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'''[[Summoning]] training''' can become very expensive and tedious, but familiars at higher levels make Summoning a rewarding skill. F2P Players can gain xp up to level 5 and continue to collect Gold charms after level 5, which may be useful if you intend on becoming P2P eventually. All F2P parts of this guide will be shown with "(F2P)" beside it.
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'''Summoning training''' can become very expensive and tedious, but familiars at higher levels make [[Summoning]] a rewarding skill. F2P Players can gain experience up to level 5 and continue to collect [[gold charm]]s after level 5, which may be useful if you intend on becoming P2P eventually. All F2P parts of this guide will be shown with "(F2P)" beside it.
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==Useful items==
 
===Spirit gems===
 
[[Spirit gems]] can be used to save charms while infusing pouches. They can be obtained as a rare drop from many monsters or from [[Treasure Hunter]] or from [[gem rocks]] in [[Prifddinas]]. Depending on the tier of the gem, each gem has a certain chance of saving a charm while consuming a charge. After a certain number of charms are saved, the gem will be destroyed.
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These gems prove to be very useful especially for blue charms as they are usually the hardest to obtain. For example, a [[spirit onyx]] has a 60% chance to save a charm when worn up to 60 times before it disintegrates, therefore saving more charms to use later.
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===Shaman's outfit===
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The [[Shaman's outfit]] is acquired via [[Treasure Hunter]] or [[Familiarisation#Rewards|Familiarisation]]. Each piece grants 1% bonus Summoning experience when worn. When all of the pieces of the set are worn, a 1% set bonus is added, providing a total bonus of 6%. Pieces of the outfit were previously created from items that could be won from the [[Squeal of Fortune]] initially.
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===Summoning cape perk===
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{{Skill cape perks|Summoning|txt=[[Summoning cape]]|hide=yes}}
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===Summoning focus===
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A [[Summoning focus]] is a tradeable, stackable item that grants extra experience when creating pouches. It gives an extra 20% Summoning experience when making pouches at an obelisk. One focus is needed for each pouch made. They are currently worth {{coins|({{GEP|Summoning focus}})}} each.
   
 
==Starting (F2P)==
 
==Starting (F2P)==
 
{{Main|Starting Summoning}}
 
{{Main|Starting Summoning}}
To begin training the Summoning skill, players may complete [[Wolf Whistle]], (not required anymore) which will grant 276 experience to Summoning (increasing the player's [[level]] to 4), as well as 275 [[gold charm]]s (enough for level 16, or 5 on F2P). After that you will have to collect your own charms. Look below for information on how to do that.
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To begin training the Summoning skill, players may complete [[Wolf Whistle]] (not required anymore), which will grant 276 experience to Summoning (increasing the player's [[level]] to 4), as well as 275 gold charms (enough for level 16, or 5 on F2P). After that you will have to collect your own charms. Look below for information on how to do that.
 
F2P players can collect additional gold charms from saving Nora in Burthorpe from a burning fire (awards you with a one-time reward of 10 charms), collecting one free sample from Pikkupstix's store or by killing Troll Brutes and Troll Chuckers in Burthorpe.
 
   
 
F2P players can collect additional gold charms from collecting one free sample from Pikkupstix's store or by killing troll brutes and troll chuckers in Burthorpe.
==Quests==
 
Players may complete certain quests and activities to receive summoning experience, including [[Penguin Hide and Seek]], the [[Tears of Guthix (Distraction and Diversion)|Tears of Guthix]] [[Distraction and Diversion]], [[Troll Invasion]], and certain quest lamps (usually require you to reach level 30 first to get Summoning exp). Using non-charm methods of leveling gives experience, and allows players to save valuable charms for use in higher level familiars.
 
   
 
==Pouches (F2P)==
 
==Pouches (F2P)==
 
The only viable way of training Summoning is to create [[Summoning pouches]]. To begin making a Summoning pouch, the following are required:
 
The only viable way of training Summoning is to create [[Summoning pouches]]. To begin making a Summoning pouch, the following are required:
*An empty [[Pouch (Summoning)|pouch]], which can be bought from Pikkupstix for 1 gp each. (Not required for Summoning within [[Daemonheim]])
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* An empty [[Pouch (Summoning)|pouch]], which can be bought from [[Pikkupstix]] for 1 gp each. (Not required for Summoning within [[Daemonheim]])
*A quantity of [[charms]], which must be collected by the player through monster killing and other methods. Good ways to do this are listed below.
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* A quantity of [[charms]], which must be collected by the player through monster killing and other methods. Good ways to do this are listed below.
*A large number of [[spirit shards]], which can be bought from Pikkupstix for 25 gp each or you can buy a set of 5000 for 125k. (Not required for Summoning within Daemonheim), Spirit Shards can also be bought at the Grand Exchange, which has a bank next to it. Though the guide price is not always 25, it is rare that anyone will sell it for anything less than that.
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* A large number of [[spirit shards]], which can be bought from [[Pikkupstix]] for 25 coins each or you can buy a set of 5,000 for 125,000. (Not required for Summoning within Daemonheim), spirit shards can also be bought at the Grand Exchange. Though the guide price is not always 25, it is rare that anyone will sell it for anything less than that. On the other hand, Spirit shards can be sold by pet store owners (such as the one in Taverley) in arbitrarily large amounts, so spirit shards are essentially equivalent to 25 coins.
*A '''tertiary''' ingredient which is specific to the creature you are creating, similar to the secondary ingredients used in [[Herblore]].
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* A '''tertiary''' ingredient which is specific to the creature you are creating, similar to the secondary ingredients used in [[Herblore]].
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Use the [[attuned crystal teleport seed]] and teleport to [[Amlodd Clan|Amlodd]] district, followed by a short run to the Summoning obelisk, then teleport to Trahaearn district to re-supply with bank preset and Beast of Burden (BoB) set-up. Exchange pouches for shards with [[Lord Amlodd]] if you feel like it.
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==Spirit shards==
 
==Spirit shards==
With the use of [[Bogrog]], the pouches you make can be turned back into shards; the number of shards returned to you is 70% of the pouch cost. With this in mind, you can drastically reduce the number of shards you have to originally buy by continually converting the pouches you make back into shards.
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With the use of [[Bogrog]] or [[Lord Amlodd]] the pouches you make can be turned back into shards; the number of shards returned to you is 70% of the pouch cost. With this in mind, you can drastically reduce the number of shards you have to originally buy by continually converting the pouches you make back into shards.
   
 
==Obtaining charms (P2P)==
 
==Obtaining charms (P2P)==
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Monsters vary greatly in the number and type of charms they drop.
 
Monsters vary greatly in the number and type of charms they drop.
   
Once weekly, the [[Familiarisation|Familiarisation Distraction and Diversion]] can be done, which gives a reward of 40 minutes of triple charm drops. It is recommended to use this time by killing a monster that drops a lot of crimson charms.
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Once weekly, the [[Familiarisation]] [[Distraction and Diversion]] can be done, which gives a reward of 40 minutes of triple charm drops. It is recommended to use this time by killing a monster that drops a lot of crimson charms.
   
If you have 21 Summoning and spent some time training [[Dungeoneering]], you can buy a [[charming imp]], which automatically picks up requested charms and converts unwanted charms into small Summoning experience. This can increase the rate of gathering charms significantly and it increases the amount of Combat or Slayer experience earned (per hour).  It is highly encouraged to configure the imp to give the player all types of charms; the experience rewarded for converting the charms is much lower than the amount offered by using the charms to make pouches.
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If you have 21 Summoning and spent some time training [[Dungeoneering]], you can buy a [[charming imp]], which automatically picks up requested charms and converts unwanted charms into small Summoning experience. This can increase the rate of gathering charms significantly and it increases the amount of Combat or Slayer experience earned (per hour). It is highly encouraged to configure the imp to give the player all types of charms; the experience rewarded for converting the charms is much lower than the amount offered by using the charms to make pouches.
   
 
The [[Fang of Mohegan]] may also be used to provide a slight possibility of a double charm drop.
 
The [[Fang of Mohegan]] may also be used to provide a slight possibility of a double charm drop.
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===Slayer===
 
===Slayer===
The fastest way to level summoning is to camp at a monster that drops lots of charms, such as Waterfiends or Rock lobsters. However, it is also common for players to get charms from training [[Slayer]] rather than from camping at a specific monster. It is possible to get enough charms for 99 Summoning by getting 99 Slayer, although it depends on what tasks the player does. If a player is going for 99 in both skills, there is no need for them to camp at a monster specifically for charms. However, if a player does not want to do Slayer, or is unable to obtain all the charms that they want purely from Slayer, then there are several monsters that are very good to camp at for charms.
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The fastest way to level summoning is to camp at a monster that drops lots of charms, such as [[waterfiend]]s or [[rock lobster]]s. However, it is also common for players to get charms from training [[Slayer]] rather than from camping at a specific monster. It is possible to get enough charms for 99 Summoning by getting 99 Slayer, although it depends on what tasks the player does. If a player is going for 99 in both skills, there is no need for them to camp at a monster specifically for charms. However, if a player does not want to do Slayer, or is unable to obtain all the charms that they want purely from Slayer, then there are several monsters that are very good to camp at for charms.
   
 
===Gelatinous Abomination===
 
===Gelatinous Abomination===
[[Gelatinous Abomination]]s have around a 44% charm drop rate. They drop gold charms at a rate of around 41%. The Gelatinous Abominations have only 150 life points and are level 6 so they are really quick and easy kills. The only equipment required are [[spiked gauntlets]], which can be purchased at any [[Slayer Master]]. These monsters are found in the [[Taverley Slayer Dungeon]], south-east of [[Turael]] (or [[Spria]]) in [[Taverley]]. Killing these are a great way for anyone to obtain gold charms, but no drops of great value can be obtained, and the combat experience gained is little.
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[[Gelatinous Abomination]]s have around a 44% charm drop rate. They drop gold charms at a rate of around 41%. The Gelatinous Abominations have only 150 life points and are level 6 so they are really quick and easy kills. The only equipment required is [[spiked gauntlets]], which can be purchased at any [[Slayer Master]]. These monsters are found in the [[Taverley Slayer Dungeon]], south-east of [[Turael]] (or [[Spria]]) in [[Taverley]]. Killing these are a great way for anyone to obtain gold charms, but no drops of great value can be obtained, and the combat experience gained is little.
   
