|
Disclaimer: This report is based on a pre-Alpha build.
Everything in the game, including monsters, items, spells, etc can and
will be further tweaked, refined, and modified before the game ships.
Contents Part Four:
Character Overview
I only had time to play three of the six characters, though I made sure to get my hands on one from each faction. I actually learned more about the characters during the presentation than I did by playing them, since Tyler Thompson covered all the skills in each character's menu during the presentation, and talked a lot about overall concepts and strategies.
Templars
One major change from earlier versions of Hellgate: London is how Auras work. Previously they could be stacked up, and took a chunk off of the
Templar's mana while they were in effect. If a Templar had 60 power and enabled an aura that cost 20, he would then have 40 power. If he enabled a second aura that cost 20 power he'd drop to 20 power, and would have only that much to use for his skills that required power, or other auras, etc. That concept is still in the game, but it's now used to regulate the Cabalist Summoner's pets.
Templars have been simplified. They now can only have one aura in effect, and it's free to use; pretty much how Auras worked in Diablo II. Most of the Hellgate: London auras are still single player bonuses; auras that only boost the Templar and not the others in his party.
There are two classes within the Templar faction: Blademasters and Guardians.
Templar Blademaster
The Templar Blademaster is a damage dealing machine who specializes in swords of all types. No surprise there, given the name. The Blademaster seems a bit like a Barbarian from Diablo II, but he doesn't really play the same. For one thing, the Blademaster is far more delicate. Unlike the
Templar Guardian, he can't wear the heaviest armor in the game. Unlike the Diablo II Barbarian he doesn't have skills that give huge boosts to his defense or hit points or resistance. And unlike all characters in Diablo II, he doesn't have any life leech. Almost no one does in Hellgate: London; a few skills grant it, but in very limited amounts, and Flagship is clearly not making the same mistake they did in Diablo II, of making melee characters almost immortal by allowing such huge life leech.
Blademaster skills are grouped into Auras, Swordsmanship, Taunts, and Surge Attacks. Surges are kind of like warcries, but they can affect the Blademaster or the demons, or both. The first at level one is Surge of Restoration. It heals the Blademaster by a certain amount every second. The weird part is that the healing increases the longer its in effect, and there's more healing per second when there are more other surges in effect.
Another surge is Surge of Rendering, which "parts the mystic defenses of his enemies." This one seemed to be basically a "lowers enemy defenses" skill, and it's a skill, you have to cast it and take action while it's still in effect.
Besides the Surges, Blademasters have Taunts that can curse monsters in various ways. One I noted was Angelic Orator, which worked on a single target, reducing its damage by 25% for the duration of the spell.
Blademasters have auras of various types, too. There are about half a dozen of them, and they primarily work to increase the Blademaster's killing ability. I quoted the Aura of Elements earlier; it adds fire, poison, electric, phase, and poison damage to his every attack; more when there are more enemies within range. Aura range is determined by each aura, and boosted by the Holy Aura skill.
Aura of Fire adds fire damage to his attacks, and it also increases when there
are more enemies in range.
Blademasters also have a few ranged attacks thanks to their sword throwing abilities. These are not powerful enough to allow full out throwing builds, but they can supplement all of the melee attacks very nicely. The throwing sword skills are somewhat magical, in that you don't actually lose your sword. You throw it, and as soon as it hits the target (or misses) the sword vanishes and is back in the Blademaster's hand. Crosscutter is the first of the throwing skills, and it does 200% damage compared to a regular melee sword attack, has a 20 meter range, and an 8 second cool down. So you can use it and it does very nice damage, but with the cool down you can't use it that often. A punctuation to your normal attacks, rather than a way of life. It would come in handy to take out flying enemies, or finish off a fleeing monster, though.
Swordsmanship skills are attack skills. These boost the Blademaster's killing abilities in various interesting ways. Matched Blades enables dual sword wielding, but costs mana to use. Sweeping Strike gives a huge damage boost, but only lasts for a few seconds and has a long cool down time. Path of Righteousness is a charging attack that hits everything the Blademaster runs past while using it. Whirlwind lets the Blademaster
go into a sort of Tasmania Devil mode and spin around hitting anything near him.
While Whirlwind is active the Blademaster moves like he's on wheels, spinning
wherever you point for the 4 seconds the skill lasts.
