Path of Achra

Path of Achra

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FRIENDSHIP IS GLORY: A Summoner's Guide
Oleh Disnag Burnazog
my guide on every single summon in the game !
   
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Basic mechanics of summons
All friends you will summon are Allies, and all abilities with that keyword apply to them. You, the summoner, are not an Ally.
Unless specified otherwise, summons appear in a free tile closest to you. If all tiles on the level are occupied, summoning will fail.

Allies are divided into two categories:
1) Simply summons that can usually be summoned in droves (undead minions, animals and the like). Their numbers are limited by your Willpower.
2) Familiars. With few exceptions, you usually only have one of a certain familiar, and can't summon more until next stage if it perishes. You can have several familiars, their numbers are not limited by Willpower.

Per point of your current Glory (that is, for your every level-up) every summon gains +20% to its max HP and base Hit (damage).


Familiars are additionally buffed by your Willpower, and per every point of WIL gain +10% Speed, Accuracy, Dodge, Block and Armor. This means they will usually be noticeably faster than normal summons, and have better defences.
Culture summons
Tugar, friend of the Stran - loyal beast, has huge amount of HP, can be kept alive with prayers without extra investment, can scale its hit to huge amount. Has Area Attack (attacking everything adjacent), Bully (counter-attacking on shrugging off attacks with armor), which combo nicely with Impact that deals 10% hit even on miss. Tugar is a familiar so its armor scales with your Will. Decent base speed. Very nice friend. i will be comparing other familiars to tugar constantly.


Vinespawn, grown by Arba - these things are vulnerable to fire, have plant resistances to poison, psychic and blood, apply entangle on hit, are stationary, have a nice range 4, low hp and some armor.

Sacred Skin, flayed off a Morlock - a fast familiar resistant to poison, death, and blood, has bleeding touch and force to do a low-damage hit and apply the bleed guaranteed, and Vigilance to hurt overly eager fast enemies that get close to the Morlock; have low hp but nice dodge.
Class summons
Nomad, commanded by Amir - throws spears at 4 range, resists Psychic, no special abilities, but they are fast, have good HP, hit and dodge - don't underestimate them as summons, especially if you have other friends they can hide behind. You call more as you level up and they grow stronger with every level - they are very good at bringing the pain, good addition to any summoner's retinue

War Priest, follower of Gala - spears of those fellows do Psychic and let them stab enemies that approach with Vigilance. They resist psychic, are familiars so they get fast, have good hp and defences, especially block. With a shield that big i'd expect bigger block chance, though.

Janin, called by Summoner's scroll - very fast from get-go, range 3 area attack, fast and lethal, resistant to physical damage but vulnerable to lightning, not a lot of hp, very good overall - i often keep summoner's scroll the whole run because janin is my best friend.

Snakes called by the Druid
Cobra - reptile somewhat resistant to physical damage, applies 8 sickness, has Bully, heals and buffs life and offences on ally death, has okay stats but seems dependant on eating allies to get buff and stay alive. Scales just fine if you do wind up robespierre's sausage grinder for it

Serpent - resists poison, also applies 8 sickness, has nice dodge.

Hatchling - no special abilities at all, VERY low hp, not as low as ball lightnings but still they aint gonna last, have some dodge and for some reason more hit than adult serpents

Religion summons
Mushmahu of Nihnurs - familiar, super tough, has more hp than even tugar, good block, vulnerable to ice, has great accuracy and hit, also pretty fast due to being a familiar, applies sickness, and has area attack. Extra divine grass on kill is neat if you dont spam enough summons despite being Nihnurite.

Phantasm of Mehtar: has a bunch of resistances that dont really matter cuz they have single digit hp unless you get them invigoration; they are fast and have good dodge; 2 range attack, which makes a nice difference from melee; chilling touch applying 8 freeze will also impede enemies quite a bit. As a mehtarite you're summoning them En Huge Masse.

Gilded Dead of Dumuzi - these revered undead inherit your armor and block - awesome news for heavy armored fighters, further scaled by Familiar. They have lots of resistances but are vulnerable to astral like all undead. Of course, they have Bully.

Slouching Dead of Eresh - disposable, slow, somewhat weak undead, they have undead resistances, their dooming touch applies 8 doom which is a good amount. Will work as pocket sand or as sacrifices for Minion Grinding Machine if you're a pain cleric or arsonist or the like
Mouth of Eresh - we have binding of isaac on the glorious path Cruel feast and area attack in range 20!! And it has *hella* speed! And will likely survive whatever you do to kill your disposable allies! Feed it some friends and see it mass murder. Has undead resistances.