 
===Rock Crabs===
 
===Rock Crabs===
[[Rock Crabs]] have a 13% charm drop rate, 10% of which are gold charms. This can be an efficient way for lower levelled players with some extra cash to obtain charms, and get some decent exp. You should also run around and activate all the crabs since they don't attack and won't be able to be attacked unless someone runs next to them. If they stop attacking you, just run south of the crabs, right past the helmet shop and then run back up. This can be a great way for lower levels to obtain charms and get ranged exp. You can get around 3-5 charms per minute if done correctly.
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[[Rock Crab]]s have a 13% charm drop rate, 10% of which are gold charms. This can be an efficient way for lower levelled players with some extra cash to obtain charms, and get decent experience. You should also run around and activate all the crabs since they don't attack and won't be able to be attacked unless someone runs next to them. If they stop attacking you, just run south of the crabs, right past the helmet shop and then run back up. This can be a great way for lower levels to obtain charms and get ranged experience. You can get around 3-5 charms per minute if done correctly.
   
'''This is not recommended unless you don't mind spending money to buy cannonballs, since they're very expensive!'''
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This is not recommended unless you don't mind spending money to buy cannonballs, since they are very expensive.
   
 
===Moss giants===
 
===Moss giants===
[[Moss giant]]s are great for gold charms, about 40% drop rate. They have very low defence and slow attack speed making them easy to power through even at low levels. North West of Ardougne has 4 Moss Giants and it is more often than not, empty. Other popular places include the Varrock sewer system and moss giant island.  For almost guaranteed seclusion (as well as a pretty view) there are also some Moss Giants on Crandor (the island where your ship crashes during Dragon Slayer). Finally, a decent amount of moss giants can be found in [[Brimhaven Dungeon]] (requires 875 coins to enter). This area will almost always be empty.
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[[Moss giant]]s are great for gold charms, about 40% drop rate. They have very low defence and slow attack speed making them easy to power through even at low levels. North West of Ardougne has 4 moss giants and it is, more often than not, empty. Other popular places include the Varrock sewer system and moss giant island. For almost guaranteed seclusion (as well as a pretty view) there are also some moss giants on [[Crandor]]. Finally, a decent amount of moss giants can be found in [[Brimhaven Dungeon]] (requires 875 coins to enter). This area will almost always be empty.
   
 
===Ice giants===
 
===Ice giants===
[[Ice giant]]s are great for gold charms, about 55-57% drop rate for charms. They have relatively low defence and slow attack speed making them easy to power through even at low levels. Two places to find Ice Giants are in the ice mountain dungeon and in the Asgarnian Ice Dungeon. There is also a location where they spawn next to the western wilderness wall and the members fence line. Although being in the deep wilderness it is not recommended .
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[[Ice giant]]s are great for gold charms, about 55-57% drop rate for charms. They have relatively low defence and slow attack speed making them easy to power through even at low levels. Two places to find ice giants are in the ice mountain dungeon and in the [[Asgarnian Ice Dungeon]]. There is also a location where they spawn next to the western wilderness wall and the members' fence line. Although being in the deep wilderness it is not recommended.
   
 
===Goblins===
 
===Goblins===
[[Goblin]]s have an 11% gold charm drop. The best way to kill goblins is to go to the goblin hut in Lumbridge. It is a bad idea to bring a slow weapon like a godsword, battleaxe, or 2H, as you cannot hit very quickly, resulting in slow progress. A weapon like a whip, scimitar, dagger or claws are ideal so you can do 20-30+ goblins and obtain 2-3 charms per minute. If you camp for an hour, you can easily get 50+ charms. This is not recommended if you cannot frequently hit 50-120 damage.
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[[Goblin]]s have an 11% gold charm drop. The best way to kill goblins is to go to the goblin hut in [[Lumbridge]]. It is a bad idea to bring a slow weapon like a godsword, battleaxe, or 2H, as you cannot hit very quickly, resulting in slow progress. A weapon like a whip, scimitar, dagger or claws is ideal so you can do 20-30+ goblins and obtain 2-3 charms per minute. If you camp for an hour, you can easily get 50+ charms. This is not recommended if you cannot frequently hit 50-120 damage.
   
Note: The goblins across the River Lum near the Al-Kharid gate have 67 LP, keep that in mind when choosing what weapon to use to get one-hit kills (scimitar works best most of the time). The goblins found in the [[Goblin Village]] do not drop any charms at all, so it is not advised to go there.
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The goblins across the River Lum near the Al Kharid gate have 67 LP, keep that in mind when choosing what weapon to use to get one-hit kills (scimitar works best most of the time). The goblins found in the [[Goblin Village]] do not drop any charms at all, so it is not advised to go there.
   
 
===Giant rock crabs===
 
===Giant rock crabs===
[[Giant rock crab]]s can be the best monster to get gold charms from. They drop three of these at a time quite frequently. The giant rock crabs are just located in the [[Chaos Tunnels]], near the entrance southwest of the [[Wilderness Volcano]]. It is recommended to use [[Magic]] to kill Giant rock crabs, since it is their weakness. Bring a few pieces of food, runes for the spell you'll be using, and also some runes for telekinetic grab (if using the [[Standard spells|standard spellbook]]). There's a safespot by the stalagmites in the northeast corner of the room.
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[[Giant rock crab]]s can be the best monster to get gold charms from. They drop three of these at a time quite frequently. The giant rock crabs are just located in the [[Chaos Tunnels]], near the entrance southwest of the [[Wilderness Volcano]]. It is recommended to use [[Magic]] to kill giant rock crabs, since it is their weakness. Bring a few pieces of food, runes for the spell you'll be using, and also some runes for telekinetic grab (if using the [[Standard spells|standard spellbook]]). There's a safespot by the stalagmites in the northeast corner of the room.
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Another fantastic area to kill giant rock crabs is in the [[Waterbirth Island Dungeon]]. There is a multitude of them in the north area beyond the gate. Keep in mind, you will have to run past many [[Dagannoths]] in the main part of the first level before entering the rock crab area.
   
Walk near a boulder and it will transform into a giant rock crab. Lure it to your safespot so it gets stuck and you can safely mage it. When near death, the giant rock crab will attempt to flee. Once the crab is dead, it's recommended to use telekinetic grab on the charms so you wont put yourself at danger by going near some other crabs.
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Walk near a boulder and it will transform into a giant rock crab. Lure it to your safespot so it gets stuck and you can safely mage it. When near death, the giant rock crab will attempt to flee. Once the crab is dead, it's recommended to use telekinetic grab on the charms so you won't put yourself at danger by going near some other crabs.
   
[[Ice Burst]] or [[Ice Barrage]] can be used effectively here. Use [[Protect from melee]] or [[Deflect melee]] and gather all the crabs at a spot so that you can burst or barrage them. This method gives the most charms per hour.
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[[Ice Burst]] or [[Ice Barrage]] can be used effectively here. Use [[Protect from Melee]] or [[Deflect Melee]] and gather all the crabs at a spot so that you can burst or barrage them. This method gives the most charms per hour.
   
A disadvantage to killing giant rock crabs is that the charms gained are mostly gold, which are the lowest level charm. Comparatively, the charms that can be gained in a given time period from killing giant rock crabs will not give as much summoning experience as the charms that can be gained in the same time period killing a monster that drops mainly higher level charms, such as [[waterfiend]]s or [[rock lobster]]s. Giant rock crabs should only be killed at low level summoning when gold charms are most useful, and even then, it is important to realise that since charms can be saved up, it probably would be more worth your time to just start at a monster that drops primarily crimson charms right away, since you will end up getting gold charms to make it through the low summoning levels anyway, at the same time as you save up tons of crimsons to use later.
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A disadvantage of killing giant rock crabs is that the charms gained are mostly gold, which are the lowest level charm. Comparatively, the charms that can be gained in a given time period from killing giant rock crabs will not give as much summoning experience as the charms that can be gained in the same time period killing a monster that drops mainly higher level charms, such as [[waterfiend]]s or [[rock lobster]]s. Giant rock crabs should only be killed at low-level summoning when gold charms are most useful, and even then, it is important to realise that since charms can be saved up, it probably would be more worth your time to just start at a monster that drops primarily crimson charms right away, since you will end up getting gold charms to make it through the low summoning levels anyway, at the same time as you save up tons of crimsons to use later.
   
 
===Black demons===
 
===Black demons===
 
With the introduction of [[infernal ashes]], killing [[black demon]]s became another reasonable method of gathering crimson charms. The ashes cover the cost of the cannon balls and other consumables. At higher levels, such as with 70 agility, 52/68/96 summoning, a chaotic weapon, and 80+ combat stats, a player can amass profit above 200k per hour on top of the crimson charms. High ranged levels help too, as demons are weak to bolts.
 
With the introduction of [[infernal ashes]], killing [[black demon]]s became another reasonable method of gathering crimson charms. The ashes cover the cost of the cannon balls and other consumables. At higher levels, such as with 70 agility, 52/68/96 summoning, a chaotic weapon, and 80+ combat stats, a player can amass profit above 200k per hour on top of the crimson charms. High ranged levels help too, as demons are weak to bolts.
   
