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Summoners - by Shaft (Snakegod)
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The summoner is a rogue. They use magic, mainly, in their fighting, though they may do fine in melee combat in normal and nightmare. They will be very hard to start due to the rogue's low starting magic and weak melee, but should be a fun challenge after reaching their 15th level. They are designated with (SUM).

Rules:
The Summoners, obviously, use summon spells:
Golem, Guardian, Bone Spirit, and Elemental

Spells: Summon spells can go up to 15, or as high as possible. At least one must always be hotkeyed. All first level spells, plus mana shield can go up to 15, or as high as possible. All other spells may not go above level 4 by reading books, and can only go as high as level 9 using shrines.

Armor:
No plates stronger than a breastplate may be used, as the summoners are a type of mage, and mages aren't tanks. All mails, leathers, and rags can be used, but if it has a prefix AND a suffix, at least one must be plus to magic, mana, or resistances. No uniques can be used. Naj's Light Plate is the only exception to these rules.

Weapons:
The summoners have some skill in weapon fighting. They may use any one-handed blunt weapon, including clubs, spiked clubs, maces, and morning stars, unique or enchanted. Any staff may also be used, but if it has a prefix AND a suffix, at least one must have either plus to magic or mana, or have summon spell charges (elemental, golem, guardian, bone spirit) No shields are allowed.

Jewelry:
Any jewelry may be worn, but if it has a prefix AND a suffix, at least one must be plus to magic or mana.

Helms:
Any cap, skull cap, or crown may be worn, unique or enchanted.

 

 

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