Summoning skill: Difference between revisions

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'''Summoning''' is a [[guild association is::Warrior Mage]]-only [[page type is::skill]] that represents a Warrior Mage's facility with the elements - it currently affects [[familiar]] summoning, [[Aethereal Pathways]], creation of [[elemental weapon]]s, and the creation of [[Elemental Domain]]s.
'''Summoning''' is a [[guild association is::Warrior Mage]]-only [[page type is::skill]] that represents a Warrior Mage's facility with the elements - it currently affects [[familiar]] summoning, [[Aethereal Pathways]], creation of [[elemental weapon]]s, and the creation of [[Elemental Domain]]s.


==Elemental Charge==
All applications of the {{com|SUMMON}}{{tt|ing}} skill are fueled by Elemental Charge, which requires the Warrior Mage first {{tt|Align}} to one of the elements.
All applications of the {{com|SUMMON}}{{tt|ing}} skill are fueled by Elemental Charge, which requires the Warrior Mage first {{tt|Align}} to one of the elements.


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11. You so heavily embody the Elemental Plane of Fire that it already threatens your health. Going any further while in this plane would be fatal.<br />
11. You so heavily embody the Elemental Plane of Fire that it already threatens your health. Going any further while in this plane would be fatal.<br />


==Elemental alignment==
==Elements==
Choices are: Aether, Air, Earth, Electricity, Fire, Water
Warrior mages must choose an elemental alignment. Choices are: Aether, Air, Earth, Electricity, Fire, Water
{| class="wikitable"

Element: Aether<br />
! Element !! Opposition !! Not related
|-
Opposition: Electricity<br />
Not related: Air, Earth, Electricity, Fire, Water
| Aether || Electricity || Air, Earth, Fire, Water
|-

| Air || Earth || Aether, Electricity, Fire, Water
Element: Air<br />
|-
Opposition: Earth<br />
Not related: Aether, Electricity, Fire, Water<br />
| Fire || Water || Aether, Air, Earth, Electricity
|-

|}
Element: Fire<br />
Opposition: Water<br />
Not related:Aether, Air, Earth, Electricity

'''Pathways by element''':

Aether:<br />
Perceive Pathway (unlike other abilities, aether alignment allows you to do this for free)<br />
Summon Familiar

Air:<br />
Focus Precise<br />
Focus Quick

Earth:<br />
Focus Defend<br />
Focus Power

Electricity:<br />
Focus Accuracy<br />
Elemental Barrage

Fire:
Focus Damage
Focus Conserve

Water:
Focus Ease
Focus Secrecy

==Summon Domain==
?

==Summon Weapon==

- Base Ability:
- Available to all WMs immediately after joining the guild.
- SUMMON WEAPON will create a Tier 2 weapon that is a template of your highest melee skill.
- This uses Elemental Charge, and is an Earth ability.
- You may TURN the summoned weapon to swap it between the two templates for that skill
- Roundtime for all verbs scales down fairly quickly with Summoning skill.

- Metaspells:
- There are six metaspells that modify this ability, one in each book.
- All metaspells require Elementalism.
- All metaspells are on Premium preview.
- Knowledge of any metaspell raises the base weapon to Tier 3.
- The Air metaspell (Quick Infusions) reduces the RT of SUMMON, SHAPE, and TURN by 4 seconds.
- The Aether metaspell (Expansive Infusions) allows you to create weapons for any skill. The syntax is SUMMON WEAPON {skill}, or SHAPE {weapon} TO {skill}.
- The Earth metaspell (Reinforced Infusions) allows the user to get additional Tier bumps from Crafting Techniques and holding a rare metal ingot*.
- The Electricity metaspell (Shocking Infusions) allows the user to create weapons that do electric damage. The syntax is SUMMON WEAPON ELECTRIC or SHAPE {weapon} TO ELECTRIC.
- The Fire metaspell (Fiery Infusions) allows the user to create weapons that do fire damage. The syntax is SUMMON WEAPON FIRE or SHAPE {weapon} TO FIRE.
- The Water metaspell (Icy Infusions) allows the user to create weapons that do cold damage. The syntax is SUMMON WEAPON ICE or SHAPE {weapon} TO ICE.