All Ants of Formus have significantly less HP than other familairs, are resistant to physical damage and have decent Dodge
Black Ant - armored bully with force and sickening touch
Red Ant - fast armored ant with area attack and burning touch
White Ant - meaty ant with high HP, bleeding touch and bleeding aura
Violet Ant - slow, lightly armored ant with astral casting and Absorb Time that gets buffed every time an ally perishes

Tentacle of Oros - Stationary, somewhat brittle but wiht a bunch of resists, spawn in random places, have corrosive touch, and funniest part - they inherit your mainhand Hit; Good distraction and can hurt if they stay alive for long enough

Beast of Mardok - splendid monster that inherits your mainhand hit so you want to have good weaponhit on your own; Mardok is for summoners who LIFT. Beast is very tough, pretty fast, has Bully Impact and Area Attack just like our friend tugar, resists elements and death, big cutie

Ikshana's Prismas are all stationary, all resist physical, poison, blood, death damage, have attacks in 20 range and 10 base speed
Teal - brittle, good hit
Topaz - decently tough for a spammable summon, high hit (twice that of Teal), has Vigilance
Garnet - has even higher Hit, and area attack. still with range 20. hide, ♥♥♥♥♥♥♥
Power summons
  • Ball Lightning - no special powers, resist fire and lightning, vulnerable to astral, not that it matters because they have single-digit hit points, but have EIGHTY speed and might get a couple hits in before being popped.

  • Oozes - slow, vulnerable to ice and astral, can corrode and sicken reducing enemy defences and offences - they apply a decent chunk at once - 7 corrosion and 8 sickness, have Force so they do a fixed dmg hit and apply their debuffs (and trigger Projective Link). Tough as hell, very high HP for a summon. Oozemancer prestige can get them to attack out of turn order so unlike noob-trap necromancer that has to stand still forever waiting for skeletons to slowly erode enemies oozes can kill foes faster.

  • Cadavers, very similar to Bleeding Dead - undead resistances, slow, mostly good for blocking the way or being sacrificed. Cadavers are worse at all stats than bleeding dead.
  • Skeleton archers and warriors - warriors have high HP and decentish defences, archers have lower hit but attack from distance, both are somewhat slow.

  • Blinksnake - Disruption and astral dancing make them pretty funny, they start fighting and everything teleports - if you have master teleport its gonna be fun. Low hp but high speed and dodge

  • Root - weak, spammable, stationary, with entangling touch. like cadaver, useful as body blocker or sacrifice
  • Creeper - has a bunch of hp, Force, Vigilance, entangling touch, is a familiar so grows defences with your WIL. If enemies approach it will attack and entangle them. Useful for blocking enemies, spammable with prayers
  • Gisa - Not a familiar, has force and entangling touch. Not very strong.

  • Glinting Blade - no specials, resists psychic and vulnerable to astral, doesnt matter cuz again, like 4 hit points But 100 speed, a lot like ball lightning
  • Psychomorph - inherits your mainhand hit and accuracy and shoots it in range 3 which is delicious, has 30 speed, okay dodge and pathetic amount of hp. not bad if they can stay alive
Priests and Worshippers

Loyal, fashionable acolytes summoned with Cult powers. All Priests have low defences (armor, block, dodge), attack in a very nice 5 range, and resist 90% of their element.

Flame - low hp, resists fire and also for some reason poison and lightning, has Burning touch applying seven Scorch on hit, less accuracy, 15 speed.

Fulminant - average hp, 15 speed, have less Hit than other priests.

Blight - have Death casting to bap enemy for a little guaranteed damage, Spite that doubles their damage against enemies at full life, death resistant, are Undead, 10 speed.

Star - more accuracy, less hp, have big cool hats but otherwise no special abiltiies. 10 speed

Grove - have twice the hp of other priests, have poison casting dealing a bit of guaranteed damage to enemies, and lesser mend healing everyone in 2 aoe around themselves for 25 which is very nice. 10 base speed

Gore - very tough, tougher than even grove priests, 15 speed, resist slash and blood, have better defences than other priests, and 6 range, as well as blood casting. Without a doubt, this is the most fighty priest.

Since we're here, I'll speak of Worshipper from Liturgist prestige - they are familiars, which means they got speed, Vigilance is good for attacking fast enemies, but their main thing is Self-Abnegation - they blast adjacent enemy and themselves for 500 astral on attack or game turn. This usually kills the worshipper. Like a living rocket, they don't have good defensive stats. If you're a liturgist its likely you will be covering the map in them.
Familiars and Prestige Summons
Beautiful, powerful, delicious friends! You can't have them all, sadly - 3 paths is all you get. But you can be the very best with that still.


Fire: Red Dragon has pretty average defensive stats, but has good resistances, and is very nice offensively - pretty fast, attacks from range, and Fire Breath does 10% of its hit in range 3 area of effect

Poison: Tsuchigumo - has relatively less hp and hit than other familiars, about half of tugar's, but to compensate It's Fast As Hell. Fire/poison resistant, has dodge and block, has Vigilance to bite people who come close, has Force to apply Sickening Touch, does poison dmg against enemies equal to Hit every time you apply sickness - so if you scale its hit and apply poison a lot this can get Beeg.

