[Guide] How to play the yeek summoner (b31)

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marvalis
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[Guide] How to play the yeek summoner (b31)

#1 Post by marvalis »

Marvalis' guide to the Yeek Summoner
This guide was made for ToME 4: the Tales of Maj'Eyal beta 31.

Table off contents
  • Introduction
    1. Stats, talents, runes and infusions
    • 1.1. Stats
      1.2. Talents
      • 1.2.1. Knowledge of the Way (generic)
        1.2.2. call of the wild (generic)
        1.2.3. harmony (generic)
        1.2.4. summoning (melee) (class)
        1.2.5. summoning (distance) (class)
        1.2.6. summoning (utility) (class)
        1.2.7. summoning (augmentation) (class)
        1.2.8. survival (generic)
        1.2.9. combat techniques (class)
        1.2.10. combat veteran (class)
        1.2.11. combat training (generic)
      1.3. runes and infusions
      • 1.3.1. Infusions
        1.3.2. Runes
    2. A step-by-step guide to playing the Yeek summoner
    • 2.1 The starter dungeons
      • 2.1.1. General tactics
        2.1.2. Equipment
        2.1.3. First levelup!
      2.2. Maj'Eyal
      • 2.2.1 The tunnel to Maj'Eyal
        2.2.2 The old forest and the Sher'tul fortress
        2.2.3 Derth and the apprentice mage
        2.2.4 The sandworm queen and the other dungeons
      2.3. The east
Last edited by marvalis on Fri Aug 12, 2011 12:01 am, edited 4 times in total.

marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: [Guide] How to play the yeek summoner (b31)

#2 Post by marvalis »

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.
Last edited by marvalis on Fri Sep 23, 2011 12:08 am, edited 13 times in total.

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Re: [Guide] How to play the yeek summoner (b31)

#3 Post by marvalis »

2. A step-by-step guide to playing the Yeek summoner

First we start a new game and create a new character.
Character creation screen for Yeek summoner
Character creation screen for Yeek summoner
guide1.jpg (62.37 KiB) Viewed 36292 times
The first thing to do when the game starts at the talent screen is to press ESC! We will not be adding any class points or generic points. We start the game on the world map.

2.1 The starter dungeons.
  • As a yeek there are two starter dungeons that you can do. These are The ritch grounds and the lair of Murgol. We will be starting in the ritch grounds. Go to the ritch grounds and press > to enter the dungeon.
    Ritch grounds on the world map
    Ritch grounds on the world map
    guide3.jpg (55.05 KiB) Viewed 36292 times
    When your map is loaded, press 'm' to bind your skills to certain keys.
    Binding talents to keys
    Binding talents to keys
    guide5.jpg (32.74 KiB) Viewed 36292 times
    Go explore the dungeon. When you find something to kill, use your summons. Try using the ritch flamespitter from range. It will die in one hit. Use dominant will whenever it is off cool-down.
    The first few levels as a summoner are hardest levels. You do not have access to all your summons, and the ones you have are on a short duration and have low durability.
2.1.1. General tactics
  • * Try to always keep a summon between you and the enemy (preferably a durable one). If you are dead then it is probably because this rule is violated.

    * Use stairs to escape a level so you can recharge your skills. During my play-trough for the purpose of making this guide I had to exit the dungeon to recharge all my skills before entering again.

    * If you cast the ritch flamespitter on the other side of the room with a creature between you can the summon, t If the enemy comes after you hen your ranged summon will be able to attack without retaliation while you back off. If the enemy goes after your summon, then there will be more distance between you and the enemy.

    * Swapping places with your summon. If you are standing next to an enemy and you want to get away, then you can summon a war hound on the first turn and you can switch places with it on the second turn. This means that you will take one turn of damage. Most importantly, there will be a summon between you and your enemy. Remember, that was our number one tactic. You can swap places even if you are pinned to the ground.

    * Using summons for scouting. If you are unsure what is after the next corner, simply cast one of your summoning skills to summon something in that corner. If your summon starts to attack, then you know there is something around that corner. Most importantly, the enemy still does not have you targeted so you are safe. You can keep summoning around a corner as long as nobody can see you.

    * Precasting summons. When you are going up and down a level you can summon creatures before you go down.
2.1.2. Equipment
  • * Physical damage: As a summoner we will be looking for equipment that gives us physical damage.

