Has the same requirements as necromancer and is the same class tier - while necromancer is focused on undead and darkness, summoner is element neutral and focused on pets and guests.
Like necromancer and Paladin the armor is L70, Skill level 0 is vs L70, Skill level 1 is vs L72, etc.
Class story line is along the lines of befriending creatures (these become the summons / guests), learning how to work together (booster skills) and self improvement (semi/passive skills).
Stat rolls use all attributes depending on whats trying to be done and fights are the typical two and heal or pre boss & post heal.
For example, the requirement to get the earth summon / guest requires the PC to demonstrate how tough they are (endurance roll) and the energy summon / guest will only join you if demonstrate
how fast you are (dexterity roll).
Has 20 Levels worth of skills - roughly split up like: 6 are pet and guest boosters, 8 Are pet and Guest summon / Call skills, 6 are active / more direct skills.
> Summon / Call skills from the armor are cheaper if class is 'Summoner' and cheaper again if in the Summoner armor (-10% / -20% cost).
> Summon / Call skills from the armor are more expensive if class is not 'Summoner' and more expensive again if not in the Summoner armor (+10% / +20% cost).
> Summon variants use the guest slot and use MP for upkeep, Call variants use the pet slot and use SP for upkeep.
> Each summon / call skill covers a single element with the adventure version being just damage and the guardian version having a chance to cause an effects like daze as the bonus.
> The top tier booster skill coverts summoner class pet damage to harm while active - this is partically expensive to maintain and has the reduced damage as expected of that sort
> of conversion - intended to keep the class summons useful if facing something with high overall elemental resists not as the main source of damage.
> Top tier active skill is Attack command - 8 Hits, 1 of each element, with each summon / guest attacking one after another with the cost split between MP and SP equally.
> Boost skills use a both MP and SP to be maintained and cover things like a damage boost, Accuracy boost and and Effect chance boost (Effect boost is limited to guests and pets)
> & Shifting to a defensive lean (Default is no lean, at 50% trained option to go mid defensive and 100% trained mid or full defensive lean.
> All skills are available to both adventurers and guardians but guardians have access to stronger variants of the armor and superior versions of skills.
Defenses are Magic highest, Melee and Ranged equal.
All resistances are equal, and increase with class level (Something like -20% at class rank 20 and starts at 100% for all for the standard class armor, superior version peaks at
-35% to all and exclusive to guardians but also has a higher level requirement) and the armor has a starting non offensive / defensive lean.
Note: resistances are off 100% resistance so the standard -20% resistance is 80% actual not healed by 20% in case its unclear.
The resistances make it always useful but never the best choice in any given encounter - has resistance to all elements but pretty much any other armor will beat it somewhere.
Visual appearance is something along the lines of a hooded pirate with a metal breastplate, Leather boots, gloves & belt and colored & trimmed fabric used elsewhere.