Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Summoner Paths (Summoner Archetype)
balr0g
Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
I've been toying with summoner types and researching them for years while writing a book series and I settled on 5 main paths with many divergent options the further into a path tree one goes. These are as follows:
Dark (aligned to gods, deities, etc of a decidedly Dark nature). Dark does not mean evil, though it can. These primarily focus on summons like the following:
1. Demons and hellspawn
2. Shadow
3. Night creatures (wears, etc.)
Light (opposite of the above description)
1. Angels
2. Light aligned creatures
Neutral paths include Nature, Elemental, and Spiritual. These types of summoners can summon:
2. Elementals
3. Spirits (ghosts, phantoms, etc.)
4. Animals
I also like the idea of having a fae path somewhere, but that can be aligned to any of thse above. I also like the idea of contracts vs bindings. If the summons are Light-aligned its based on mutual agreement and there should be some quest line and/or reputation gained to achieve contracts and then these summons will only participate in battles aligned to their objectives. For Dark-aligned these would be bindings that require strength over mutual agreement and entirely predicated on the summoner being stronger than the summons.
Neutral-aligned would be based entirely on player progression and gaining more summons as the player progresses and accomplishes more tasks (no contract and no binding, just skills)
Anywho...thanks for humoring me!
Dark (aligned to gods, deities, etc of a decidedly Dark nature). Dark does not mean evil, though it can. These primarily focus on summons like the following:
1. Demons and hellspawn
2. Shadow
3. Night creatures (wears, etc.)
Light (opposite of the above description)
1. Angels
2. Light aligned creatures
Neutral paths include Nature, Elemental, and Spiritual. These types of summoners can summon:
2. Elementals
3. Spirits (ghosts, phantoms, etc.)
4. Animals
I also like the idea of having a fae path somewhere, but that can be aligned to any of thse above. I also like the idea of contracts vs bindings. If the summons are Light-aligned its based on mutual agreement and there should be some quest line and/or reputation gained to achieve contracts and then these summons will only participate in battles aligned to their objectives. For Dark-aligned these would be bindings that require strength over mutual agreement and entirely predicated on the summoner being stronger than the summons.
Neutral-aligned would be based entirely on player progression and gaining more summons as the player progresses and accomplishes more tasks (no contract and no binding, just skills)
Anywho...thanks for humoring me!
4
Comments
The good part about having the demon/angel lore just tied to the summoner path means it doesn't have to impact the world lore. This should be specific to just the summoner.
Being able to unlock some "angel summoning augment" after reaching some high rank in a religion path would actually be great !
or demon. religions dont have to be good. actually, religions are evil
I didn't explicitly call them, but skills/mechanics would be similar to if not inherited from the chosen summoner path.
For instance:
1. Elemental - a mutli-toered path going down any Elemental path, but not a true elementalist because your power is augmented by the summons
2. Nature - would be natural skills like a druid (healer, trapper, think grasping roots)
3. Spirit - attacks against the spirit, perhaps mana draining, spirit shock, etc.
4. Light/Dark - I think these would be most obvious given we have so many archetypes like this in other games.
No matter the path chosen though they would never be more powerful than say a straight elementalist/mage, paladin, priest, druid, etc because the summons would be designed to bridge the gap in power.