Summoner
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. |
Summoner is a background which relies on summonings magic in the early game, starting with a book of Callings.
Contents
Preferred Races
Deep Elf, Hill Orc, Merfolk, Tengu, Vine Stalker and Vampire are the recommended races if you pick a Summoner Background.
Starting Equipment
Some species may receive different items based on their unique restrictions.
- +0 robe
Available Spells:
Summoners start with the Summon Small Mammal spell already memorised.
Starting Skills and Stats
These are adjusted by your species' aptitudes.
- Dodging: 2
- Stealth: 2
- Spellcasting: 2
- Summonings: 4
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 is sometimes 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 repitore of Summonings spells. Call Imp might not be the best at blocking when crimson imps often blink out of the way, but mammals and a canine familar should back you up. There's almost no downside to having all your conventional summons out at the same time. The aformentioned spell can sustain two mammals, while you can have one monster of every other spell.
Guardian Golems and Lightning Spires should be handled with greater care. The former is prone to exploding, but effectively gives summons twice the HP. Plus, exploding golems are great at taking out threatening enemies, like ogres. 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.
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 posisble.
- 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.
- 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 dispell them. This is great for when an inconvinent lightning spire gets in your way. You can also just recast the spell, though that costs MP.
History
- 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 0.15, Summoners started with 20 gold.
- Prior to 0.14, Summoners started with only 1 level of Spellcasting.
Backgrounds | |
---|---|
Warriors | Fighter • Gladiator • Monk • Hunter • Brigand |
Zealots | Berserker • Chaos Knight • Cinder Acolyte |
Warrior-mages | Warper • Hexslinger • Enchanter • Reaver |
Mages | Hedge Wizard • Conjurer • Summoner • Necromancer • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Alchemist |
Adventurers | Artificer • Shapeshifter • Wanderer • Delver |