The danger with all of these skills is that the Blademaster is vulnerable while using them, and without life leech to keep refilling his health, he's got to balance killing speed with how much damage he's taking at the same time. Just how well the Surges can be used to heal and protect him while he's attacking remains to be seen, and will require experimentation. At low levels though, the Blademaster is vulnerable and less effective than the Guardian. Players trying out Blademasters were often using a shield and a sword early on, since even though he has no shield skills, he needed the added protection to keep from having to heal constantly.
How big a problem this will be long term remains to be seen, but unless the
Surges are potentially far more powerful than I expect, it seems unlikely that a
Blademaster will ever want to just wade into a huge mob and try tanking
it. He'll likely be more about movement and crowd control, and positioning
the demons so he can take on a handful at a time and decimate them with his
devastating "glass cannon" attacks.
Templar Guardian
The Guardian is
definitely the most powerful character early in the game, and there was some talk about nerfing the class in the immediate future. He starts off with a broadsword and a shield, and his first skill is usually the Aura of Restoration, which provides a steady health refill. It's not equivalent to a health injector, but it's
constant, it heals faster when more enemies are in range, and as a result of that healing, good sword damage, and nice defense with the shield, I didn't even have to consider using a health injector with my Guardian until fighting the rather nasty Shulgoth quest boss, near the end of Act One. I had to heal constantly with my Marksman and
Summoner, on top of regularly retreating and running for better position. The
Guardian never had to run.
Another nice twist to the Guardian is that his auras and other skills generally work better when there are more enemies after him. Aura of Renewal heals 5 hps/sec for every enemy in range. It's capped at five enemies, but with that aura active I didn't feel any concern at the swarming Fellbores and other pack monsters I met; monsters that sent my other characters
into a fighting retreat.
Guardians have a lot of auras. More than 10 of them, and they include masteries to boost other auras. There's an aura to knock down incoming missiles,
an aura to directly damage demons, an aura to boost the Guardian's defense, an
aura to heal him and to heal him and his party, an aura to boost his resistance to elemental attacks, and more.
Guardians also have attack skills, and can kill quite nicely, though not as spectacularly as the Blademaster. I got a lot of mileage out of a sword skill that used to be called Slam, but is now something longer that I can't remember. Triggering it causes you to leap straight up into the air with your sword overhead, before bringing it down in a slashing motion. It works against ground targets, boosting your damage considerably, and works even better against flying
enemies, always cutting them out of the sky when timed properly. Another cool skill is Dig In, which boosts your damage while standing still. Since
Guardians will usually be standing still against a horde of enemies anyway, that's a nice bonus.
Guardians also possess a number of shield skills, including attacks, and a passive
skill that simply boosts defense and blocking. The shield attacks are more about
knocking back and stunning monsters, rather than killing them. Since monster and
crowd control is such an important aspect of Hellgate: London, knock back and stun skills are
highly prized, and these will come in quite handy, I think.
Guardians also have some Taunts that can mess with demons' brains. These
skills will make the monsters stand and attack rather than running, or reduce their
overall defense, amongst other effects. These Taunts are powerful, but have substantial cool down
periods, so much be used judiciously.
One thing the Guardian doesn't seem to have are moving or ranged attacks, like the Blademaster's Charge or Whirlwind
or Throw Sword skills, and I was beginning to wish I had a pistol on my weapon switch by level 5, when monsters started running away mid-fight, or flew around just out of reach, or didn't group up nicely and forced me to keep moving side to side to beat them all down individually. Guardians might not kill
individual monsters as quickly as some other classes, but the fact that they
seldom have to retreat makes them spend more time dealing damage and less time
mincing around for position. They're also very tough and able to tank situations
no other characters can, and they will be extremely popular party members,
especially for classes who can't tank or summon minions to tank for themselves.
I can envision Guardians hiring themselves out to Evokers and Marksmen, who are
greatly increased in killing power when/if they do not have to waste time
running from mobs.

Hunter: Engineer
The Engineer is designed to use the base weapons in the game and to kill by using his drone and bots. He does not have very many direct attack skills, and instead devotes more than half of his skill menu to his Drones and Bots skills.
Drones
Drones
are robots, flying minions that persist over the course of a game. You can equate them to golems in Diablo II, or hired mercenaries. They fly around and help the Engineer out, and can be upgraded in various ways. There are four levels of drones, much like the Clay > Blood > Iron > Fire Golem progression in Diablo II, and there are 5 or 6 support skills off to the sides of the Drone tree. In fact, this is the biggest, most tree-like skill cluster in the entire game, and only the second that we've got an image of, courtesy of someone filming the screen at a Korean game show.
