Difference between revisions of "Summoner"

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{{flavour|The Summoner specialises in calling creatures from this and other worlds to give assistance. Although they can at first summon only very wimpy creatures, the more advanced summoning spells allow summoners to call on such powers as elementals and demons.}}
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{{flavour|The Summoner specialises in calling creatures from this and other worlds to give assistance. Although they can at first summon only very wimpy creatures, the more advanced summoning spells allow summoners to call on such powers as hydras and dragons.}}
  
Summoner is a background which relies on [[summonings]] magic in the early game, starting with a [[book of Callings]].
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Summoner is a background which focuses on creating [[summon]]s, creating magical monsters from thin air.
  
==Preferred Races==
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==Preferred Species==
 
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[[Deep Elf]], [[Mountain Dwarf]], [[Merfolk]], [[Tengu]], [[Vine Stalker]], and [[Vampire]] are the recommended species if you pick a Summoner Background.
[[Deep Elf]], [[Hill Orc]], [[Merfolk]], [[Tengu]], [[Vine Stalker]] and [[Vampire]] are the recommended races if you pick a Summoner Background.
 
  
 
==Starting Equipment==
 
==Starting Equipment==
 
Some [[species]] may receive different items based on their unique restrictions.
 
Some [[species]] may receive different items based on their unique restrictions.
 
*+0 [[robe]]
 
*+0 [[robe]]
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*[[Potion of magic]]
  
 
'''Available Spells:'''
 
'''Available Spells:'''
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*[[Call Imp]]
 
*[[Call Imp]]
 
*[[Call Canine Familiar]]
 
*[[Call Canine Familiar]]
*[[Summon Guardian Golem]]
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*[[Summon Blazeheart Golem]]
 
*[[Summon Lightning Spire]]
 
*[[Summon Lightning Spire]]
  
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==Strategy==
 
==Strategy==
*Relying on summoned creatures to kill opponents for you reduces the [[experience]] points you gain from the kill to 50% of what you would otherwise receive. Don't be afraid to get your hands a little dirty when dealing with generally harmless foes - [[polearm]]s are especially good for this, as they let you reach over your summons.
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Technically, Summoners never have to see a single fight. For many frailer species, this is an optimal thing to do. Summons in general are great; they soak up damage, block enemy line of fire, and you can replenish them for only an MP cost.
** Conversely, don't be afraid of letting your summons handle the work! Thanks to the exponential nature of [[experience]], your level won't be as low as you expect. If you get spells like [[Summon Mana Viper]] or [[Summon Horrible Things]], they can handle their own even in the [[Realm of Zot]]!
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* Remember that you can summon multiple times (barring [[Call Canine Familiar]]). This can be particularly useful when faced with monsters faster or much stronger than you, who can catch up if the first summoned monster dies.
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===Spell Details===
*Don't forget that you can command your summoned monsters using '''t''', compelling them to do useful things, such as proactively moving toward your foes, attacking a different enemy or retreating when they are hurt, rather than simply waiting for hostile monsters to approach.
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Summon Small Mammals was historically called "spammals"; Summoners should live that name out to the fullest. While recent versions of Crawl have strict summon limits, all that means is that you should use a wide repertoire of Summonings spells. Call Imp gives you a spear-wielding imp that can poke enemies from behind your spammals or a canine familiar. There's almost no downside to having all your conventional summons out at the same time. You can have up to two Small Mammals, and one of any other starting spell.
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Blazeheart Golems and Lightning Spires should be handled with greater care. The former is prone to [[Inner Flame|exploding]], but the explosions are great at taking out strong early game enemies. Note: in order for a golem to do anything before turning into a [[blazeheart core]], you must stay adjacent to it. Lightning Spires are placed randomly in [[line of sight]], and stationary. But in exchange, it deals great damage; it can even [[doublezap]] in the right conditions. For example, when the spire, monster, and wall are all in a straight line (and you adjacent to said line).
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===Tips and Tricks===
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*Summons can be used to create space away from the enemy. For strong or fast monsters, you want as many summons as possible.
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*Don't forget that you can command your summoned monsters using '''t''', compelling them to do useful things, such as proactively moving toward your foes, attacking a different enemy or retreating when they are hurt, rather than simply waiting for hostile monsters to approach. Using the t command will use up your turn, though.
 
