User:Raine Valen/Class/Summoner

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Because sitting down while your summoned creatures kick ass and take names is epic FTW.

I'll think of something catchy to say here later.

[edit] Attributes

[edit] Summoning Arts (primary)

For each rank in Summoning Arts, your summoned creatures gain +2 armor, you gain +2 energy while controlling a creature, and your Summoning Rituals activate 4% faster and are disabled 4% shorter. Additionally, each rank of Summoning Arts lowers the minimum heath at which a creature can be dismissed (for the purposes of halving the disabled period) by 2%. Skills that deal with controlling and managing your creatures become more effective with higher ranks of Summoning Arts.

[edit] Arts of Valor

Each rank in Arts of Valor grant the Summoner +1 armor. Arts of Valor deal with increasing the Summoner's effectiveness in hand-to-hand combat and with summoning Dryhten that specialize in melee engagement.

[edit] Arts of Wisdom

Each rank in Arts of Wisdom grants the Summoner a 1% chance to halve the casting time of spells, a 1% chance to halve the recharge time of spells, +1 energy, and 1% cost reduction on spells. Arts of Wisdom deal with increasing the Summoner's spellcasting aptitude and with summoning Dryhten that specialize in the mastery of powerful magic.

[edit] Arts of Preservation

For each rank in Arts of Preservation, whenever you cast a spell that targets an ally, that ally gains 2 Health. Arts of Preservation deal with the Summoners' ability to heal themselves and allies and with summoning Dryhten that specialize in healing and protecting allies.

[edit] Equipment

[edit] Weapons

The weapons for the Summoner include the Dagger (single, as opposed to the dual daggers used by Assassins) and the Staff.

[edit] Armor

Summoner armor provides up to 60 base armor and an additional 10 armor against either elemental or physical damage, up to 2 additional pips of Energy Regeneration, and up to 10 additional Energy. Additionally, there are insignias that a Summoner can use to further modify their armor:

  • Chivalrous Insignia: Armor +10 (requires 13 Arts of Valor).
  • Monotheistic Insignia: Armor +10 while you have only one Summoning Ritual equipped.
  • Lonely Insignia: Armor +15 while you are not maintaining a Summoning Ritual.
  • Master's Insignia: Armor -10 while you are not maintaining a Summoning Ritual. Armor +15 while you are maintaining a Summoning Ritual.

Summoners may also equip Braces as an off-hand item, which grant as much as 10 additional armor against either elemental or physical damage and an up to 8 additional Energy.

[edit] Mechanics

[edit] Summoning

A Summoning Ritual will create a Dryhten of the specified level, which will remain active until it is either dismissed by the Summoner or killed by the Summoner's foes (when its health reaches zero as the result of an attack, spell, degeneration, or sacrifice). Additionally, Summoning Rituals will often place a positive or negative effect (or occasionally, both) on the Summoner maintaining the ritual, such as, "While Spellbind is active, you have +10...30...35 Energy.", or, "While Ruin is active, your maximum health is reduced by 60...20...10% and you suffer -10...4...3 Health degeneration.". Summoning Rituals that call forth more powerful Dryhten typically have a higher cost associated with maintaining them. In addition, many Dryhten also have environmental effects similar to those of Ritualist spirits and those created through Nature Rituals, for example, "While Silence is active, all spells, shouts, and chants used in range fail." Also, unlike Binding and Nature rituals, different Dryhten effects have different ranges, from Adjacent to Spirit Range.

After a Summoning Ritual ends, it will go into a (generally long) disabled period, similar to a Dervish Avatar, except that it will not begin to recharge until the Dryhten is dismissed or defeated. Dismissing a Dryhten with more than 50% Health (or lower, with higher ranks of Summoning Arts) halves the disabled period. As such, it may be advisable to dismiss a Dryhten that isn't being utilized in the situation, as the shortened recharge increases the likelihood that it will again be usable when the need for it arises, as opposed to it being killed in an engagement for which it isn't suited.

When a Dryhten is summoned, a window similar to the pet control window will open, except that it will display the Dryhten's set of skills. Like Heroes, these skills can be queued by the Summoner at any time, though the Dryhten will not use skills on its own. Also, unlike heroes or pets, each Dryhten has its own nature and as such will "Fight", "Guard", or "Avoid Combat" inherently, rather than as decreed by the Summoner. Like pets, energy for Dryhtens' skills consumes the resources of the Summoner, not of the Dryhten itself. However, in the case of Health Sacrificing, Health may be taken from either the Dryhten, the Summoner, or both, as declared in the skill's description.

Dryhten skill cost can come from the Summoner's Energy, from the Summoner's Health, from the Dryhten's own Health, from the Dryhten's Adrenaline, or from Sorrow (which charges by one point whenever an ally dies within range), Bloodlust (which charges by one point whenever a foe dies within range), or Casualty (which charges by one point whenever anything dies in range), or any combination of the above. Typically, more powerful skills have a higher cost and recharge associated with them. For example, Bite requires a mere 5 Energy from the Summoner, while Armageddon requires 25 energy, causes Exhaustion, and requires a Casualty count of 15 between activations. Some of the more powerful skills even have a failure percentage associated with low attribute levels. Remember, even while some powerful skills may seem to have a relatively low cost in and of themselves, more powerful Summoning Rituals usually have a higher upkeep cost associated with them.

Dryhten cannot be healed or Enchanted by anyone except their Summoner and cannot be the targets of Weapon Spells, though they are still affected by Shouts, Chants, Hexes, and Conditions.

A Summoner may only have one Summoning Ritual active at a time, though there is no limit to how many Summoning Rituals a player may have on their bar at a time.