The drone skills are on the right. This is far from the final game, and you can see that the icons are placeholders. Also, part of the display is covered by the Escape skill pop up, but you get some idea of the structure of the Drone portion of the tree.
Drone improvement skills vary. It will be possible to make your drone heal you and your party members, or to make the drone "taunt" to force all the monsters in range to attack it. Another neat drone skill is Tactical Mode. This forces the drone to stand still while greatly increasing its rate of fire for a short duration. The skill has a range of 20 meters and a cool down time of 60 seconds, and again, here more points would probably modify the range and cool down time, rather than only boosting the damage.
Drones are treated like mercenaries or other party members. Monsters see them and attack them, and Drones presumably have hit points and a high mana cost to cast. Drones can be upgraded with skills and with equipment; they are constructed from items and take on some properties of the items, as well as being improved by points in the appropriate drone skills. It's not known if they persist between games, but we believe they do, as Iron Golems did in Diablo II.
Bots
Bots are basically traps or turrets that support the Engineer in his killing. Engineers can summon/construct several of them at once (skill points depending?) and once activated Bots hover and shoot at the demons. They move around while firing, and are not targeted by demons. They do not do a huge amount of damage though, and they don't live for very long either. Bots have various types of weapons, including stunning rays, poison beams, and explosive rockets.
Movement Skills
The Engineer also has some movement skills. One notable skill is Escape, which you can read about in the description above. It turns the Engineer invisible for a short time, letting him run past nasty monsters when need be. The demons would presumably still see his drone, and this skill only lasts for a few seconds and has a long cool down time, so it seems designed for emergency escapes, rather than as some kind of stealth movement option.
Damage Boosting Skills
The Engineer does have some skills that boost his damage. One very clever one is called Nanobots. It basically sends out a cloud of tiny robots that fly to a monster and land on it. If you shoot the monster that's covered in the bots, lots of them explode with an electrical charge, adding heavy lightning damage to your normal gun attack. When the monster dies the remaining nanobots fly to another target and do it again. How long the cloud will last and how high the damage will be isn't yet determined, but I did note that this skill had a very long cool down time of around 50 seconds. That sounds like forever, but if a given cloud of Nanobots lasts for 30 seconds, then it's not such a long wait between uses. This is a skill where more points in it would probably cut the cool down time, or increase the duration of the cloud of bots, or perhaps even up the damage. There are a lot of possibilities, at any rate, beyond just +damage.
Hunter: Marksman
The Marksman is of the same faction as the Engineer, but they have little in common in playstyle. Marksmen can not construct any bots or drones. Instead they have a brick of attack skills and other skills that support their attacks. Marksmen are deadly, but fragile, and must be played with caution and intelligence. Partying with a Guardian, Summoner, or Engineer would probably be a very fun way to go for a Marksman, allowing him or her to concentrate on blowing stuff away, with slowing down to dodge or backtrack.
I played a Marksman for my first character and enjoyed it, though it definitely kept me on my toes. Firing a weapon in Hellgate: London is fun, with nice sound effects and visuals. It's just enjoyable to blow things away and to blow stuff up, and right from the start your new Marksman will have a good weapon, a variety of weapon skills, and the ability to chuck grenades for extra damage. Marksmen don't have minions or the ability
to tank, but they have good speed and range, and can spot and take out demons before the demons see them.
Playing an expert Marksman will take steely nerve and the ability to estimate damage. The Marksmen's best attack skills require him to stand still or crouch down; he delivers far more damage in those poses, but he can't run away either, and with his defense lowered while in his Tactical Stances, he's got to commit to locking down and blowing away the target, or he's got to run and shoot while retreating and hope his movement will keep him out of range long enough to kill the charging hordes of hell. There's going to be an interesting division between Marksmen; those who hold their ground in the sniper pose and kill the monsters an instant before they reach them, and those who retreat and settle for lower damage skills while using distance to stay alive.
The Marksman has several skill groups: weapon skills, tactical stances, grenades, and tactical skills. A sample:
Tactical Stance
Skill Groups: Tactical Left-click plus button to learn this skill.
Description: The Marksman steadies his aim and reduces his targeted profile, gaining a tactical advantage over his enemies.
Firing accuracy increased by 50%.
Range increased by 25%.