===[[Rock lobster]]s===
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===Rock lobsters===
 
{| class="inventorytable" style="float:right;clear:right;"
 
{| class="inventorytable" style="float:right;clear:right;"
 
|[[File:Prayer renewal flask (6).png|link=Prayer renewal]]
 
|[[File:Prayer renewal flask (6).png|link=Prayer renewal]]
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|[[File:Prayer flask (6).png|link=Prayer flask]]
 
|[[File:Prayer flask (6).png|link=Prayer flask]]
 
|[[File:Prayer flask (6).png|link=Prayer flask]]
 
|[[File:Prayer flask (6).png|link=Prayer flask]]
|[[File:Enhanced excalibur.png|link=Enhanced excalibur]]
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|[[File:Enhanced Excalibur.png|link=Enhanced Excalibur]]
 
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|[[File:Prayer flask (6).png|link=Prayer flask]]
 
|[[File:Prayer flask (6).png|link=Prayer flask]]
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|}
 
|}
   
Killing rock lobsters is often considered to be the fastest way to train Summoning, although waterfiends can actually be faster than bursting with the optimal levels and equipment, including 99 Summoning for a Steel Titan. Rock lobsters do not require a high Summoning level to kill quickly.
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Killing [[rock lobster]]s is often considered to be the fastest way to train Summoning, although waterfiends can actually be faster than bursting with the optimal levels and equipment, including 99 Summoning for a Steel Titan. Rock lobsters do not require a high Summoning level to kill quickly.
   
The best way to kill rock lobsters is to use [[Ice Barrage]] or [[Ice Burst]] since they are aggressive. There are many different ways to do this successfully, most of which involve luring 9 rock lobsters towards you while using Protect from Melee or Deflect Melee, moving to a safe spot, then casting the spells to kill them. Armour that gives high magic and/or prayer bonuses is recommended. Most of your inventory should be [[Prayer potion]]s, but you will also want runes for ice spells, and a few blood spells (to heal, as you can take damage from Dagannoths using a ranged attack). Also bring a teleport and a few pieces of food.
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The best way to kill rock lobsters is to use [[Ice Barrage]] or [[Ice Burst]] since they are aggressive. There are many different ways to do this successfully, most of which involve luring 9 rock lobsters towards you while using Protect from Melee or Deflect Melee, moving to a safe spot, then casting the spells to kill them. Armour that gives high magic and/or prayer bonuses is recommended. Most of your inventory should be [[Prayer potion]]s, but you will also want runes for ice spells, and a few blood spells (to heal, as you can take damage from dagannoths using a ranged attack). Also, bring a teleport and a few pieces of food.
   
 
Due to an update, you can now reach rock lobsters without a partner.
 
Due to an update, you can now reach rock lobsters without a partner.
   
Players attempting to use this method to kill Rock lobsters should have 70+ (preferably 94+) magic, and 70+ prayer. They should also have a large amount of cash, as this method does cost a significant amount of money due to the runes and prayer potions used.
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Players attempting to use this method to kill rock lobsters should have 70+ (preferably 94+) magic, and 70+ prayer. They should also have a large amount of cash, as this method does cost a significant amount of money due to the runes and prayer potions used.
   
Ice bursting Rock lobsters can give over 150 crimson charms per hour, whereas ice barraging can give up to 200 crimson charms per hour.
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Ice bursting rock lobsters can give over 180 crimson charms per hour, whereas ice barraging can give up to 270 crimson charms per hour.
   
To further improve the number of Crimson charms players get and how many runes they use, many players choose to use damage increasing variables such as the [[staff of light]], [[arcane stream necklace]], [[arcane blast necklace]] or [[arcane pulse necklace]] as well as the [[Wolpertinger]] special move, Magic Focus which gives the same boosting effects as the extreme magic potion.
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To further improve the number of Crimson charms players get and how many runes they use, many players choose to use damage increasing variables such as the [[staff of light]], [[arcane stream necklace]], [[arcane blast necklace]] or [[arcane pulse necklace]] as well as the [[wolpertinger]] special move, Magic Focus which gives the same boosting effects as the extreme magic potion.
   
 
===Waterfiends===
 
===Waterfiends===
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[[Waterfiend]]s are a great source of crimson charms for mid-to-high level players. They are weak to bolts, and easy to kill with a [[royal crossbow]] or another tier 75+ range weapon. Waterfiends can be killed in the [[Ancient Cavern]] or in the [[Chaos Tunnels]].
[[Waterfiend]]s, like Rock lobsters, are very good to kill for crimson charms. Waterfiends are cheaper to kill because magic is not needed, and waterfiends can potentially be even faster for crimson charms than rock lobsters. However, the best kill rates of waterfiends can only be obtained with very high levels including 99 summoning and equipment such as the [[royal crossbow]] or 2h crossbows due to their weakness to bolts.
 
   
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Waterfiends have a ranged attack and a magic attack. The magic attack is more dangerous. Players should use mage defence armour ([[Karil the Tainted's equipment|Karil's]] or [[Royal Armour|royal d'hide]]) and, if they wish to further reduce damage, the [[Protect from Missiles]] or [[Deflect Missiles]] prayer. The best weapons to use are the royal crossbow, dual [[chaotic crossbow]]s, or dual [[ascension crossbow]]s.
Waterfiends can be killed in the [[Ancient Cavern]] or in the [[Chaos Tunnels]].
 
   
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Mid-level players will find it easiest to kill waterfiends in the ancient caverns. Using a royal crossbow and a healing familiar such as a [[bunyip]], it is easy to obtain about 150 crimson charms per hour.
Waterfiends have a ranged attack and a magic attack. The magic attack is more dangerous. Players should wear mage defence armour ([[Karil the Tainted|Karil's]] or royal d'hide) and use the [[Protect from Missiles]] or [[Deflect Missiles]] prayer. Ganodermic may also be used, but is not recommended due to the cost and expensive repair costs. Players with 68 or higher Summoning may use the [[Bunyip]] familiar's scroll (swallow whole), to consume the [[raw shark]]s and [[raw lobster]]s dropped by the waterfiends. Waterfiends are weak against bolts. The best weapons to use are the Royal Crossbow, Dual Chaotic Crossbows or your best Crossbow and off-hand Crossbow, 
 
   
Many high level players will use a [[Unicorn stallion]]'s healing aura scroll, so they do not have to use prayer, except in the Chaos Tunnels. Others prefer to use the [[Turmoil]] and [[Soul Split]] prayers to avoid using a unicorn stallion familiar. The extreme potions from [[Herblore]] also come in handy here. These methods are only beneficial with 95+ melee stats, 80+ prayer, 90+ range and mage, and 88+ summoning. This higher-level method will lead to 100-140 crimson charms per hour in the Ancient Cavern.
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Higher level players, with 95+ range and defence, will find that little healing is necessary. Such players may want to bring a combat familiar instead of a healing familiar. Using extreme potions and turmoil, high-level players can obtain about 225 crimson charms per hour in the ancient cavern.
   
  +
For an even higher rate of charm collecting, very high-level players can choose to kill waterfiends in the [[Chaos Tunnels]], where they are denser. Here, players should use [[Soul Split]], an Iron or Steel titan loaded with the appropriate scrolls, extreme potions, and the highest level crossbow and ranged armour possible. If making full use of multi-target abilities, players can expect to earn about 300 charms per hour in the chaos tunnels.
In the Chaos Tunnels, for upwards of 200 crimson charms per hour, extreme potions (89 or 90 [[Herblore]]) and maxed combat skills (with 95+ prayer) are required. However, this method can be used at lower levels as well, resulting in approximately the same amount of crimson charms per hour as bursting rock lobsters. For both methods level 95+ summoning is strongly recommended, since the Iron and Steel titans are capable of doing massive damage with their special attacks. Players will need high level equipment ([[Barrows - Karil's set|Karil's]] and a [[Zamorakian spear]]) with a high defence against magic bonus. It is a very hard, but very rewarding method, and is definitely not for everyone. A generic inventory would contain a couple combat-boosting potions, high level food ([[Monkfish]] or above), and 200+ [[Iron_titan#Iron_Within|Iron within]] or [[Steel_titan#Steel_of_Legends|Steel of legends]] scrolls, leaving the rest to be filled with prayer potions and one emergency teleport. Alternatively, the food and prayer potions can be replaced with [[Saradomin brew]]s and [[Super restore]] potions.
 
  +
  +
===Gladii===
  +
For higher level players with 81+ slayer, killing [[gladius|gladii]] at the [[Monastery of Ascension]] allows for a fast way to collect crimson charms while also serving as a [[money making guide/Killing gladii|money making method]]. Like other Order of Ascension members, gladii are weak against ranged weapons and have a weakness for any ranged attack type, and they are almost impossible to kill at any decent speed with magic or melee. At high range levels and using extreme ranging potions and a level 80+ weapon, over 150 crimson charms per hour can be obtained, making them only slightly inferior to waterfiends and rock lobsters for training. Unlike these monsters, gladii can also yield a significant profit of 2m+ per hour as a result of their valuable [[ascension keystone]] drops, as well as their frequent drops of noted resources and rune and adamant alchables, making them one of only a few ways to profitably and quickly train Summoning. To kill gladii, it is recommended to rely on some healing method other than food to lengthen trip duration, such as the [[bunyip]] or [[unicorn stallion]] familiars, or the [[soul split]] curse. Gladii are relatively safe to kill, as they do not inflict much damage, but they can inflict stuns and binds using their special attack, so usage of the [[anticipation]] and [[freedom]] abilities is recommended to not lose killing efficiency. [[Royal d'hide armour|Royal d'hide]], [[Armadyl set|Armadyl]] or [[Pernix armour set|Pernix]] armours should be worn to maximise kill speeds, and a ring of wealth to increase profits.
   