    Here is an example: This sling gives a 8% increase to physical damage:
    Image

    * Stats: Look for STR, DEX, WILL, CUN and CON items. str and dex items are great to meet the requirements for other equipment like for example slings. You can also use CON items to get the health talent in the generic skill trees without using stat points to raise CON. With enough STR items you can unlock level 4 armor training without adding stat points in STR. After equiping your new sling or some heavy armor, you can swap you STR/DEX items for WILL, CUN or CON items. CUN items are great for hitting 20/30/40/... CUN. For every 10 CUN you get one more active summon.
2.1.3. First levelup
  • Finally you have gotten to level two. The first thing we will do is add 3 stat points to CUN. Now you can have two active summons at any give time. Put two talent points in turtle. The turtle is your tanking pet. It has a taunt so it will be able to become the target of the monsters you are fighting. Use this durable summon in combination with the war hound and the ritch flamspitter. When in doubt always use the turtle first and flee. This way you can fight when and where you want.

    Image

    By the time you kill the boss on level 3 of the ritch tunnels you should be level 6. Use the rod of recall to teleport out.

    Level:
    1, nothing, meditation 3/5
    2, +3 CUN (17>20), turtle 3/5
    3, +3 WILL (21>24), nothing
    4, +1 CUN (20>21) +2 WILL (24>26), hightened senses 1/5, Jelly 1/5, hydra 1/5
    5, +3 CUN (20>24), hydra 2/5
    6, +3 CUN (24>27), hydra 3/5

    The next place to visit is Murgol's lair:
    Image

    Murgol's lair is an underwater dungeon. As a Yeek you have 200 air level. You lose some air each turn under water. You gain 18 air for every turn you spend on an air bubble. Your hydra will attack in a random direction when blinded by squids, so be carefull not to stand too close. You hydra is now your main damaging attack. The hydra has 3 cone AOE attacks. After killing the boss on level 3 of murgol's lair you should be level 9. Use the rod of recall.

    Level:
    7, +3 CUN (27>30), hydra 4/5
    8, +3 WILL (24>27), hydra 5/5, minotaur 1/5
    9, +3 WILL (27>30), minotaur 2/5, hightened senses 5/5
2.2. Maj'Eyal

2.2.1 The tunnel to Maj'Eyal
  • Enter the tunnel to Maj'Eyal.
    Image

    You have to fight Subject Z, a level 15 boss. Simply summon from a distance. You should try to defend the Yeek Wayist, but he will almost certainly die. As always your hydra will do the most damage here.
    Image

    This fight will get you to level 10. We will put the category point into summon augmentation. If you are careful then you can find the exit to the previous level all the way down to level 1 of the dungeon. Or you could rest until you can use the rod of recall. While the levels are dangerous, there is some good EXP to be earned.

    Level:
    10, +3 WILL (32>35), minotaur 3/5, summon augmentation
    11, +3 WILL (32>38), minotaur 4/5
    12, +3 WILL (38>41), minotaur 5/5
    After getting the minotaur, turtle and hydra you should start putting points into resilience.

    After exiting to the world map you will find your first town. If you want you can check out the shops. Do not take the anti-magic quests unless you know what you are doing. Now we go west. If you encounter an alchemist then you can get one of the alchemy quests. Press 'j' to see your quests. The 'storming the city' quest should be active.
2.2.2 The old forest and the Sher'tul fortress
  • Enter the old forest. This dungeon has 5 levels and leads us to the underwater dungeon and the Sher'tul fortress.
    Image

    On level 4 or 5 you should find a journal entry 'Chapter six' with a key.
    Image

    Killing the boss on level 5 should roughly get you to level 15. Now you can take resilience in summon augmentation. At level 15 I had 3/5 resilience. Just keep adding willpower untill you reach maximum for your level. Then you can choose to get more CUN or CON. For every 10 CUN you can have one more active summon.