*The ingot must be of a certain quality, and if it is below a certain volume, the quality will be lowered. The volume required to avoid this quality penalty scales with Summoning skill, ending at over 1500 ranks. Regardless of skill, there is always a small random chance of quality loss. The quality loss is very small.

Unformatted notes:
-the weapon cannot be {{tt|Give}}n to another person
-The weapons crumble a short period after being dropped
-the weapon crumbles if someone else tries to pick it up
-You can {{tt|break}} the weapon to dismiss it.


==Training Methods==
==Training Methods==

Revision as of 18:05, 22 March 2015

Incomplete Article
  • This article is incomplete, which means that while it is not a stub, it still lacks certain data or information.
  • needs more information about training and using and summoning domains
  • Please see Category:Incomplete articles for more articles that are incomplete.


Summoning is a Warrior Mage-only skill that represents a Warrior Mage's facility with the elements - it currently affects familiar summoning, Aethereal Pathways, creation of elemental weapons, and the creation of Elemental Domains.

Elemental Charge

All applications of the SUMMONING skill are fueled by Elemental Charge, which requires the Warrior Mage first ALIGN to one of the elements.

Maximum Elemental Charge begins with a static base amount and is modified upward based on your Stamina. Charge is increased by casting spells of the aligned element and decreased by casting spells of the opposing element. Each spell contributes the same amount to charge. Charge level does not change over time.

Elemental Domains affect how charge is gained or lost and counter environmental penalties for Elemental spells, generally making it easier to maintain charge with the appropriate element.

Charge level can be seen using PATHWAY SENSE

Charge Levels

0. You sense nothing out of the ordinary. Only magic could detect the useless trace of fire.
1. A charge hovers just above the threshold of perception.
2. A small charge lingers within your body.
3. A charge dances through your body.
4. A charge dances just below the threshold of discomfort.
5. A charge circulates through your body, causing a low hum to vibrate through your bones.
6. Elemental essence floats freely within your body, leaving little untouched.
7. Elemental essence has infused every inch of your body. While you could contain more, you'd do so at the risk of your health.
8. Extraplanar power crackles within your body, leaving you feeling mildly feverish.
9. Extraplanar power crackles within your body, leaving you feeling acutely ill.
10. Your body sings and crackles with a barely contained charge, destroying what little cenesthesia you had left.
11. You so heavily embody the Elemental Plane of Fire that it already threatens your health. Going any further while in this plane would be fatal.

Elemental alignment

Warrior mages must choose an elemental alignment. Choices are: Aether, Air, Earth, Electricity, Fire, Water

Element Opposition Not related
Aether Electricity Air, Earth, Fire, Water
Air Earth Aether, Electricity, Fire, Water
Fire Water Aether, Air, Earth, Electricity

Training Methods

  • Using Aethereal Pathways - The primary method of learning Summoning is to activate an Aethereal Pathway. This can be done in or out of combat. Once a pathway has been activated it will continue to pulse as long as you maintain sufficient Elemental Charge - either through casting ALIGNment complementary spells or using SUMMON ADMITTANCE.

- Using an opposing elemental pathway drains elemental charge twice as fast as using a pathway of an aligned element.
- Using a neutral elemental pathway drains elemental charge 1.5 times as fast as using a pathway of an aligned element.
- Every 200 ranks of summoning reduces summoning round times by 1 second.
- Each SUMMON ADMITTANCE raises elemental charge by 1.

  • SUMMONING - Use of the SUMMON ADMITTANCE, SUMMON IMPEDANCE or SUMMON familiar commands will grant a small amount of experience.
  • Using the elemental BARRAGE also teaches some summoning skill
  • Teaching or Listening to Summoning - Other Warrior Mages can teach or be taught the Summoning skill.


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