The summoning manual




















Talk to him and make a Machiavellian deal. What is the password for the specter guard? Find six full wineskins and give them to Torhan. He'll tell you the password is "zarf. What else is important? Use Raido here and you'll find FireFang, the mage's skull who teaches you the sixth movement of Gateway. Ask FireFang about Warmonger. Use the map in the back of the manual. The Ebon Knight is extremely tough. The easiest way to kill him is to use a Dagaz rune on him.

The medallion of the Crimson Knight and CloudBurst. You can explore the entire area if you want, but the quickest way is to use Raido to get to the Knight, kill him and grab his medallion, then use Gebo to get to the area where you insert the five medallions. CloudBurst, the fifth mage's skull, is just past the door that opens after the medallions are inserted. Use a Sun key to unlock. If you don't have a Sun key, there is one in this region. You will have to weigh down plates in this region to activate all teleporters in the teleporter room.

What do you do with the Gateway spell? By now, you should all eight movements of the Gateway spell. You can cast it to get to the Otherworld to get a half of the Staff of Summoning. You can do this now or later. Warmonger the sword. The cavern is accessible from several spots in the knights' realms. Call Teleport or use a Gebo rune here.

Kill all fireball-throwing statues here and pick up everything they drop. One will drop a Thurisaz rune. Use it and you will reach an area where you can find Warmonger. At first, it is in a weakened state as a rusty blade. Use it against monsters and it will rejuvenate itself.

Will excessive use of the sword be bad? There are suggestions within the game that using the evil sword will consume one's soul or something like that, but nothing of that nature occurred.

Be certain that you use Warmonger enough to give you the Mending spell. Keep the sword all the way through the end of the game because it is vital to finishing. Warmonger is a good weapon because it won't break. You can pretty much drop all other weapons.

It does take a lot of monsters to quench Warmonger's thirst for blood. You can do the otherworlds anytime between getting the Gateway spell and the confrontation with the Shadow Weaver.

We suggest that you do it soon as possible, lest you get stuck because you can't find a needed object. If you need an object, you can go back to doing the end levels or the Citadel to hunt for that object. Also, if you find the monsters here to be too tough, come back later when you have advanced. Note: In the otherworlds, you will need to step into some teleporters more than once because they alternatively transport you to different areas.

Some of the areas require casting Teleport to get back to King Evermore. A half of the Staff of Summoning, crucial to winning the game. Found in Otherworld One. What is needed for the riddles? Isa rune, sun key, apple core eat an apple of rigor , Sorcerer's book, Dr. JoJo's snake oil liquify a diamond , and a black pearl. These items are all found within the three otherworlds, but if you have some left over from previous levels, you can use those, too.

There a door in Otherworld One that I can't get pass. This is a bit tricky. You have to move as close to the door as possible, while still being able to close the door with the Enter key.

Close the door with the Enter key while moving pass it with the mouse. You will get hit by the door, but you'll get through. Pass that, you will find an eye of sight. There are two of these in Otherworld One. I can't find the black pearl. The black pearl is in Otherworld Three. It's in an area surrounded by many teleporters. To turn off some of the teleporters, pass the three tests. For the third test, cast Zap Away on the barrels.

If you're having a hard time passing the tests, use boots of levitation to get to the black pearl. How do you deal with Qasar? Find the Shape Change spell broken into two parchments in the otherworlds or use spell in FAQ's spell list if you can't find it. Cast it right before talking to Qasar a second time.

He'll tell you the Alteration spell. Use Raido rune to reach Qasar. Where's the staff? I only see this young kid. Zap him with the alteration spell. Get yourself the enchanted armor, which is the best armor in the game. All the items you need are in Below End Four. Iron ore is easy to find. To get the leather strip, go to the electric room in End Four, jump down a pit to the left and you'll find it there. If you meet up with a messenger, kill him for his outfit and pass--items you need to get into the Citadel.

If you can't find him, you can get a messenger's outfit and pass in End Two. If it gets too frustrating, skip to End Three. One thing you can do is print out the two maps, overlay them and poke pins through where the ladders are.

