Summoning increases Vitality, Damage, Physical Armour and Magical Armour of your summons and totems.
Summons starts with 10% more Vitality, Damage, Physical Armour and Magical Armour.
Summoning is a combat ability in Divinity Orginal Sin 2. Summoning increases Vitality, Damage, Physical Armour and Magical Armour of your summons and totems.
- Required for most of Summoning Skills.
- Available starting skills: Conjure Incarnate, Dimensional Bolt, Elemental Totem, Farsight Infusion.
- Any Summon from any Skill tree will be improved by this Ability
Join the page discussion Tired of anon posting? Register!
Seems Larian gift bag called Pet Power is needed for the Blood, Oil and their Cursed skill book variants to be crafted.
I find raising int as a summoner to have the best combat efficiency compared to other stats. You need to max summoning quickly, so you won't have much to do other then spam dimensional bolt from turn 2, and the bolt scales from intelligence. Also the tree has a very powerful charm which has a positive synergy with magic damage. I usually go for 1-1-1 ratio between Wits, Int and Memory until I don't need more of the latter. Then I follow with 1-1-1 between Wits, Int and Con. You can splash here and there out of order if you need Con for a shield or Wits to push your initiative, but the general pattern works really well.
Do the summons benefit from the summoner's talents? E.g. does a flaming totem deal more damage if the summoner has multiple levels in Pyrokinetic? Does the summon apply statuses through armour if the summoner has torturer?
Am I understanding correctly that all of the abilities in the Summoning skill tree scale completely independent of the Intelligence stat? Meaning a character who never puts the first point into Intelligence will still get 100% of the benefits of Summoning?
Adds 10% per level, not 5%. The only correct tool tip in-game can be found by examining the 'Soulbound' status of your summon.