 
===Bork===
 
===Bork===
[[Bork]] can be killed once per 24-hour period beginning at [[Time|00:00(UTC)]], and has guaranteed charm drops. The minimum he will drop on death is 5 blue, 7 crimson and 2 green charms. Wearing a [[Ring of wealth]] adds 3 crimson and 1 green to the base total, and completing all of the [[Varrock Tasks]] leads to the base charm drop being doubled. The [[Familiarisation]] D&D will not triple these charm drops.
+
[[Bork]] can be killed once per 24-hour period beginning at [[Time|00:00(UTC)]], and has guaranteed charm drops. The minimum he will drop on death is 5 blue, 7 crimson and 2 green charms. Wearing a [[ring of wealth]] adds 3 crimson and 1 green to the base total, and completing all of the hard [[Varrock Tasks]] leads to the base charm drop being doubled. The [[Familiarisation]] D&D will not triple these charm drops.
   
 
{| class="wikitable"
 
{| class="wikitable"
Line 137: Line 157:
 
!Default
 
!Default
 
![[File:Ring of wealth.png|Ring of Wealth equipped when killed]]
 
![[File:Ring of wealth.png|Ring of Wealth equipped when killed]]
![[File:Varrock armour 4.png|Finished Elite Varrock Task, not needed to wear]]
+
![[File:Varrock armour 3.png|Finished Hard Varrock Task, not needed to wear]]
![[File:Varrock armour 4.png|Finished Elite Varrock Task, not needed to wear]][[File:Ring of wealth.png|Ring of Wealth equipped when killed]]
+
![[File:Varrock armour 3.png|Finished Hard Varrock Task, not needed to wear]][[File:Ring of wealth.png|Ring of Wealth equipped when killed]]
 
![[File:Superior honourable kyzaj.png|After completing The Mighty Fall quest]]
 
![[File:Superior honourable kyzaj.png|After completing The Mighty Fall quest]]
 
![[File:Superior honourable kyzaj.png|After completing The Mighty Fall quest]][[File:Ring of wealth.png|Ring of Wealth equipped when killed]]
 
![[File:Superior honourable kyzaj.png|After completing The Mighty Fall quest]][[File:Ring of wealth.png|Ring of Wealth equipped when killed]]
![[File:Superior honourable kyzaj.png|After completing The Mighty Fall quest]][[File:Varrock armour 4.png|Finished Elite Varrock Task, not needed to wear]]
+
![[File:Superior honourable kyzaj.png|After completing The Mighty Fall quest]][[File:Varrock armour 3.png|Finished Hard Varrock Task, not needed to wear]]
![[File:Superior honourable kyzaj.png|After completing The Mighty Fall quest]][[File:Varrock armour 4.png|Finished Elite Varrock Task, not needed to wear]][[File:Ring of wealth.png|Ring of Wealth equipped when killed]]
+
![[File:Superior honourable kyzaj.png|After completing The Mighty Fall quest]][[File:Varrock armour 3.png|Finished Hard Varrock Task, not needed to wear]][[File:Ring of wealth.png|Ring of Wealth equipped when killed]]
 
|-
 
|-
 
| style="text-align: center;" |[[File:Blue charm.png]]
 
| style="text-align: center;" |[[File:Blue charm.png]]
Line 181: Line 201:
   
 
===Tormented demons/Glacors===
 
===Tormented demons/Glacors===
[[Tormented demon]]s are excellent monsters for obtaining blue charms. On average, around 3 charms per 2 kills will be obtained. A strategy guide can be found [[Tormented demon/Strategies|here]] .
+
[[Tormented demon]]s are excellent monsters for obtaining blue charms. On average, around 3 charms per 2 kills will be obtained. A strategy guide can be found [[Tormented demon/Strategies|here]].
   
 
[[Glacor]]s are also excellent monsters for obtaining blue and crimson charms. They drop 3 per kill and have roughly the same percent chance of dropping blue or crimson. A strategy guide can be found [[Glacor/Strategies|here]].
 
[[Glacor]]s are also excellent monsters for obtaining blue and crimson charms. They drop 3 per kill and have roughly the same percent chance of dropping blue or crimson. A strategy guide can be found [[Glacor/Strategies|here]].
   
 
===Greater demons===
 
===Greater demons===
Using a [[Dwarf multicannon]] on the 10 [[greater demon]]s in the [[Forinthry Dungeon]] can net 200+ crimson charms an hour. It is recommended to bring [[Prayer urn]]s to collect the mass amount of Accursed Ashes that will be dropped, which will give prayer experience as well as greatly cleaning up the drops on the ground. The Forinthry Dungeon is in the Wilderness, the greaters within located in level 20-24, so if using this method, it is recommended to have a teleport item handy (such as an [[amulet of glory]]), and do not bring anything you are not willing to lose.
+
Using a [[dwarf multicannon]] on the 10 [[greater demon]]s in the [[Forinthry Dungeon]] can net 200+ crimson charms an hour. It is recommended to bring [[Prayer urn]]s to collect the mass amount of Accursed Ashes that will be dropped, which will give prayer experience as well as greatly cleaning up the drops on the ground. The Forinthry Dungeon is in the Wilderness, the greater demons within located in level 20-24, so if using this method, it is recommended to have a teleport item handy (such as an [[amulet of glory]]), and do not bring anything you are not willing to lose.
   
'''Warning: Dying in the wilderness will cause you to drop ALL of your items if you are skulled.'''
+
Dying in the Wilderness will cause you to drop all of your items if you are skulled.
   
 
===Hellhounds===
 
===Hellhounds===
Line 194: Line 214:
   
 
===Cave bug===
 
===Cave bug===
[[Cave bug]]s have a 40% green charm drop rate, the second highest in game after mithril dragons.They are level 18 and fairly easy to kill. Note only the level 18 ones drop charms, level 6 cave bugs drop no charms at all.
+
[[Cave bug]]s have a 40% green charm drop rate, the second highest in game after mithril dragons. They are level 12 and fairly easy to kill. Only the level 12 ones drop charms, level 8 cave bugs drop no charms at all.
   
With dragon or better armour and an abyssal whip, one can easily achieve 40+ green charms an hour at levels 70 attack and 70 strength.The only place to kill them is the [[Dorgesh-Kaan South Dungeon]] , where there's a convenient fishing spot where you can fish for frogspawns and a fairy ring nearby.
+
With dragon or better armour and an abyssal whip, one can easily achieve 40+ green charms an hour at levels 70 attack and 70 strength. One place to kill them is the [[Dorgesh-Kaan South Dungeon]], where there's a convenient fishing spot where you can fish for frogspawns and a fairy ring nearby. Another is in the Chaos Tunnels.
   
 
===King Black Dragon===
 
===King Black Dragon===
With high melee stats (preferably 90+, Turmoil, Soul Split, and unicorn stallion) it is possible to obtain over 115 crimson charms an hour from the [[King Black Dragon]], while making about 350-500k an hour profit. This can be a rather attractive way to obtain charms for high-leveled players as the charm-obtaining rate is very good while are making profit rather than losing a lot from bursting [[rock lobster]]s.
+
With high melee stats (preferably 90+, Turmoil, Soul Split, and unicorn stallion) it is possible to obtain over 115 crimson charms an hour from the [[King Black Dragon]], while making about 350-500k an hour profit. This can be a rather attractive way to obtain charms for high-levelled players as the charm-obtaining rate is very good while are making profit rather than losing a lot from bursting [[rock lobster]]s.
   
However, this method requires the ability to make [[super antifire]] potions, so players can use an [[offhand weapon]] or 2h weapon rather than a [[dragonfire shield]] in order to increase its efficiency.
+
However, this method requires the ability to make [[super antifire]] potions, so that players can use an [[off-hand weapon]] or 2h weapon rather than a [[dragonfire shield]] in order to increase its efficiency.
   
 
===Kalphite Queen or Exiled Kalphite Queen===
 
===Kalphite Queen or Exiled Kalphite Queen===
Line 209: Line 229:
   
 
===Exiled kalphite guardians===
 
===Exiled kalphite guardians===
[[Exiled kalphite guardian]]s drop blue charms at a very high rate. This makes it incredibly fast and easy to obtain blues without completing high level quests for tormented demons or glacors.
+
[[Exiled kalphite guardian]]s drop blue charms at a very high rate. This makes it incredibly fast and easy to obtain blues without completing high-level quests for tormented demons or glacors. However, the Exiled Kalphite Marauders provide a slightly better rate for blue charms and can be killed while AFK at higher levels.
   
 
===Troll brute and Troll chucker (F2P)===
 
===Troll brute and Troll chucker (F2P)===
The [[Troll brute]] and [[Troll chucker]] are the only two monsters that drop charms on non-members worlds. They only drop Gold charms on these worlds, and rarely drop green, crimson and blue charms on members worlds. They are only level 2 monsters which make them ideal for lower leveled players. Average and high leveled members have much better ways to get charms.
+
The [[Troll brute]] and [[Troll chucker]] are the only two monsters that drop charms on non-members worlds. They only drop Gold charms on these worlds, and rarely drop green, crimson and blue charms on members worlds. They are only level 2 monsters which make them ideal for lower levelled players. Average and high levelled members have much better ways to get charms.
   
 
===Ascension members===
 
===Ascension members===
 
The Slayer creatures in the [[Monastery of Ascension]] come in four varieties. Each one is dominant in one type of charm, with another charm being an uncommon drop.
 
The Slayer creatures in the [[Monastery of Ascension]] come in four varieties. Each one is dominant in one type of charm, with another charm being an uncommon drop.
*[[Rorarius]] - mainly drops gold charms.
+
* [[Rorarius]] - mainly drops gold charms.
*[[Capsarius]] - mainly drops green charms.
+
* [[Capsarius]] - mainly drops green charms.
*[[Gladius]] - mainly drops crimson charms, blue charms uncommon.
+
* [[Gladius]] - mainly drops crimson charms.
*[[Scutarius]] - mainly drops blue charms, crimson charms slightly the same as blue.
+
* [[Scutarius]] - mainly drops crimson and blue charms.
*[[Legiones]] - mainly drops high-level charms.
+
* [[Legiones]] - mainly drops crimson and blue charms.
   