Projectile velocity increased by 25%.
TOGGLED SKILL: Activating this skill puts the Marksman into a Tactical Stance, halting movement. Deactivating the skill or moving allows the Marksman to rise and takes him out of this stance.
Current Rank: 1/5
Effect: Critical Hit Chance increased by 4.
Power Cost: 35
Next Rank: 2/5
Effect: Critical Hit chance increased by 5.
Power Cost: 40.
Drag Icon to Action Bar or Skill Spheres to use.
This is a quote of the game screen for this skill, and it's one you'll need to master as a Marksman. Other characters can simply stand or run while attacking; the Hunter, and especially the Marksman, has to crouch down to unleash his full killing potential, and trade mobility for murder.
There are several skills in this group. Besides Tactical Stance, there's Sniper. It works in much the same fashion, but with a very different effect. With Sniper the Marksman crouches down and shoots, and gains a huge boost in damage at the cost of a much slower firing rate, decreased defense, and a high power cost. Adding more points to Sniper increases the projectile velocity (not firing rate), range, and accuracy, while also upping the power cost. Sniper is meant to kill single targets at a distance, but the Marksman is very vulnerable while using this skill, and he can not use it effectively against a mob, due to the lowered firing speed.
A couple of his other gun skills are Rapid Fire, MultiShot, and Guided Shot. These all do basically what they sound like, but they're all limited in use as well. You're not a Bowazon, capable of shooting whatever special skill you like. Some of the gun skills trigger on a % chance; they're regular shots most of the time, until randomly clicking in and giving you the special power type shot for a few seconds. Others give you a bonus power for a short duration: MultiShot allows the Marksman to fire multiple shots from some weapons for 4 seconds, but he can only use this skill every 30 seconds. Rapid Fire is much the same, in that it works for a few seconds and can only be used every half minute or so. Rapid Fire greatly increases firing rate, at the cost of power and accuracy. It also locks the Marksman in place for the duration of the rapid fire burst, so takes
nerve to use. It was recommended to me as the best way to deal with a rapidly charging mob, since the spray of shots will miss a single target, but is perfect against a pack.
The Marksman also has four grenade skills in a dependency column. Explosive Grenade is the first, and as a level one skill it's a fun one to start using right away. It simply lets you hurl a grenade that explodes with fire damage. You can throw one every five seconds, at a fairly nominal power cost, and they go quite far; further than any of the low level weapons I was able to experiment with. Next down the grenade group comes Toxic Grenade at level 10. It blows up with a poisonous cloud that can sicken multiple targets. At level 20 comes the Spectral Grenade, which isn't huge on damage, but which can "phase" targets, which makes them do 50% less damage and take 200% of normal damage. The Engineer also has Spectral Grenade, making it the only skill the Hunter and Engineer share (IIRC). Lastly comes the Flashcrasher Grenade at level 30. It does physical damage, and again not that much, but it has a chance to stun the target for two seconds, which is a huge advantage in the fast-paced world of Hellgate: London.
Marksmen also possess various targeting and area of effect skills. Napalm Strike is one cool skill; it calls down an airstrike of raging flames on the targeted area. Monsters within the zone take damage and have a high chance of igniting. (And yes, it's magical like the Diablo II Sorceress' meteor, in that you can use it underground.)
Other skills let the Marksman do more damage without flashy effects. Dead Eye is a passive skill that increases his critical hit chance. Critical hit is a huge bonus in Hellgate: London, and skills that boost it add very low percents, compared to what you may be familiar with from Diablo II. Dead Eye is +2% at level 1 and +3% at level 2, for instance. Multi-Beacon is one of several marking skills. It paints all monsters within a four meter radius with infrared light that makes them easier to hit. Basically it lowers their defenses for a short duration, making your shots more likely to penetrate their armor.
Finally, the Marksman has a healing skill called Breath of Meditation, which lets him regenerate 15 hps/sec so long as he remains motionless in his tactical stance.
Cabalist
Cabalists are the only mage style characters in Hellgate: London, and while I knew
there were changes made to the faction with the introduction of the Summoner and
Evoker, I was surprised how many things had been altered. Focal drives have changed a lot. In earlier builds a Focal Drive was required to cast most of the Cabalist's skills. It still is… for Evokers. Summoners have almost no need for the focal drive, and in fact there is now just one skill in the entire Summoner skill menu that requires a focal drive to cast. Drain Life. It's a useful enough skill that most Summoners will probably want to carry
a focal device on a weapon switch just to heal up with it, but this is a huge change from the initial plan for the character.
