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Tainted Grail: The Fall of Avalon, an indie release inspired by old-school Bethesda games, has reignited my love for the genre with clever balancing and reimagining of the formula’s dated gameplay. One system changed by the Tainted Grail team stood out above all to me: summoning. One of the most iconic features in a fantasy RPG, and I think Tainted Grail: The Fall of Avalon just might do it better than anyone else. So, before you jump into that new Oblivion Remastered patch, you might want to give Tainted Grail a look as it reinvents the genre and blows the competition out of the water.
The Elder Scrolls V: Skyrim was the game that originally introduced my then-young mind to the concept of summoning in games. I was instantly hooked, and who can blame me? Going for the timeless “Spellblade” build, there is nothing cooler than having an otherworldly companion watching your back as you swing swords and blast fireballs at enemies. Plus, we all love Flame Atronachs, at the very least because they’re super cool conceptually.
Unfortunately, however, Skyrim far from perfects the system. In Skyrim, as with all of the Elder Scrolls games, at least going back to The Elder Scrolls III: Morrowind, even the most experienced conjuration mages can only hope to have a single minion around at a time, and then only for a short duration. The feeling of being a master summoner is hardly captured when your Flame Atronach burns out in 30 seconds.
What I want from my summoning experience is to create an army of dedicated minions or one incredibly powerful minion, so long as my will continues to bind them to this plane of existence. The former is especially true in Necromaner-type builds. In the Elder Scrolls series, summons feel more like a tool used to distract enemies for a short time and buy you some space.