 
===Firemaking===
 
===Firemaking===
 
When adding logs to a [[bonfire]], [[fire spirit]]s sometimes arise from the flames. A common reward for freeing them is charms of all four types. Free players cannot obtain any charms, not even Gold, from bonfires.
 
When adding logs to a [[bonfire]], [[fire spirit]]s sometimes arise from the flames. A common reward for freeing them is charms of all four types. Free players cannot obtain any charms, not even Gold, from bonfires.
  +
  +
The chance of a fire spirit appearing is quintupled when using either a [[crystal tinderbox]] or an [[augmented crystal tinderbox]]. When burning [[maple logs]], this allows the player to gain an average of 44 gold charms, 144 green charms, 18 crimson charms, and 9 blue charms per hour.
   
 
===Hunter===
 
===Hunter===
There are 2 ways to collect charms using the Hunter skill: [[spirit implings]], which require level 54 hunter, and [[charm sprites]], which require 72 hunter. Spirit implings are hard to find and only gives charms some of the times as they also give other summoning supplies, primarily tertiary items. Charm sprites are notable for giving a high blue charm output compared to the total number of charms, and provides a good alternative to skillers.
+
There are three ways to collect charms using the Hunter skill: [[spirit implings]], which require level 54 hunter, [[charming moth]]s which require 88 hunter and 83 agility, and [[charm sprites]], which require 72 hunter. Spirit implings are hard to find and only gives charms some of the times as they also give other summoning supplies, primarily tertiary items. Charming moths have a high gold/green charms output and are slightly faster than charm sprites (340 charms per hour versus roughly 300 charms) with a chance to get crystal triskelion fragments but require higher levels and are located in the wilderness meaning a high risk of being killed. Charm sprites are notable for giving a high blue charm output compared to the total number of charms, and provides a good alternative to skillers.
  +
  +
===Thieving===
  +
Pickpocketing [[Amlodd worker]]s in [[Prifddinas]] requires 94 [[Thieving]] and the [[Plague's End]] quest. All four charms are common loot.
   
 
==Which pouches to make==
 
==Which pouches to make==
  +
===Perspective one: maximising experience per charm considering only reasonable cost per pouch===
Note: The number in parentheses is the number of pouches it takes for the experience between those levels.
 
  +
In this subsection, we provide the pouches that maximise experience per charm using only tradeable tertiary ingredients and within reasonable cost. However, it also includes pouches created with [[obsidian charm]]s, which are untradeable.
   
  +
The number in parentheses is the number of pouches it takes for the experience between those levels. However, the number of pouches required between each level can be reduced by roughly 17% by using [[Summoning focus]]es. If in your inventory while making pouches, the focuses will be consumed and grant an additional 20% bonus experience. One focus is needed for each pouch.
Buying [[summoning focus]]es on the Grand Exchange or from other players will drastically cut down on the number of pouches you will need to make per level as they give 20% bonus experience per pouch. Using a focus will save the user money and time by reducing the number of trips needed, number of shards /secondary items spent, and number of charms consumed.
 
   
 
{| class="zebra wikitable"
 
{| class="zebra wikitable"
Line 243: Line 269:
 
|-
 
|-
 
!1-4
 
!1-4
| style="background: PaleGoldenrod" |Save
+
| style="background: PaleGoldenrod;text-align: center" |Save
| style="background: PaleGreen" rowspan="4" |Save
+
| rowspan="4" style="background: PaleGreen;text-align: center" |Save
| style="background: PeachPuff" rowspan="3" |Save
+
| rowspan="3" style="background: PeachPuff;text-align: center" |Save
| style="background: lightcyan" rowspan="14" |Save
+
| rowspan="13" style="background: lightcyan;text-align: center" |Save
 
|-
 
|-
 
!4-16
 
!4-16
Line 252: Line 278:
 
|-
 
|-
 
!16-22
 
!16-22
| style="background: PaleGoldenrod" | [[Granite crab]] (134)
+
| rowspan="2" style="background: PaleGoldenrod" | [[Granite crab]] (375)
 
|-
 
|-
 
!22-28
 
!22-28
| style="background: PaleGoldenrod" |[[Granite crab]] (241)
 
 
| style="background: PeachPuff" |[[Spirit Tz-Kih]] (54) or save
 
| style="background: PeachPuff" |[[Spirit Tz-Kih]] (54) or save
 
|-
 
|-
!28-32
+
!28-33
| style="background: PaleGoldenrod" rowspan="3" |Save
+
| rowspan="2" style="background: PaleGoldenrod;text-align: center" |Save
| style="background: PaleGreen" |[[Compost mound]] (114)
+
| style="background: PaleGreen" |[[Compost mound]] (150)
 
| style="background: PeachPuff" |[[Spirit Tz-Kih]] (59) or save
 
| style="background: PeachPuff" |[[Spirit Tz-Kih]] (59) or save
|-
 
!32-33
 
| style="background: PaleGreen" |[[Compost mound]] (36)
 
| style="background: PeachPuff" |[[Honey badger]] (13)
 
 
|-
 
|-
 
!33-40
 
!33-40
Line 292: Line 313:
 
|-
 
|-
 
!49-52
 
!49-52
| style="background: PaleGoldenrod" |[[Bull Ant]] (384) or save
+
| style="background: PaleGoldenrod" |[[Bull Ant]] (605) or save
 
| style="background: PaleGreen" |[[Magpie]] (384)
 
| style="background: PaleGreen" |[[Magpie]] (384)
 
| style="background: PeachPuff" |[[Bloated leech]] (149)
 
| style="background: PeachPuff" |[[Bloated leech]] (149)
Line 310: Line 331:
 
| style="background: PaleGreen" |[[Ibis]] (215)
 
| style="background: PaleGreen" |[[Ibis]] (215)
 
| style="background: PeachPuff" |[[Bloated leech]] (99)
 
| style="background: PeachPuff" |[[Bloated leech]] (99)
| style="background: lightcyan" |[[Spirit kyatt]] (43) or [[Spirit graahk]] (43)
+
| style="background: lightcyan" |[[Spirit larupia]] (43), [[Spirit kyatt]] (43)<br />or [[Spirit graahk]] (43)
 
|-
 
|-
 
!58-61
 
!58-61
Line 316: Line 337:
 
| style="background: PaleGreen" |[[Ibis]] (788)
 
| style="background: PaleGreen" |[[Ibis]] (788)
 
| style="background: PeachPuff" |[[Bloated leech]] (362)
 
| style="background: PeachPuff" |[[Bloated leech]] (362)
| style="background: lightcyan" |[[Spirit kyatt]] (156), [[Spirit graahk]] (156) or save
+
| style="background: lightcyan" |[[Karamthulhu overlord]] (152),<br /> [[Spirit larupia]] (155), [[Spirit kyatt]] (155), [[Spirit graahk]] (155) or save
 
|-
 
|-
 
!61-64
 
!61-64
Line 322: Line 343:
 
| style="background: PaleGreen" |[[Ibis]] (1,060)
 
| style="background: PaleGreen" |[[Ibis]] (1,060)
 
| style="background: PeachPuff" |[[Smoke devil]] (391)
 
| style="background: PeachPuff" |[[Smoke devil]] (391)
| style="background: lightcyan" |[[Spirit kyatt]] (209), [[Spirit graahk]] (209) or save
+
| style="background: lightcyan" |[[Karamthulhu overlord]] (205), <br />[[Spirit larupia]] (209),[[Spirit kyatt]] (209), [[Spirit graahk]] (209) or save
 
|-
 
|-
 
!64-66
 
!64-66
 
| style="background: PaleGoldenrod" |[[Spirit terrorbird]] (1,305)
 
| style="background: PaleGoldenrod" |[[Spirit terrorbird]] (1,305)
 
| style="background: PaleGreen" |[[Ibis]] (904)
 
| style="background: PaleGreen" |[[Ibis]] (904)
| style="background: PeachPuff" |[[Stranger plant]] (317)
+
| style="background: PeachPuff" |[[Stranger plant]] (317) or [[Smoke devil]] (333)
| style="background: lightcyan" |[[Spirit kyatt]] (178), [[Spirit graahk]] (178) or save
+
| style="background: lightcyan" |[[Karamthulhu overlord]] (175), <br />[[Spirit larupia]] (178), [[Spirit kyatt]] (178), [[Spirit graahk]] (178) or save
 
|-
 
|-
 
!66-69
 
!66-69
 
| style="background: PaleGoldenrod" |[[Barker toad]] (1,975)
 
| style="background: PaleGoldenrod" |[[Barker toad]] (1,975)
 
| style="background: PaleGreen" |[[Ibis]] (1,739)
 
| style="background: PaleGreen" |[[Ibis]] (1,739)
| style="background: PeachPuff" |[[Stranger plant]] (611)
+
| style="background: PeachPuff" |[[Stranger plant]] (611) or [[Smoke devil]] (642)
 
| style="background: lightcyan" |[[Mithril minotaur]] (283) or save
 
| style="background: lightcyan" |[[Mithril minotaur]] (283) or save
 
|-
 
|-
Line 339: Line 360:
 
| style="background: PaleGoldenrod" |[[Barker toad]] (3,734)
 
| style="background: PaleGoldenrod" |[[Barker toad]] (3,734)
 
| style="background: PaleGreen" |[[Fruit bat]] (2,681)
 
| style="background: PaleGreen" |[[Fruit bat]] (2,681)
| style="background: PeachPuff" |[[Stranger plant]] (1,154)
+
| style="background: PeachPuff" |[[Stranger plant]] (1,154) or [[Smoke devil]] (1,213)
 
| style="background: lightcyan" |[[Mithril minotaur]] (560) or save
 
| style="background: lightcyan" |[[Mithril minotaur]] (560) or save
 
|-
 
|-
Line 345: Line 366:
 
| style="background: PaleGoldenrod" |[[Barker toad]] (1,189)
 