Ice: Grika is close to tugar in stats - very tough, armored, has bully and impact. Redeals its blunt damage with ice, and attacks when you stand still, so it has better offensive capabilities, even though its somewhat slower. Slightly vulberable to fire.

Death: Honored Dead - multi-familiar that you can have several of. Consequently, ability that summons them doesn't scale their stats, making them individually weaker than other familiars - they have lower base speed and HP (half of a first-level red dragon, 1/3 of a tugar). However, they still have decent defences, especially Block and resistances, and good Hit (same as first-level red dragon). They have Vigilance to stab apporaching enemies and Counter that counterattacks on block. The ability that summons them lets you scale Hit of allied undead - including them and your other familiars.

Blood: Hemogoblin is second fastest after tsuchigumo, resists physical, poison and blood, but vulnerable to death, has vigilance, impact and area attack; it's a good offensive familiar especially when you make use of its scaling speed and hit from self-damage and bleeds.

Prestige summons
Beastmaster
Brass Dragon - shares stats with red dragon but has more hp (on par with tugar), hit and armor, resists pretty much every damage type except ice and lightning, has fire breath like its small sibling, cruel feast buffing up from ally death, and corrosive skin degrading defences of those who dare strike it
Quartz Tortoise - mean-faced friend that adds death resistance on top of grika's, loses blut to ice redeal, but gets death breath. Has Even More Hitpoints and base armor, is faster.
Garnet Spider - double Hit Dodge and Speed of tsuchigumo, like brass dragon gets a bunch more resists but vulnerable to death, adds chilling touch and area attack to its repertoire

Ormjarl
Blue Wyrm - fast familiar with charging aura, zaps things in range 4, less tough than other familiars, a murderous friend

Ice Shah
Living Ice - slowest summon in the game (1 speed), low hp, vulnerable to fire, has vigilance, force, and chilling touch - a good deterrent against approaching enemies. In the unlikely even of them getting a turn, they attack in range 4.

Mura
Pearl Mirror - low hit points, resists almost every damage instance. like living ice, also slowest summon in game with 1 speed. Has 1000 hit for some reason. Likely those things won't attack anything ever, they exist to be shattered for mura's power.

Snakedancer
Serpents this class calls are the same that druid has. Also, it buffs other reptiles - including druid cobra and red dragon.

Uspori
Bukavac - fast, tough, resists poison and ice, applies Paralysis on hit, has poison skin, vigilance and area attack.

Arborus
Wisp - somewhat brittle, relatively quick, have good hit and dodge. Teleport self and enemies on hit. Arborus produces a lot of them, like Mehtarite phantoms, quantity over quality.

Briar mage
Briarfolk - same stats and abilities as Gisa, which is disappointing.

Worm-born
Crawler - has force and dooming touch, guaranteed debuff. Have good Hit and speed. Mostly good for buffing worm-born.

Gliva
Mushroom - inherit 20% of your max life, which is then buffed by normal summon's hp boost to make them very tough indeed. Slow, don't have defences, weak to fire. Born body-blockers - can weather jawhara barrages.
Item summons
    From Fire Gloves:
  • Burning Blade - very low hp, 50 speed, good hit. Can get a hit in before being swatted away like a fly.
    From Rat Banner:
  • Rat-man Flourisher - weaker than a priest, vulnerable to psychic damage, has decent hit, speed, dodge. On death, summons Peltast at a random tile.
  • Rat-man Peltast - about half as strong as Flourisher, also vulnerable to psychic, has no special abilties, but unlike melee Flourisher Peltasts attack in range 5.
    From Jade Bracers:
  • Jade Soldier - slow, but tough summon with some armor and dodge. Has, Bully, Vigilance, Force and Sickening Touch. Resists death, blood, poison, weak to lightning.

Serpents from Emerald Chakram, Emerald Cuirass, Serpent Fetsh are identical to druid's and snakedancer's
Psychomorphs of Mirage Shield are same as Mirror Image's
Living Ice from Ice Gloves is same as Ice Shah's
Thank you for reading!
AND HAVE FUN TAKING ON THE GLORIOUS PATH IN THE HOUR OF THE FLOOD
WHEN ALL IS CONSUMED BY THE TIDE, YOU WILL NOT BE ALONE
3 Komentar
Disnag Burnazog  [pembuat] 12 Jul 2024 @ 11:37pm 
Today I learned! Thank you, Harold Buttclapper.
Harold Buttclapper 12 Jul 2024 @ 11:29pm 
The hatchlings the druid summons do more damage to reflect how in real life, baby snakes release all of their venom on a bit because they can't control how much they release, unlike their adult counterparts. *autism achievement unlocked*
Djent Djester 23 Jun 2024 @ 3:28am 
Great guide. I usually never play with summons, but this makes me seriously reconsider