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You can get a pretty good idea of
how I feel about all of the Summoning familiars by looking at their
Overall Rating scores in the quick reference
guide. Still, I thought that, by way of
summary, Id rank them all from best to worst here, giving you
a quick synopsis of how I feel about each one.
Of the ten familiars covered in this
guide so far, there are four that I like:
Granite Crab: It independently
catches fish while you also fish or do something else like alching.
The fish it catches give you bonus Fishing XP, which you can also cook
for Cooking XP, and then eat during or after combat. The crab even catches
seaweed for Crafting, forages iron ore for Smithing, and finds caskets.
It is not great in combat, but at least has a decent number of HP, unlike
most familiars. And to top it all off, its one of the more efficient
ways for new players to train Summoning, so you probably have a bunch
of the pouches anyway.
Albino Rat: Its special move
ability to generate cheese is extremely underrated: it allows you to
get 900 of these useful cooking ingredients per hour, along with Summoning
XP, or you can use the ability in combat to get food on demand. It is
also passable in combat, at least for its level.
Spirit Spider: This familiar
requires a Summoning level of only 10, making it easily accessible to
even very low-level players, yet can be used to generate large quantities
of a very useful Herblore ingredient: red spiders eggs. It also
represents an excellent way for new players to make money.
Compost Mound: This is the ultimate
farmers friend, providing a boost to that skill while
generating large amounts of compost cheaply, along with occasionally
creating supercompost and foraging seeds. While I dont personally
recommend using regular compost, lower-level players can get by with
it or sell it, and the farming boost is helpful. On top of that, this
is the only familiar with a Summoning level below 30 that can do a decent
amount of damage in a fight, with a maximum hit of 6.
After this, things go downhill rapidly;
the remaining six familiars range from unspectacular to flat out disappointing.
Heres the rest, from best to worst:
Thorny Snail: This familiar
is a beast of burden, but it carries only one item which makes it not
worth the bother. It is anemic in combat, and dies easily with only
12 HP, but is redeemed by its special move that can do up to 8 damage
from a distance, making it useful to players who want to engage unaggressive
monsters without running after them.
Spirit Kalphite: It looks cool,
has a two-item beast of burden capability, and is pretty decent in combat
for its level. Unfortunately it is expensive to use (since it requires
a blue charm to make its pouch or scrolls) and its special move is not
worthwhile.
Dreadfowl: Only level 4 so I
didnt expect much, and I got what I expected. J
It does have a useful special move that is similar to that of the thorny
snail, only it maxes out at 3 HP instead of 8 HP. It can also provide
a 1 point Farming boost.
Spirit Scorpion: No non-combat
abilities whatsoever, and a special move that is effectively worthless.
To add insult to injury, its a crimson charm familiar. It is saved
from an even lower score only by its 25 HP, which at least keeps it
alive a bit longer in combat than some other followers.
Desert Wyrm: Provides an invisible
Mining boost that, appropriately enough, gives no visible benefits;
mines iron ore for you in a way that takes more time than doing it yourself.
Inept in combat, and has a stun special move that doesnt
stun anything.
Spirit Wolf: Provides no non-combat
features, and not only is hopeless in a fight, it randomly pushes the
monster away from you, making killing it actually take longer than if
it werent around. Oh, and it dies if the monster so much as looks
at it the wrong way.