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TW1 Summoning Aura

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Claudius
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TW1 Summoning Aura

Post by Claudius »

I am looking for someone to confirm this. Summoning aura on the tooltip raises the level of summons. On another website someone said that for awhile it was raising three summons and then it stopped to only one. I tested myself and it raised one but I only have 1 Summoning Aura card and I haven't tried it yet with booster side cards yet. The tooltip says it raises the summons level. So my question is whether anyone can say ye or nay to the summoninig aura. I will only have to wait at the soul patcher for eight years if I have to unskill water magic.

Edit: I tested it with more cards stacked and it works giving an extra summon. I have a fairly large mana pool and without much trouble I can summon: 2 adamantium golems, 2 scorpions, 2 devils, 2 hell warriors. It's fun with firefield because you can run behind the summons and the melee gets blocked by the summons and staggered by the fire and the summons beat them down. So then the only problem is archers. The downside is that if you do go after the archers you can get pinned in by your summons say against an ogre. For Hadelborg castle I made potions out of 3 wolf 1 minor healing = 30 vitality for 3 minutes. Drop about 5 of them every long portion of combat and you can survive a blow from an ogre. My vitality is about 200 even without the wolf potions. But that's a good reason to save the tongues. You could conceivably for a hard battle make like 100 wolf brew = 3000 vitality. Of course you would only want to do this for the hardest opponents. All in all it is worth 15 water magic. I am playing a elementalist battle mage and I have 15 in all elements. Still castle Hadeborg was a big challenge.
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