| style="background: PaleGoldenrod" |[[Barker toad]] (1,189)
 
| style="background: PaleGreen" |[[Fruit bat]] (853)
 
| style="background: PaleGreen" |[[Fruit bat]] (853)
| style="background: PeachPuff" |[[Stranger plant]] (368)
+
| style="background: PeachPuff" |[[Stranger plant]] (368) or [[Smoke devil]] (387)
 
| style="background: lightcyan" |[[Obsidian golem]] (161)
 
| style="background: lightcyan" |[[Obsidian golem]] (161)
 
|-
 
|-
Line 369: Line 390:
 
| style="background: PaleGoldenrod" |[[Barker toad]] (6,730)
 
| style="background: PaleGoldenrod" |[[Barker toad]] (6,730)
 
| style="background: PaleGreen" |[[Hydra]] (4,159)
 
| style="background: PaleGreen" |[[Hydra]] (4,159)
| style="background: PeachPuff" |[[Granite lobster]] (1,799)
+
| style="background: PeachPuff" |[[Granite lobster]] (1,799) or [[Spirit dagannoth]] (1,605)
 
| style="background: lightcyan" |[[Lava titan]] (802)
 
| style="background: lightcyan" |[[Lava titan]] (802)
 
|-
 
|-
Line 375: Line 396:
 
| style="background: PaleGoldenrod" |[[Barker toad]] (12,957)
 
| style="background: PaleGoldenrod" |[[Barker toad]] (12,957)
 
| style="background: PaleGreen" |[[Hydra]] (8,006)
 
| style="background: PaleGreen" |[[Hydra]] (8,006)
| style="background: PeachPuff" |[[Swamp titan]] (3,018)
+
| style="background: PeachPuff" |[[Swamp titan]] (3,018) or [[Spirit dagannoth]] (3,090)
 
| style="background: lightcyan" |[[Lava titan]] (1,544)
 
| style="background: lightcyan" |[[Lava titan]] (1,544)
 
|-
 
|-
Line 381: Line 402:
 
| style="background: PaleGoldenrod" |[[Barker toad]] (5,248)
 
| style="background: PaleGoldenrod" |[[Barker toad]] (5,248)
 
| style="background: PaleGreen" |[[Unicorn stallion]] (2,957)
 
| style="background: PaleGreen" |[[Unicorn stallion]] (2,957)
| style="background: PeachPuff" |[[Swamp titan]] (1,222)
+
| style="background: PeachPuff" |[[Swamp titan]] (1,222) or [[Spirit dagannoth]] (1,252)
 
| style="background: lightcyan" |[[Lava titan]] (626)
 
| style="background: lightcyan" |[[Lava titan]] (626)
 
|-
 
|-
Line 387: Line 408:
 
| style="background: PaleGoldenrod" |[[Barker toad]] (19,253)
 
| style="background: PaleGoldenrod" |[[Barker toad]] (19,253)
 
| style="background: PaleGreen" |[[Unicorn stallion]] (10,849)
 
| style="background: PaleGreen" |[[Unicorn stallion]] (10,849)
| style="background: PeachPuff" |[[Swamp titan]] (4,484)
+
| style="background: PeachPuff" |[[Swamp titan]] (4,484) or [[Spirit dagannoth]] (4,592)
 
| style="background: lightcyan" |[[Geyser titan]] (2,139)
 
| style="background: lightcyan" |[[Geyser titan]] (2,139)
 
|-
 
|-
Line 393: Line 414:
 
| style="background: PaleGoldenrod" |[[Barker toad]] (25,912)
 
| style="background: PaleGoldenrod" |[[Barker toad]] (25,912)
 
| style="background: PaleGreen" |[[Unicorn stallion]] (14,601)
 
| style="background: PaleGreen" |[[Unicorn stallion]] (14,601)
| style="background: PeachPuff" |[[Wolpertinger]] (5,569) or<br />[[Swamp titan]] (6,035), see [[Summoning_training#Other_Important_Information|below]]
+
| style="background: PeachPuff" |[[Wolpertinger]] (5,569) or<br />[[Swamp titan]] (6,035), see [[Summoning training#Other_important_information|below]] or [[Spirit dagannoth]] (6,180)
 
| style="background: lightcyan" |[[Geyser titan]] (2,879)
 
| style="background: lightcyan" |[[Geyser titan]] (2,879)
 
|-
 
|-
Line 417: Line 438:
 
|}
 
|}
   
*'''''DISCLAIMER!''''' - These are only recommendations, you should be very careful when deciding what pouches to make for summoning, as prices change, and some pouches may only be good to make at certain times if you are wishing to get a summoning cape for a relatively low cost.
+
* These are only recommendations, you should be very careful when deciding what pouches to make for summoning, as prices change, and some pouches may only be good to make at certain times.
  +
* If you can, save blue charms until levels 89-90 and make [[geyser titan]]s, since they give the most experience per blue charm.
*58-69 with blue charms can be replaced with [[Karamthulhu overlord]]s, but they only give 8xp more than [[Spirit graahk]] or [[Spirit kyatt]]. If a double xp weekend is upcoming, making spirit kyatt pouches can be very profitable, otherwise making them might very well result in a loss. Concern should be taken to minimalise loss between the two types of pouches.
 
*It is best if you can save [[Blue charm]]s until levels 87-90 and make [[Geyser titan]]s, since they give the most experience per blue charm.
+
* Some people choose to stop using [[gold charm]]s at around level 66 because the experience rate is around 230,000-240,000 experience per hour which makes it expensive for the experience gained and not worth the time.
*Some people choose to stop using [[Gold charm]]s at around level 66 because the xp rate is around 230-240k xp/h which makes it expensive for the xp gained and not worth the time.
+
* Some people choose to stop using [[green charm]]s at around level 80 because the experience rate varies from 370,000-420,000 experience per hour which is expensive for the experience gained and not worth the time.
  +
* If players have the right [[Divination]] levels, they can transmute lower-tier charms to higher ones. This is generally not recommended at a lower level, but at higher levels, when low-tier charms give only a small amount of xp/pouch, it can be worth it to transmute them to a higher tier. Players can then transmute the charm again for an even better charm.
*Some people choose to stop using [[Green charm]]s at around level 80 because the xp rate varies from 370-420k xp/h which is expensive for the xp gained and not worth the time. From level 80-99, [[Crimson charm]]s are 870k-1.145m xp/h and [[Blue charm]]s are 1.187m-2.120m xp/h which is much more cost efficient than using [[Green charm]]s.
 