You can equip a focal drive on your Summoner if you like, and they do pretty good damage by firing energy balls like any other pistol in the game, but without the ability to cast spells you'd probably do better
with a big rifle, or dual wielding a pair of the pistols Cabalists are allowed to equip (not a long list).
Their allowed weapons are mostly the various bug guns and poison spewing
cannons.
Cabalist: Evoker
Evokers are the sorcerer/sorceress type of character in Hellgate: London. Almost every Evoker skill requires a focus drive to cast, and some require two
of them. Equipping two of the drives will also boost the damage of most spells, Arc
Legion, for instance, shoots out five streams of lightning for each focal
drive you have equipped. The oddest thing about Evoker skills is that their damage comes from the focal drive you have equipped,
not from the skill level. As Flagship stressed, this gives the Evoker an item game just like other characters, where bigger damage on weapons is
better, and Evokers will be forever seeking a better focus drive, rather than
finding a low or medium level one with some nice bonuses and being happy with
that.
In addition to their spell-boosting properties, all focal drives work like pistols; firing a steady stream of magical projectiles of various and varying types.
Evokers can use these to supplement their magics and to help conserve power.
An example of a dual focal drive skill can be seen in this shot. This spell
is called Arc Legion -- when using it the Evoker fires out five lightning beams
from each Focal Drive he has equipped. Five from one, ten from two. The
one in this shot has just one equipped, along with his little man high heeled
boots -- see the
image gallery for other shots with two focus drives.
Evokers possess a variety of damaging and powerful spells, but they have to be used cleverly, since unlike Summoners, Evokers can't call up a bunch of meat shields. Evokers only have one summon, actually, and it's a Fire Elemental that's called Summon Ember. It's a level 15 skill, compared to Summon Fire Elemental at level 1 for the summoner, and Ember costs 25 mana per second, compared to 20 for Fire Elemental. Why they have different names I couldn't tell you; just something to make the classes a bit more distinct, I guess.
(Or it's possible that Flagship changed the name sometime recently and forgot to get in there and fix the actual spell name for both classes.)
Another aspect of the Evoker is casting speed and cool down times. He's not
as bothered by slow casting time as the Summoner is, but some Evoker skills take
longer to cast than others. This has to be kept in mind depending on how far
away and fast the monsters are. Evokers also have to pay attention to their cool
down time, since lots of skills can only be cast every 15 or 20 or 30 seconds.
This obviously changes the strategy of the character, and you have to plan on
using other skills as support for the big, slow ones.
Evokers possess all of the Cabalist attack spells we saw in earlier versions of Hellgate: London: Drain Life, Drain Power, Spectral Lash, and Spectral Bolt. In addition to those, Evokers own a wide variety of damaging spells, with varying uses. Tyler Thompson talked about three main Evoker attacks, one of which worked good at a distance, one that worked in medium range, and one that worked up close. The key is to use them wisely, and judiciously. The long range one isn't going to do much up close, and the close range is useless against monsters beyond its range. You've got to switch to optimize the skills, and you can do that yourself with hotkeys, or you can just stick them all on the shift/context sensitive control and let the game select for you.
Some other miscellaneous Evoker skills: Evokers have an Arcane Shield skill
that sounds like a "mana shield" type of skill, but is just a +defense spell.
Blink is a low level semi-random teleport skill. Evokers also have skills
that increase the damage of their spells if they cast them while standing still,
in a fashion reminiscent of the various Marksman tactical stance skills. Evokers
have some curse-like skills as well: one works like Life Tap and enables anyone
hitting the affected monster to regain life. It's a very low gain though, so
didn't seem that useful to people who tested it at Community Day. Evokers also
have a skill that lowers monster resistances, but again, not very much at this
point in the development.
See the Evoker page in the wiki for more info about the class and a more
detailed listing of his skills.
Cabalist: Summoner
I played a Summoner for my second character on Community Day, and
while she was still fun, I enjoyed her the least of the three. Summoners start
with a really crappy weapon and their early summons aren't very strong, so it's
kind of a slog, early on. The starting weapon is a Locust Hive
rifle, and while the fact that you can shoot out a swarm of carnivorous, cybernetic insects is
pretty cool, the 3 meter range is a drag, since it forces you to run up to almost touching distance on every monster, shoot your gun, then run back for several seconds while the monster chases you and the bugs slowly eat it. This gets old about the 10th time you do it, and since you need to kill at least 25 or 30 monsters to level up once and get a skill point, it's not the most interesting level one experience in the game.
