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The Alien Wars 6:
Fall of Eden

Entry Level Stats:

Heretic Summoner - 7 Willpower (due to using Spirit Fossils, Mana Can Be Low), 3 Mana

Iron-Blade Summoner - 4 Willpower, 3 Strength, 2 Mana

Soul Summoner - 5 Willpower, 3 Mana

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Note: To get your Greater Spirit, you will have to travel to the location of your element and accomplish the trial to unlock him, then you can add him/her to your move set, either as a Limit Break, an attack move/special move. So you might want to save a slot open for that in the future.

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The Heretic Summoner is a Summoner that bends the wills of Spirits to their own will and summons them to their beck and call. They have to ingest Spirit Fossils regularly and their Moral Center must be Chaotic Neutral, Somewhat Bad, or Bad. The Heretic Summoner is able to capture Spirits of any kind if their mods are powerful enough and strip the Spirits' wills, and learn high level magik from them, capable of learning powerful magik like a mage almost. If they choose, they can even kill the Spirit to learn it permenantly. Only powerful Heretic Summoners can bend the will of Great Spirits. They are typically hunted by other Summoners if they are not part of important organizations. They start off only being able to bend the will of one Great Spirit, usually of the same element of themselves.

The Herectic Summoner is a bit different in many ways in that they learn Magik by bending Spirits' wills. They need Mana points often to spend it some cases, so take note to have it. Unless they use the Spirits to cast it for them, which you can do with your attack moves and special moves, but if the Herectic Summoner wishes to learn it for themselves, especially permenantly by slaughtering Spirits, you need Mana Stat Points to cast them. The mods reflect this often. The mods reflect what types of Spirits you can use for your Attack Moves and Special moves, so be sure to check them out.

With this type of Class, you will likely always have a target on your head, even within groups. Especially if you kill a Great Spirit to learn their Magik.

You begin off with only having 5 Lesser Spirits of your own creation, not split off from the Minor Elements. You must capture the rest and bend them to your will. You can start off with 1 Great Spirit once you get the right mods.

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The Iron-Blade Summoner is a Summoner who is more fighter than Summoner. They employ only a few Summons and magik spells, and focus primarily on battle. They use buffs mainly on themselves (sometimes on others) to make themselves stronger, and have to pick and choose which Spirit Summons they want to learn. If they fill their slots - they can have 3 Lesser Spirits that branch off from their Main Element (see Soul Summoner's explanation) so that gives you an idea of how many type Attack Moves and Special Moves you can have dealing with them, they have to unlearn older Summons. They can only learn two Great Spirits at most, beginning with the capacity of one.

As far as their buffs goes, the mods typically require Mana, so you will need a few Mana Points to buy them. The Iron-Blade Summoner is someone who casts spells on their body and weapons to do battle, similiar at times to a Rogue Shadow Thief, but their entire body can be augmented, including fists turned into stone with a spell to do battle. Or iron. This allows players who wish to use mana in specific cases to turn their Summoner into a striker and damager who chants a spell and then does strikes.

You begin off with only 3 Lesser Spirits that branch off from their Main Element, 1 Great Spirit once you learn the mod for it.

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The Soul Summoner is the normal Summoner people meet. They learn mostly to summon spirits (which you the player create as your attack moves/special moves) and can learn buffing magik moves, such as light healing. They can only learn one Great Spirit summon to begin with, typically their own element, and then increase that as time goes on to include Minor Element and finally Moral Alignment.

The Soul Summoners are great at buffing others and talking to Lesser Spirits and summoning them forth. A Soul Summoner can call forth 5 Lesser Spirits of various elements (so keep that in mind when making your move sets) in the form of Minor Elements. They need to branch off from their main element, so if they have Fire as their main element, they can call forth 5 Lesser Spirits that have Inferno and Plasma powers in them. And since Wind and Earth is being touched, Lightning as well as the third Lesser Spirit. The other two can be used for healing or buffing, or shielding. Lesser Spirits can do all sorts of moves, just like attack move and special moves.

That means you can create your own Lesser Spirit types that are made up as well. Summoners need Mana to cast buffs, which can power up people, or do light healing. Typically, Summoners need to work from a distance since it takes a few turns to do their casting and that leaves them vulnerable. The rely on their Summons to do their battles for them.

They can also summon 4 Main Spirits, of their OWN element - unless you get mods to let you use all, and it works the same as the Lesser Spirits. However, those take more time to cast and bring about than Lesser Spirits. So as a player, you need to decide when making your attack moves and special moves which do you want more, Lesser or Main Spirits.

You begin with 5 Lesser Spirits that branch off from your Main Element (Minor Elements), 4 Main Spirits of your Main Element, and can have 1 Great Spirit once you learn the mod for it.

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Overall:

Summoners are beings who practice the art of summoning on Geyze. Many begin at childhood just feeling the touch of the Spirits and their call to protect nature and the galactic balance across the universe at a young age, the call to duty to protect Spirits everywhere. Many go and seek the last of the true summoners out, who have secluded themselves on Geyze, said to be the homeworld of the most Great Spirits ever. However, in this day and age when so many Spirits are dying out, the Spirits have attached themselves to many who have never been to see the last of the true Summoners called Summoni. And since the Great Spirits are located in each of the great 'kingdoms' on Geyze per an ancient pact, many serve one particular spirit or group of lesser spirits that are under that Great Spirit.

Below is the Summoner bonuses as well as suggestions if you wish to pick them - note you do not have to follow the suggestions.


Moral Center: Good, "Some what Good", Neutral, and "Some what Bad". [The Spirits need good people]

Meisters: They make great meisters

Recommended Races: Human, Fauna, Aurit, Werebeasts, Asmos, Nymph, Lilin

Action Points: 8

Mods: You get 2 free Summoner mod points. Restricted on Monk moves.

Weapon/Armor Level: Beginner

 

 

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