*[[Wolpertinger]] pouches require two items ([[wolf bones]] and [[raw rabbit]]) and therefore cause people to choose [[swamp titans]] over them. However, it is very difficult to make back both the amount of potential "lost" exp and lost money (as wolpertingers are both cheaper to make and grant more exp per charm) in the amount of time that is saved by choosing swamp titans. Swamp titans should not be made at this level unless the player either does not care about how much charms/gp is consumed and/or simply does not want the extra time spent when using the charms.
+
* [[Wolpertinger]] pouches require two tertiary ingredients, [[wolf bones]] and [[raw rabbit]], which results in roughly half the xp/hr when compared to [[swamp titan]]s. You will need to decide whether the extra experience granted and cheaper tertiary ingredients used when making wolpertingers over swamp titans are worth the extra time.
  +
  +
===Perspective two: Opportunity costs of similar pouches===
  +
This subsection presents a counterpoint to the previous section and argues that one should not always make the pouch that maximises experience per charm. Instead, Sacrificing a somewhat small amount of experience per charm in favour of slightly higher cost-effectiveness can imply an unexpectedly large savings of coins per experience point. This is a rather subtle consideration and has its share of limitations, as does the perspective in the previous subsection. Again, we ignore pouches that use untradeable ingredients for simplicity, but in practice, these pouches can make a difference in training.
  +
  +
====Similar pouches using blue charms====
  +
We now compare two pouches with similar levels that use the same charm and in which all components are tradeable. For example, consider the Fire titan versus the Geyser titan. Regardless of any spirit gem used, they use the same number of blue charms on average (1.0 to 0.4), so the opportunity cost of obtaining blue charms can be cancelled out, simplifying calculations. Additionally, the opportunity cost of making the two pouches is the same, so that can also be cancelled out.
  +
  +
Ignoring experience-boosting items, making a Geyser titan always grants 88 more Summoning experience. Making a Geyser titan costs {{coins|{{GEP|Geyser titan pouch}}-{{GEPrice|Water talisman}}-{{GEPrice|Spirit shards|222}}}} (a negative number denotes a loss), and making a Fire titan costs {{coins|{{GEP|Fire titan pouch}}-{{GEPrice|Fire talisman}}-{{GEPrice|Spirit shards|195}}}}. Thus choosing to make a Geyser titan instead of a Fire titan costs the difference: {{coins|{{GEP|Geyser titan pouch}}-{{GEPrice|Water talisman}}-{{GEPrice|Spirit shards|222}} - ({{GEP|Fire titan pouch}}-{{GEPrice|Fire talisman}}-{{GEPrice|Spirit shards|195}})}}, and the price per experience point is this divided by 88, or {{coins|({{GEP|Geyser titan pouch}}-{{GEPrice|Water talisman}}-{{GEPrice|Spirit shards|222}} - ({{GEP|Fire titan pouch}}-{{GEPrice|Fire talisman}}-{{GEPrice|Spirit shards|195}}) ) / 88}} per experience point.
  +
  +
Here is the central concept. It is reasonable that in a vacuum, one can accept the cost of making Fire titans of {{coins|({{GEP|Fire titan pouch}}-{{GEPrice|Fire talisman}}-{{GEPrice|Spirit shards|195}})/695.2 round 2}} per experience point AND also the cost of making
  +
Geyser titans of {{coins|({{GEP|Geyser titan pouch}}-{{GEPrice|Water talisman}}-{{GEPrice|Spirit shards|222}})/783.2 round 2}} per experience point. However, because both pouches are options, one should only prefer Geyser titans over Fire titans if one can accept a pure tradeoff of {{coins|({{GEP|Geyser titan pouch}}-{{GEPrice|Water talisman}}-{{GEPrice|Spirit shards|222}} - ({{GEP|Fire titan pouch}}-{{GEPrice|Fire talisman}}-{{GEPrice|Spirit shards|195}}) ) / 88 round 2}} per experience point. At current market prices, this is a rather expensive rate that many people would not accept if they realized it. If not, then one should always make Fire titans over Geyser titans.
  +
  +
A geyser titan has a higher level requirement, so this comparison is always valid. This is a pure, instantaneous tradeoff of experience versus coins which does not involve time. This is because the time-opportunity cost involved with gathering blue charms and making pouches can be cancelled out for this computation. On the other hand, this computation ignores the considerations of liquidity and transaction costs when buying items. This computation also ignores that when Summoning, many players only have a level goal in mind, rather than a charm budget. Thus one may dislike charm-gathering so much that the rather high price of about {{coins|({{GEP|Geyser titan pouch}}-{{GEPrice|Water talisman}}-{{GEPrice|Spirit shards|222}} - ({{GEP|Fire titan pouch}}-{{GEPrice|Fire talisman}}-{{GEPrice|Spirit shards|195}}) ) / 88 round 2}} (extra) / (extra) experience is acceptable.
  +
  +
Following are similar computations for the other charms.
  +
  +
====Similar pouches using crimson charms====
  +
For crimson charms, Pack mammoths are the clear best pouch to make, but they require 99 Summoning and may be hard to trade. Further calculations show that pack yaks are usually the clear second-best pouch to make, but they require level 96 Summoning. Further calculations show that the next-best pouches to make (from the perspective in this section) are the Brawler/Deacon demons, then Granite Lobsters, then Smoke devils, then Bloated leeches and finally Pyrelords. Other pouches may give more experience but are far outclassed by the next-highest pouch in the aforementioned list from the point of view of relative opportunity cost.
  +
  +
====Similar pouches using green charms====
  +
For green charms, one may find that Fruit bat pouches are actually preferable to Unicorn stallion pouches. This is because the implied cost per experience of preferring Unicorn stallion pouches over Fruit bat pouches must be {{coins|({{GEP|Unicorn stallion pouch}}-{{GEP|Unicorn horn}}-{{GEP|Spirit shards|140}} - ( {{GEP|Fruit bat pouch}}-{{GEP|Banana}}-{{GEP|Spirit shards|130}} ) ) / (154.4 - 121.2) round 2}} per experience point.
  +
  +
====Similar pouches using gold charms====
  +
For gold charms, if one uses them at all, one may find that Spirit terrorbirds are actually preferable to Barker toads. This is because the implied cost per experience of preferring Barker toads over Spirit terrorbirds must be {{coins|({{GEP|Barker toad pouch}}-{{GEP|Swamp toad}}-{{GEP|Spirit shards|11}} - ( {{GEP|Spirit terrorbird pouch}}-{{GEP|Raw bird meat}}-{{GEP|Spirit shards|12}} ) )/ (87.0 - 68.4)}} per experience point.
  +
  +
====Further calculations====
  +
This article has omitted further comparisons such as Fire titans versus Rune minotaurs, etc. One will find that the implied cost to prefer Rune minotaurs over Fire titans is very large. This analysis easily extends to using Summoning focuses. Assuming that one uses Summoning focuses for two comparable pouches, the cost of using the focus is the same for each option, so its cost can be cancelled out as before. The only difference is that now, both options have their experience reward multiplied by 1.2, so the implied relative tradeoff is multiplied by exactly 5/6 or about 0.833.
  +
  +
====Further limitations====
  +
* These calculations are somewhat sensitive to small price changes. For example, a drop in the price of Water talismans by 2000 coins, or about 40 percent, changes the implied relative tradeoff rate to {{coins|({{GEP|Geyser titan pouch}} + 2000 -{{GEPrice|Water talisman}}-{{GEPrice|Spirit shards|222}} - ({{GEP|Fire titan pouch}}-{{GEPrice|Fire talisman}}-{{GEPrice|Spirit shards|195}}) ) / 88 round 2}}, and perhaps many players would accept this new tradeoff.
  +
* This method cannot be used to compare pouches used made with different charms.
  +
* This method also does not apply to pouches with a single nontradeable component.
  +
* This method cannot compare pouches that use two tertiary ingredients (such as Wolpertingers) with pouches which use only one tertiary ingredient (such as Swamp titans).
  +
* Often, when comparing two (comparable) pouches in this way, the higher-level pouch will be preferable because it might, for example, imply a relative cost of 5 coins per experience point, or maybe even a "negative cost" per point. Of course, this does not mean that one should always prefer to make the higher-level pouch because if ones current Summoning level is in between the two required levels, then one does not have any choice. However, this may serve as a strong incentive to reach the higher level without using any of that charm.
  +
  +
====Example: best pouches if one accepts an implied relative tradeoff of 20 coins per experience point====
  +
The claims in this section are sensitive to price changes, so they can be out of date. This section does consider Summoning focuses. Their use can significantly change the following lists.
  +
  +
For gold charms, the only acceptable pouches are the Dreadfowl, Spirit spider, and Spirit terrorbird. All other pouches are unacceptable because the next-highest pouch in the aforementioned list yields an implied relative tradeoff of over 20 coins per experience point (and far more than 20 coins in some cases).
  +
  +
For green charms, the only acceptable pouches are the Desert wyrm, Compost mound, Beaver, Macaw, Ibis (Bunyip are barely worse than Ibises, subject to price changes), and Fruit bat. All other pouches are unacceptable. The fruit bat is far superior to the bunyip and only requires one higher level.
  +
  +
For crimson charms, the only acceptable pouches are the Spirit scorpion, Vampyre bat (barely not Honey Badger), Pyrelord, Bloated leech, Smoke devil, Granite lobster, the cheaper of Brawler / Deacon demon (barely not Spirit dagannoth), Wolpertinger, Pack yak, and Pack mammoth.
  +
  +
For blue charms, the only acceptable pouches are the Albino rat, Bronze minotaur, Iron minotaur, Spirit jelly, (barely not Steel minotaur), Karamthulhu overlord, Mithril minotaur, Adamant minotaur, and Fire titan.
   
 
==How to make pouches==
 
==How to make pouches==
 
When making pouches, you should have the charms you are using, empty pouches, spirit shards, and 25 of the tertiary ingredient. Because these methods require a lot of running, you may want to have any weight reducing equipment you own equipped or use a [[spirit terrorbird]] for infinite run.
'''The uncharged pouches update has been reverted. Players may train Summoning by creating pouches at the obelisk as normal.'''
 
   
  +
The simplest method consists of running between a bank and a [[summoning obelisk]]. The obelisks closest to a bank are in Taverley, Menaphos Merchant district (Menaphos is slightly closer and easier to reach), and in the Amlodd District in Prifddinas. The Taverley and Prifddinas bank locations are near a house portal, so you could set your house to be in Taverley or Prifddinas and use a house teleport to shorten your trips.
When making pouches, you should have the charms you are using, the unmade pouches, the spirit shards, and 25 of the tertiary ingredient.
 
   
  +
===Methods using special teleports===
Players who haven't completed [[Swan Song]] may find it best to use the obelisk in Taverley, as it is the closest to a bank.
 
 
Above level 57 summoning, you can use a spirit kyatt to teleport near the Piscatoris summoning obelisk, and use a Tokkul-Zo or [[Ring of duelling|rings of duelling]] to bank. Using this method it is possible to make over 2700 pouches an hour, making it one of the fastest ways to train summoning.
   
  +
Below level 57 summoning, you can use [[phoenix lair teleport]]s and run north-east to the Piscatoris obelisk.
Below level 57 summoning, it is best to use phoenix lair teleports and run north-east to the [[Summoning obelisk|Piscatoris summoning obelisk]], as it is only a short distance away, and phoenix lair teleports are relatively cheap. You could also use the fairy ring to bank in [[Zanaris]]. If you have not done [[Swan Song]], you may also use the [[Summoning Obelisk|Obelisk at Pikkupstix]] and bank in [[Taverley]]. Because these methods require a lot of running, you may want to have any weight reducing equipment you own equipped. You may also choose to use a familiar to hold more items, or use a [[Spirit terrorbird]] for infinite run. Another good strategy would be to have a house at Taverley, using House Teleports and rings of duelling, games necklaces, or a [[Ring of kinship]] (unlimited teleports) to teleport. This requires running from the house teleport portal to Pikkupstix's house and repeating. It is now more effective to use a house teleport, run to Taverley bank, and then to the obelisk since a large lake is located between the house portal and the obelisk.
 
   
Should the player not wish to spend money on [[spirit Kyatt|Kyatt]] pouches, they can use the nature grotto in Mort Myre Swamp. This method requires a [[Tokkul-Zo]], access to the [[Fairy Ring]] Network, and the Mort Myre shortcut unlocked from [[Temple Trekking]] (Total follower level 100). Start at the [[TzHaar Fight Cave]] bank, and use the fairy ring to Canifis (code {{fairycode|CKS}}). Run south and go through the Mort Myre gate, shortcutting to the Nature Spirit grotto. Make the pouches in the grotto, and bank using the Tokkul-Zo. This method is slower than using a Spirit Kyatt, but faster than running to Pikkupstix's house in Taverley.
+
Should the player not wish to spend money on [[Spirit kyatt|kyatt]] pouches, they can use the nature grotto in Mort Myre Swamp. This method requires a [[Tokkul-Zo]], access to the [[Fairy Ring]] Network, and the Mort Myre shortcut unlocked from [[Temple Trekking]] (Total follower level 100). Start at the [[TzHaar Fight Cave]] bank, and use the fairy ring to Canifis (code {{fairycode|CKS}}). Run south and go through the Mort Myre gate shortcut to the Nature Spirit grotto. Make the pouches in the grotto, and bank using the Tokkul-Zo. This method is slower than using a spirit kyatt, but faster than running to Pikkupstix's house in Taverley.
   