*Summoners need to think carefully about the offensive spells they pick up if they intend to keep relying on their summons as well. [[Borgnjor's Vile Clutch]] and [[Ignition]] are examples of spells that offer area-of-effect damage without damaging your summons.
 
*Summoners need to think carefully about the offensive spells they pick up if they intend to keep relying on their summons as well. [[Borgnjor's Vile Clutch]] and [[Ignition]] are examples of spells that offer area-of-effect damage without damaging your summons.
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*Damaging your summons (such as attacking with '''v''') will immediately dispel them. This is great for when an inconvenient lightning spire gets in your way, but don't try this on lit golems. You can also just recast the spell, though that costs MP.
  
 
==History==
 
==History==
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{{CBA|0.33|Summoners will start with [[Eringya's Surprising Crocodile]] and [[Summon Seismosaurus Egg]] instead of [[Summon Blazeheart Golem]] and [[Summon Lightning Spire]].}}
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*Prior to [[0.31]], Summoners started with [[Summon Guardian Golem]] instead of [[Summon Blazeheart Golem]]. (Also, [[Call Canine Familiar]] was reworked this version, and [[Call Imp]] the version before.)
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*In 0.29, most backgrounds were buffed; all Mage backgrounds gained a [[potion of magic]].
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*Prior to [[0.28]], summoned creatures took up to half of your [[XP]], but many spells had a higher summon cap.
 
*Prior to [[0.27]], Summoners started with the [[book of Callings]], and also had [[Summon Ice Beast]].
 
*Prior to [[0.27]], Summoners started with the [[book of Callings]], and also had [[Summon Ice Beast]].
 
*Prior to [[0.15]], Summoners started with 20 gold.
 
*Prior to [[0.15]], Summoners started with 20 gold.

Latest revision as of 19:48, 17 November 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
The Summoner specialises in calling creatures from this and other worlds to give assistance. Although they can at first summon only very wimpy creatures, the more advanced summoning spells allow summoners to call on such powers as hydras and dragons.

Summoner is a background which focuses on creating summons, creating magical monsters from thin air.

Preferred Species

Deep Elf, Mountain Dwarf, Merfolk, Tengu, Vine Stalker, and Vampire are the recommended species if you pick a Summoner Background.

Starting Equipment

Some species may receive different items based on their unique restrictions.

Available Spells:

Summoners start with the Summon Small Mammal spell already memorised.

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Summoner adds 7 to your starting Intelligence and 5 to your starting Dexterity.

Strategy

Technically, Summoners never have to see a single fight. For many frailer species, this is an optimal thing to do. Summons in general are great; they soak up damage, block enemy line of fire, and you can replenish them for only an MP cost.

Spell Details

Summon Small Mammals was historically called "spammals"; Summoners should live that name out to the fullest. While recent versions of Crawl have strict summon limits, all that means is that you should use a wide repertoire of Summonings spells. Call Imp gives you a spear-wielding imp that can poke enemies from behind your spammals or a canine familiar. There's almost no downside to having all your conventional summons out at the same time. You can have up to two Small Mammals, and one of any other starting spell.

Blazeheart Golems and Lightning Spires should be handled with greater care. The former is prone to exploding, but the explosions are great at taking out strong early game enemies. Note: in order for a golem to do anything before turning into a blazeheart core, you must stay adjacent to it. Lightning Spires are placed randomly in line of sight, and stationary. But in exchange, it deals great damage; it can even doublezap in the right conditions. For example, when the spire, monster, and wall are all in a straight line (and you adjacent to said line).

Tips and Tricks

  • Summons can be used to create space away from the enemy. For strong or fast monsters, you want as many summons as possible.
  • Don't forget that you can command your summoned monsters using t, compelling them to do useful things, such as proactively moving toward your foes, attacking a different enemy or retreating when they are hurt, rather than simply waiting for hostile monsters to approach. Using the t command will use up your turn, though.
  • Summoners need to think carefully about the offensive spells they pick up if they intend to keep relying on their summons as well. Borgnjor's Vile Clutch and Ignition are examples of spells that offer area-of-effect damage without damaging your summons.
  • Damaging your summons (such as attacking with v) will immediately dispel them. This is great for when an inconvenient lightning spire gets in your way, but don't try this on lit golems. You can also just recast the spell, though that costs MP.

History

Backgrounds
Warriors FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver