damage taken by %d%% for %d turns.
** 2/5 stars during normal play, 5/5 stars when you are pinned/frozen.
I tend not to use these. Maybe that is why I sometimes die from disease stacks. Your millage may vary.
Infusion: Movement
Activate the infusion to increase movement speed by %d%% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for %d turns. Note: since you will be moving very fast, game turns will pass very slowly.
**** 4/5 stars.
This is without doubt the best second infusion for a summoner to have (after healing or regeneration). The only situation where this does not work is when you are pinned down or frozen. This power can be used offensively: Activate it, run into the room and start summoning. You get the first turn to attack and your summons will inherit the stun, pin and daze resistance.
Infusion: Sun
Activate the infusion to brighten the area in a radius of %d, reveals any stealthy creatures. It will also blind any creatures caught inside (power %d) for %d turns.
* 1/5 stars.
You should not have room to take this.
Infusion: Heroism
Activate the infusion to increase three of your primary stats by %d for %d turns. It will always increase your three highest stats.
* 1/5 stars.
Can be used for equipment swapping or stat boosting to meet talent requirements. Usually I do not want to destroy the infusion I have, so I end up never using these. Only use it if you can replace it with something else right away.
Infusion: Insidious Poison
Activate the infusion to spit a bolt of poison doing %0.2f nature damage per turns for 7 turns and reducing the target's healing received by %d%%.
* 1/5 stars.
If you need the healing reduction, then you are probably not wearing enough damage increasing equipment. This infusion has very limited and highly situational use.
1.3.2 Runes
- Rune: Phase Door
Activate the rune to teleport randomly in a range of %d.
* 1/5 stars.
Random teleportation within a range of 6-10. Worse than a teleport rune or movement infusion.
Rune: Controlled Phase Door
Activate the rune to teleport in a range of %d.
* 1/5 stars.
Better than a random phase door but still useless. Good if you have absolutely nothing else to fill your inscription slots.
Rune: Teleportation
Activate the rune to teleport randomly in a range of %d with a minimum range of 15.
*** 3/5 stars.
This rune can be useful as an emergency button. I tend to look for teleportation runes with a range of 20. With a minimum range of 15, this give me the most control knowing where I will land.
Rune: Shielding
Activate the rune to create a protective shield absorbing at most %d damage for %d turns.
**** 4/5 stars.
An excellent choice for a third of fourth rune/infusion slot. This rune does not consume a game turn to activate. Works great when that 300 extra life can save you while you try to run or teleport to safety so you can heal.
Rune: Invisibility
Activate the rune to become invisible (power %d) for %d turns. Charges remaining: %d
**** 4/5 stars.
This rune has limited charges. There are only a few monsters that can see trough invisibility so when you use it the effect can be very powerful. Might be even better than a shielding rune. Just remember that it is better to use the charges than to die. I would only use this if you can replace it with something else when the charges are used. For example, you are using a 214 damage shielding rune, and you have another unused 220 damage shielding rune then you can use an invisibility rune between using those two shielding runes. Invisibility is great for the orc ambush.
Rune: Speed
Activate the rune to increase your global speed by %d%% for %d turns. Charges remaining: %d
*** 3/5 stars.
This is a solid choice for the final battle and some special fights like the orc ambush. Global speed is one of the best available stats. Not useful during most of the game because of the limited charges. Very strong situational choice.
Rune: Vision
Activate the rune to get a vision of the area surrounding you (%d radius) and to allow you to see invisible (power %d) for %d turns.
** 2/5 stars.
During the normal game I would not use this. It is an excellent situational choice when you are exploring easy dungeons. This allows you to find the exit faster. Do not use it in hard area's where you need your defensive runes and infusions.
Rune: Heat Beam
Activate the rune to fire a beam of heat doing %0.2f fire damage over 5 turns.
* 1/5 stars.
Useless. I would rather have an invisibility rune, a second movement infusion, a speed rune or a shielding rune or anything else instead of this.
Rune: Frozen Spear
Activate the rune to fire a bolt of ice doing %0.2f cold damage with a chance to freeze the target.
* 1/5 stars.
See above.
Rune: Acid Wave
Activate the rune to fire a self-centered acid wave of radius %d, doing %0.2f acid damage.
* 1/5 stars.
See above.
Rune: Lightning
Activate the rune to fire a beam of lightning, doing %0.2f to %0.2f lightning damage.
* 1/5 stars.
See above.
Rune: Manasurge
Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by %d%% over %d turns and instantly restoring %d mana.
* 1/5 stars.
Some escort quests can give you talents that use mana. Even then you will probably not get any use out of this rune.
Rune of the Rift
Inflicts %0.2f temporal damage. If your target survives it will be sent %d turns into the future.
** 2/5 stars.
This rune acts a bit like time prison. It is hard to get and your warp stalker has time prison (even if it takes two turns to set up). I would not bother with this.