Summoning - familiars that fight, charms by zone tier, and the Pact tree
Every one of the 78 familiars attacks what you attack for a share of your max hit, scrolls have real specials, charms drop by monster tier and land on the floor unless you carry a Charming Imp, and a whole talent tree makes the familiar a second weapon.
Familiars fight
A summoned familiar is not a pet with a timer. Every familiar attacks what you attack, dealing a share of your max hit scaled by its level - 18% at base, more with talents - which is a real number against billion-hitpoint bosses, and its kills count as yours for drops.
- Scroll specials hit for 4x the familiar's normal blow and cost Summoning points, which recharge at any obelisk.
- Beasts of burden - snail, bull ant, terrorbird, tortoise, pack yak - carry 3 to 30 items.
- Every familiar from Spirit wolf at 1 to Steel titan at 99 has a working pouch and a working scroll: 78 in all.
Charms drop by tier
Every kill has a 1 in 3 chance to drop a charm, and which charm depends on the monster's tier - starter and Vannaka tasks pay gold, mid zones gold and green, endgame zones crimson, bosses and raids crimson and blue. Charms are sold nowhere.
Charms bypass every looting effect - collector necklaces, pet perks, auto-salvage - and land on the ground, unless you carry a Charming Imp, which collects them and can convert them to xp. The imp is the only thing that takes them, on purpose: it keeps charms a thing you go and get.
Infusing
The Summoning teleport in the Skills tab lands at the obelisk plaza beside the forge at home, where Pikkupstix stands with two material shops that stock every secondary for all 78 recipes. Use a pouch on the obelisk to open the infusion book; every pouch pays its familiar's xp x9.5, plus Skilling Points and skilling cash like any production skill.
The Pact tree
::talents has a whole tree, Pact, on the Skilling tab - nine talents for the familiar you already have:
Bulk Infusion is the one to take first if you are training: it lets you infuse from noted ingredients, so a run is no longer capped by the 25-odd un-noted secondaries an inventory holds. Unbound removes the timer; Charmbinder makes the imp pay up to 75% more.