This will make it easier to move around. Should the sewers be used? Theoretically, one can traverse the sewers to get inside the Citadel, bypassing several mazes. However, it is very difficult to survive in the sewers. You'll be better off going through the rest of the end levels. There is nothing of significant value here. Basically, it's access to the other levels. If you want, you can carry out a mission for the Raven, then kill him and trade his head to a merchant on this level for gold.

Note that the End Three has two sections that are not directly connected. How do you beat the horde of assassins? Somewhere, you will be attacked by over a dozen assassins. Use a Dagaz rune or cast a lot of 4-way fireballs. There's a room I can't get into. There are a bunch of teleporters nearby. One of these, the one closest to the southwest, will teleport you in.

You may have to try it twice because it alternates between inside and outside the room. In the raven-shaped area, the keyholes won't work. You will have to unlock them in a specific order.

Eventually, they will activate a teleporter in the "wingtip" of the raven. In the "tail" of the raven, there is a teleporter that won't turn off. If you push the switch near the bottom, it will turn off the teleporter temporarily.

Push it, go up to the teleporter and wait for it to deactivate for a brief time. Who should I kill? The Raven or Hedda? Either way will work. The way to get the most rewards is to kill Hedda, get your reward from the Raven. Kill the Raven, and use the Gebo rune to get to the merchant for another reward. Of course, you can skip these assassination missions if you have moral qualms. There is nothing really important here, but you can get the equipment to impersonate a messenger if you haven't gotten it already.

On this level, you will have to do a lot of transporting around. Buy the boots of fire protection from the bootmaker in End Two. Aside from some miscellaneous treasure and monsters to kill, there is nothing really important here. Goliath Druid Races of Stone which gets Elemental bond at first level that allows them to summon a nature ally one level higher if the ally has the earth subtype. You may also want to expand on the wizard variants. Otherwise, great start so far.

Augment Summoning: This is a must for any serious summoner. The only reason not to take it is if you get it for free somewhere else. Thaumaturgist: Boosts summoning, and gives a planar cohort.

Contingent Conjuration seems rather useful. Pretty much entirely for clerics. At some point someone should put in the best monsters to summon for various settings ie, water, flying, underground, vs.

Ashbound : A bonus to hit, and a free extend effect. Allows summons to be useful earlier on, and allows them to last into the next battle later on. As stated, I don't want to make lists of all the best summons. Those are already available, and if added to this guide, it makes it specific to a certain type of summoner. There are too many lists available. I already feel bad for leaving out psions so much, since Psions are one of the better summoners.

Yes, I am aware that Druids and Spirit Shamans are better, but Psions are still better than wizards, sorcerers, clerics, favored souls, etc BenSan, I am going to have to copy your descriptions as is, since I don't have those books.

Until I am presented with enough information to make my own opinion, I can only work with everyone elses. And I will add the bit about Summon Elemental. Do you have any experience in using that? The dread necrcomancer is basically a lot like the beguiler and warmage in being a spontanious caster that knows all of its spells as soon as it is able to cast them. How does it fare as a summoner? Also, I'm starting to wonder what methods can be used for non-arcane casters to gain telepathy.

Last edited: Oct 29, JBross First Post. If Abandonia is useful to you, please help us forget fundraising and get back to Abandonia. We are still keeping the site open and free and will appreciate your support to help it stay that way.

We are trying to make it easy for people in every country to donate. Please let us know how we could make it easier for you. A continuation of the story line of DarkSpyre, the game interface of The Summoning should be very familiar to those who have played Veil of Darkness or Dusk of the Gods.

The game starts with choosing or creating your character, the distant descendant of the Champion of DarkSpyre - the hero who fought and stopped the god of magic, the god of war, and the god of intellect from conquering the world of men. You are summoned through a magical ritual by the Council, the last bastion of hope against the hordes of the Shadow Weaver, to their hidden fortress.

After a too short training session the Council's keep is attacked, and you barely escape by being transported into the depths of the Shadow Weaver's island maze. It is here the hybrid action-adventure puzzle RPG begins. The Summoning is presented in 3D isometric view with a very unique gesture based magic system. To cast spells you have to combine learned gestures to prepare magic then release it when you need it.



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