    Somewhere on the bottom of the map on level 5 of the old forest you will find the way to the lake of nur.
    Image

    Go down on the map to find the exit to the underwater dungeon. Make sure to refill your air level at every piece of dry land before going all the way down into the building.
    Image

    Keep going down a level until you find the exit to the Sher'tul fortress. Defeat the weirdling beast.
    Insert your rod to activate the fortress.
    Image

    Talk to the servant to get the transmogrify chest.
    Image
2.2.3 Derth and the apprentice mage
  • Now we will go save Derth from the elementals. Enter the town. Be careful these elementals can be dangerous.
    Image

    After liberating the town there are two possible ways of completing this quest chain: You can satisfy the apprentice mage or you can do the antimagic quests. For the apprentice mage you have to collect 10 staves, rings of amulets. In the current beta (b31) the antimagic is unbalanced so I recommend you do not do the antimagic quests. Go talk to the apprentice mage.
    Image

    After giving him 10 of any stave, ring or amulet he will show you the entrance of Angolwen. One of the mages in Angolwen will teleport you to Tempest peak to defeat Urkis.
2.2.4 The sandworm queen and the other dungeons
  • Go to the sandworm lair.
    Image

    After killing the queen you have to eat it's heart. This will give you 3 stat points, 1 class point and 1 generic point. It will also give you access to the 'harmony' talents so you do not have to spend a category point in it. You can then spend 6 generic points to get 5/5 elemental harmony.

    Now you can do the other dungeons in Maj'Eyal before you do the tower and kill the master. Or you could go straight to Dreadfell and annihilate the master like I did.
    Image

    Remember to take out the ambush afterwards, you can do it ;D (with some practice).
    Image

    Talk with the NPC in Last Hope after obtaining the staff of absorption so you can go to the east.
2.3. The East
  • You probably do not need this guide specific for summoners anymore. By now you should know how to play your character.
    If you want to know what to do next, go talk to the NPC's in the sunpaladin village. You might want to head to the armory first, but be warned: On your first visit you will probably die if you are not careful.
Last edited by marvalis on Fri Oct 14, 2011 12:49 pm, edited 8 times in total.

marvalis
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Re: [Guide] How to play the yeek summoner (b31)

#4 Post by marvalis »

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Re: [Guide] How to play the yeek summoner (b31)

#5 Post by marvalis »

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Re: [Guide] How to play the yeek summoner (b31)

#6 Post by marvalis »

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Re: [Guide] How to play the yeek summoner (b31)

#7 Post by Hedrachi »

If rod of recall takes you to Maj'Eyal (not back to Island of Rel) after killing Z, you should at least consider doing that if you're under level 12 (or whenever storming the city pops up). Two free generic talent points from the Derth arena are always going to help, no matter what race/class you choose.
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Re: [Guide] How to play the yeek summoner (b31)

#8 Post by Frumple »

Has to be before level 11, as arenaman ditches once you go over 10. Also, the recall to maj'eyal proper is terribly likely to not be intended behavior, especially before killing Z, so relying on that for the future might be... risky. Still, abusing it to get to the arena before you hit 11 (and skipping the very dangerous Z fight) might be a good, if abusive, idea for b31.

marvalis
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Re: [Guide] How to play the yeek summoner (b31)

#9 Post by marvalis »

The rod of recall takes you to Maj'Eyal even without killing subject Z. For some classes that have a hard time killing him this is an affective way to continue the game.

/edit Frumple beat me to it

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Re: [Guide] How to play the yeek summoner (b31)

#10 Post by lukep »

Very good guide, but I have a couple of points:

War Hound: increases physical power with talent level, leading to higher damage than the Golem at 5/5 each (I think this still applies in b31).
Minotaur: still good, but I had some generated without weapons in older betas, is this fixed now?
Healing Nexus: incredibly useful...once in a while, especially if you get Bathe in Light.
Warper: getting level 5 makes it have incredibly useful utility, as it can teleport your main character to any location, or itself for scouting.
Spider: Spit Poison scales squared with talent points invested, and it has decent melee damage with the best accuracy and defence of any summon.