I put my first skill point into Fire Elemental and that's the most obvious string of skills in the Summoner's skill menu. There are five elementals, one of each damage type, and they go straight down the list. Fire Elemental at level 1, Spectral Elemental at level 10, Force (Earth) Elemental at level 15, Lightning Elemental at level 20, and Poison Elemental at level 25. Surprisingly, they're not all connected in a dependency chain, so you can mix and match and pass up some in the middle if you like. Here they are in descending order in the hot bar in a recent screenshot.
The way Elementals are summoned has changed during Hellgate: London's development. In earlier builds Fire and Force were connected, and you got 3 total to spend between them. You could have all 3 of either kind or 2 and 1 of a mixed set. The elementals are no longer connected like that, or in any way, except in their total cost.
Every elemental you have summoned costs you some power every 3 seconds. Each Spectral and Force elemental costs you 40 mana every 3 seconds. Fire Elementals are cheaper; they only cost 20 every 3 seconds. I didn't see the values for the Lightning and Poison, but I imagine they were higher yet.
In practice this means that a substantial percentage of your total power is
going to keep your elementals alive, and that you've therefore only got what's
left to spend on other skills. Also, you have to be careful with your power,
since if you need 250 to keep your herd of elementals alive, and you drop down
to 200, some of the elementals are going to vanish. It's not known if
there are mana drain demon attacks in Hellgate: London, but if so they'd be quite dangerous
for a Summoner. Not only would you have no mana to cast spells, but all of your
elementals would vanish too!
More points in the Elemental skills allows you to summon more of each kind of elemental, and improves their performance as
well. These values don't seem like a lot, but if you get a nice posse going they can add up quickly. These values mean little to us at this point since we don't know how many power points Summoners are going to be running around with. Mine had over 100 by level 5, without adding any points to Concentration, so they're not completely without, but there's obviously going to be a trade off between casting active spells, and keeping a pack of summoned creatures alive.
Elementals are interesting, but they're only 5 of the Summoner's 26 skills. He's also got a bunch of other summoned things, that are generally stronger than Elementals, and that don't cost mana every second they're alive.
Flagship has asked us not to post an image of it, but when you look at the Summoner's skill menu you see that the entire right side is taken up by what looks like a 3-wide tree of creature summons. When you look more closely, you realize it's not quite
that, since there aren't any dependency lines between the levels of skills. There's a level 1 summon demon, and then two level 5 skills that modify that demon. There's a level 10 Summon Shrieker, and two level 15 skills that modify the shrieker. There's a level 20 Summon Carnagor, and then two level 25 skills that modify it, and finally a level 30 Summon Reaper, with no modifying skills. It looks like a series of triangles coming down the menu, but none of the different summoning skills are connected to each other; just to their two modifying skills. So you could invest in Summon Shrieker and pump it up with the modifying skills, then entirely skip Summon Carnagor and its attendant skills, spending your points elsewhere and waiting for the big level 30 Summon Reaper skill.
The only details I got on one of the support skills was Meat Shield. This skill modifies the Carnagor, and makes it stand its ground when you command it, while also boosting the carnagor's life for the duration of the spell. This one can only be cast every 20 seconds. None of the support summoning skills seem to mix and match; the Shrieker's 2 support skills don't improve the Carnagor or Reaper. I didn't have time to analyze the values to figure which would be better; every summon and 1 point in each support skill, or just one summon and max points in it and its support skills.
The various demonic summons work like Golems in Diablo II and Drones in Hellgate: London, though. You can only have one of them at a time. So if you've got a Shrieker alive and you summon a Carnagor, the Shrieker will be dispelled. Personally, I'm kind of disappointed that they are dispelled. They're demons after all; I think it would be fun if they always or sometimes survived and attacked you once you freed them from your mind control by summoning up a new demon.
Besides their summoning skills Summoners have a wide variety of support
spells. They can heal their minions and change their behavior, though the AI for
some of these options isn't working very well yet. Summoners can also control
the demons to some extent, forcing them to attack a given minion, or even making
them run away. Summoners can also drain life from demons, and sacrifice some of
their life for power, which will come in handy to keep the fleet of minions
afloat.
|