Summoned allies in combat
Choosing and following targets
Summoned allies seek eligible creatures within 6 tiles of themselves and 10 tiles of the player they follow. They skip passive wildlife, pets, livestock and the listed peaceful NPC groups. A summon with reach above one tile needs sight to strike. It can walk towards an unseen target to find a clear shot. Large enemies are measured to their nearest occupied cell.
A wounded summon
A summon already fighting retreats at one quarter health or below. It follows the player without attacking until its health reaches at least half. Healing and shielding support can help a living summon, but a destroyed summon has no pet roster to revive. Summon attacks use the target's armour and spell shields. A hardened boss spell shield blocks their health damage.
Making room and lasting time
The limit of 8 applies to the current creature list and is shared by casters in that scene. A new cast removes the summons with the shortest remaining lifetimes to make room. These removals do not trigger Whey-Blood Detonation. Leaving a cached dungeon floor still uses the summon's absolute expiry time. In co-op, a creature paused outside the active local group has that deadline extended while it is frozen.
Whey-Blood bursts
Whey-Blood Detonation triggers when a summon expires or is destroyed by a hostile hit. Its base burst is 6 damage within 2 tiles, including diagonals. Pets, livestock and the listed town NPC groups are excluded. Passive wildlife can still be caught in the blast. The ordinary summon target list and its death burst use different protections.
Co-op movement and credit
While its caster remains in the party, kill rewards follow that caster. Its on-hit statuses retain the caster stamp. Its movement currently follows the player whose creature turn is running, because the summon does not receive the separate owner position used by roster pets. In a shared fight it can therefore follow a party member other than its caster.
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