Summon control: can be used to control the behaviour of your main character, I always set the leash radius to 1, and make my character run away when I take control of a summon.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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Re: [Guide] How to play the yeek summoner (b31)

#11 Post by marvalis »

lukep wrote:War Hound: increases physical power with talent level, leading to higher damage than the Golem at 5/5 each (I think this still applies in b31).
War hound:

Code: Select all

str=15 + (self:getWil(130, true) * self:getTalentLevel(t) / 5) + (self:getTalentLevel(t) * 2)
combat = { dam=self:getTalentLevel(t) * 10 + rng.avg(12,25), atk=10, apr=10, dammod={str=0.8} },
Golem:

Code: Select all

str=25 + (self:getWil(120, true) * self:getTalentLevel(t) / 5) + (self:getTalentLevel(t) * 2)
combat = { dam=25 + self:getWil(), atk=20, apr=5, dammod={str=0.9} },
Because of the 0.9 dammod I think the golem will pull again if the player has high willpower. In the early game the war hound might pull ahaid. I will do some testing and see if I can get some better data. From experience I think that the damage they do is comparable. The golem has unstoppable and stun and that is why I think it is slightly better than the war hound.

/edit: I just did some testing, the golem was hitting for 215 and the war hound for 160 (I had a 60% damage increase and was level 40 with 66 Wil).
Against another target the golem was hitting 150 and the war hound was hitting 130.
lukep wrote:Minotaur: still good, but I had some generated without weapons in older betas, is this fixed now?
I can not confirm this bug for b31, but I will keep an eye on it.
lukep wrote:Warper: getting level 5 makes it have incredibly useful utility, as it can teleport your main character to any location, or itself for scouting.
Ty, added this to the guide.
lukep wrote:Spider: Spit Poison scales squared with talent points invested, and it has decent melee damage with the best accuracy and defense of any summon.
I don't know, when I am stacking +physical damage then the spider seems to be lacking seriously in the damage department compared to war hound, minotaur, golem, and AOE summons such as the fire drake and hydra. At least the warper has utility. The ritch flamespitter and the spider? Idunno, they are both the worst summons imho. The spider always tries to run so the AI is currently not working properly.

During my test, with 60% _all_ damage increase, the spider was hitting for 130 damage, the minotaur was hitting for 300 dmg. In a normal game you never have +60% nature damage. The flamespitter also have about 130 damage on targets with no or little fire resistance. With that 60% increase to all damage that you would normally never get, the hydra was hitting for 400 acid damage with the cone attack.

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Re: [Guide] How to play the yeek summoner (b31)

#12 Post by bricks »

Pretty good guide. Summoner strikes me as a class that is easy to get into, but hard to master due to the shear number of options; it makes a guide like this invaluable. The 1-5/5 stars on the talents is a little confusing; you could probably just give the recommended number of talent points.

You are probably aware, but Summoners have a few changes in svn. Haven't ever compiled it myself, but they appear to be:

Surpress Summoning changed to Frantic Summoning, large increase in summoning speed in return for high chance of failure. Sustain; cancels whenever a summon fails.

Warper replaced with Rimebark, a stationary tree that have a permanent Ice Storm effect (radius 3) that freezes/damages all.

There may be some other changes; nothing was immediately apparent.
Sorry about all the parentheses (sometimes I like to clarify things).

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Re: [Guide] How to play the yeek summoner (b31)

#13 Post by Final Master »

marvalis, do you mind, after you finish up this guide, if it gets included in this project - http://forums.te4.org/viewtopic.php?f=39&t=25162 ? What you have here [so far] is a fantastic breakdown of a very specific build [which is fantastic, I would love to include things like this in particular at a later date in the guide]. If you would prefer to not have full inclusion, do you mind if I just take some of the snippets of summoner specific stuff?

This is looking really good, thanks for your work.

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Re: [Guide] How to play the yeek summoner (b31)

#14 Post by Grey »

You guys should really be putting this sort of stuff on the wiki. Makes it easier to keep up to date, and it helps new players to find it.
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Re: [Guide] How to play the yeek summoner (b31)

#15 Post by marvalis »

Final Master wrote:marvalis, do you mind, after you finish up this guide, if it gets included in this project
Short answer: yes.
You are free to use anything you want you don't even have to give me credit for it (its not like the name Marvalis means something to anyone anyway ^_^ What's in a name?).
I prefer people using the things I make. This is an open-source game after all. If other people use what I do then it makes what I do better.
Grey wrote:You guys should really be putting this sort of stuff on the wiki.
It would be good if the wiki was kept up-to-date. For some reason I do not find that wiki so useful. I think it has to do with the layout and colors? Wikipedia has a much better wiki imho (not talking about the content, but about the program).
I will see later if I can copy some of it to the wiki.

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