 
It is also possible to use the [[Balloon Transport System]] to make pouches in [[Taverley]]. Equip a [[ring of duelling]] and have one log in your inventory, take a balloon to Taverley, make pouches, then teleport to the bank at [[Castle Wars]].
Above level 57 summoning, you should use [[Spirit kyatt]] pouches as a teleport near the [[Summoning obelisk|Piscatoris summoning obelisk]], and use a [[tokkul-zo]] or [[Ring of duelling|rings of duelling]] to bank. Using this method it is possible to make over 2700 pouches an hour, making it the fastest way to train summoning. Due to the agility update, all you need to have equipped is your teleport ring. Use your kyatt to get near the summoning obelisk, and then run north. Alternative free, but slower, banking methods (if the Tokkul-zo is not available) are a [[ring of kinship]], [[amulet of glory]] or [[Burthorpe lodestone]].
 
   
  +
===Methods using Beasts of Burden===
It is also possible to use the [[Balloon Transport System]] to make pouches in [[Taverley]]. Equip a hatchet and a [[ring of duelling]], take a balloon to Taverley, make pouches, then teleport to the bank at [[Castle Wars]]. You'll use one inventory space for logs (which you can cut at Castle Wars next to the balloon site), but won't need anything else equipped as running is not a problem.
 
  +
With a great deal of effort and several requirements, the Spirit Kyatt method can be surpassed by normal bank running with Beasts of Burden. There is a specific order of actions needed when using Beasts of burden to make pouches. To set up, the stack of pouches, charms, and shards should be the last three items in the inventory. This method does not work if they are the first three items, for example. Also, the BOB's interface should be open on the "inventory" view, preferably separate from both the player's inventory interface and whatever teleport interface is needed. Here is the procedure for each trip.
  +
# Retrieve fill one's inventory and BOB's inventory with the tertiary ingredients.
  +
# Run to the obelisk.
  +
# Drop a number of tertiary items from ones inventory which is at least as large as the BOB's capacity. (This is not possible with a [[Pack yak]] or [[Pack mammoth]], and indeed, one may only wish to use the first 25 slots of those BOBs.) Dropping should be performed with the action bar. Beware that some tertiary ingredients do not have "Drop" as their default option on the action bar. For such items, one must drop them by moving the action bar near the bottom of the client (but not snapped to the bottom) so that dropping can be achieved by alternating left and right clicks without moving the mouse.
  +
# Retrieve all items from the BOB by clicking the appropriate button on the interface. (This takes a single click. If it does not, you have not done this step efficiently.)
  +
# Click the obelisk to make the first batch of pouches.
  +
# Deposit all items to the BOB by clicking the appropriate button on the interface. (This takes a single click. If it does not, you have not done this step efficiently. This requires charms, shards, and pouches to not be among the first several spots in the inventory. These three stacks might as well be last.)
  +
# Pick up all of the dropped tertiary ingredients. This should be performed using Area loot so that picking up only takes one click and one keystroke.
  +
# Make the second batch of pouches.
  +
# Restock, possibly using a bank teleport.
  +
Other tips:
  +
# Use the [[Surge]] ability on straightaways. For example, there is a straightaway north of the Ithell bank chest on the way to the Amlodd obelisk.
  +
# Use the [[Mobile]] perk.
  +
# With tertiary ingredients whose default option (on the Action bar) is "Drop," you can drag the item to multiple slots and bind them to nearby keys on the keyboard such as "Z, X, C" on a QWERTY keyboard. It is thus possible to drop 25 items in 2 [[Game ticks]].
  +
# Use a [[Bank preset]] which is configured to load the BOB at the same time.
  +
# The combination of an [[Attuned crystal teleport seed]] and a fast bank teleport may improve this method.
  +
# Swapping for shards with Amlodd can substitute for the complex dropping procedure. It is recommended to have completed the Hard [[Tirannwn Tasks]]. Of course, this is a very infeasible option for pouches such as the [[Spirit terrorbird pouch]] because their Grand Exchange value is far above their shard-return value.
  +
  +
This is a somewhat absurd procedure that is easy to mess up, but it can be significantly productive. With a [[War tortoise]], Surge, "Drop-default" tertiaries, bank presets, no Mobile perk, and no Summoning focuses at the Amlodd district, 3400 pouches per hour is possible (but quite challenging). With a [[Pack Yak]] and the Mobile perk, 4200 pouches per hour may be possible. This method may also provide a small speedup below level 57 Summoning by using the [[Bull ant]] or [[Spirit terrorbird]] familiars.
   
 
==How many spirit shards do I buy?==
 
==How many spirit shards do I buy?==
Line 443: Line 529:
 
Since spirit shards can be sold back for the same price they were purchased for at a either a [[Summoning shop]] or the [[Pet shop owner (Taverley)|Taverley pet shop owner]] (who will buy shards in quantities larger than 500), it is simpler to take an educated guess at how many shards you'll need, and sell back any extras.
 
Since spirit shards can be sold back for the same price they were purchased for at a either a [[Summoning shop]] or the [[Pet shop owner (Taverley)|Taverley pet shop owner]] (who will buy shards in quantities larger than 500), it is simpler to take an educated guess at how many shards you'll need, and sell back any extras.
   
With the use of [[Bogrog]], you can turn the pouches you make back into spirit shards; the amount of shards you get is usually 70% of the required shard number for the pouch. Utilising this, the amount of shards you need to initially buy can be drastically reduced, however the effectiveness of this varies greatly with number of shards you initially have and the amount of times you are willing to exchange your pouches. Also, some pouches may be worth more if sold rather than converted. See [[Shard swap|Calculators/Shard swap]].
+
With the use of [[Bogrog]], you can turn the pouches you make back into spirit shards; the amount of shards you get is usually 70% of the required shard number for the pouch. Utilising this, the number of shards you need to initially buy can be drastically reduced, however the effectiveness of this varies greatly with number of shards you initially have and the number of times you are willing to exchange your pouches. Also, some pouches may be worth more if sold rather than converted. See [[Shard swap|Calculators/Shard swap]].
   
 
The formula which calculates the effective number of shards you own is as follows
 
The formula which calculates the effective number of shards you own is as follows
   
<math>\sum_{i=1}^{n}S\times0.7^{\ i-1}</math>
+
<math>\sum_{i=1}^{n}S\times0.7^{\ i-1} = S \times \frac{10}{3} \left(1 - \left(\frac{7}{10}\right)^n\right)</math>
   
 
;S = initial amount of shards
 
;S = initial amount of shards
Line 507: Line 593:
 
Let's say you needed 55,000 shards to attain a certain level, the first thing you do need to decide upon is how many times you would be willing to visit [[Bogrog]] which will usually be 10 times, any more than this the gain in shards is minimal; for example doing 20 trips instead of 10 when having an initial starting shard count of 100,000 only yields an extra 6,405 shards. The amount of trips you are willing to do is something you have to decide.
 
Let's say you needed 55,000 shards to attain a certain level, the first thing you do need to decide upon is how many times you would be willing to visit [[Bogrog]] which will usually be 10 times, any more than this the gain in shards is minimal; for example doing 20 trips instead of 10 when having an initial starting shard count of 100,000 only yields an extra 6,405 shards. The amount of trips you are willing to do is something you have to decide.
   
At 10 trips, the increase is 227% so the effective amount will be 327% of the initial amount, or 3.27 times the initial amount. You then divide 55,000 by 3.27 to get 16,820 (rounded up). Therefore, to effectively have 55,000 shards whilst willing to do 10 trips to [[Bogrog]] you only initially need to have 16,820 [[Spirit shards]].
+
At 10 trips, the increase is 227% so the effective amount will be 327% of the initial amount, or 3.27 times the initial amount. You then divide 55,000 by 3.27 to get 16,820 (rounded up). Therefore, to effectively have 55,000 shards whilst willing to do 10 trips to Bogrog you only initially need to have 16,820 [[spirit shards]].
   
Note: Calculations can conveniently be performed with the software available on one's computer.
+
Calculations can conveniently be performed with the software available on one's computer.
   
 
==What to do with the pouches (F2P)==
 
==What to do with the pouches (F2P)==
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|}
 
|}
   
  +
==Alternative methods of gaining experience==
==Spirit Gems==
 
  +
Using levelling methods that do not require charms, allows players to save the most valuable ones for later use in higher level familiars.
With the release of [[Spirit gem]]s, they can be used to save charms while infusing pouches. They can be obtained as a rare drop from many monsters or from [[Treasure Hunter]] or from [[Gem Rock]]s in [[Priffdinas]]. Depending on the tier of the gem, each gem has a certain chance of saving a charm while consuming a charge. After a certain number of certain number of charms are saved, the gem will be destroyed.
 
   
  +
===Distractions and Diversions===
These gems prove to be very useful especially for Blue Charms as they are usually the hardest to obtain. For example, a [[Spirit onyx]] can save up to 60 charms. That means it allows players to infuse 60 more pouches of that charm. The more charms a player has, the more useful this becomes.
 
  +
Players may complete certain activities to receive Summoning experience, including:
  +
* [[Familiarisation]]
  +
* [[Penguin Hide and Seek]]
  +
* [[Tears of Guthix]]
  +
* [[Troll Invasion]]
  +
  +
===Completing quests===
  +
''Main article: [[Quests/Experience rewards#Summoning|Quest experience rewards - Summoning]]''
  +
  +
Some quests grant Summoning experience. Refer to the main article for more details.
   
 
==Other important information==
 
==Other important information==
*Why aren't [[Arctic bear]]s listed?
+
* Why aren't [[arctic bear]]s listed?
**[[Arctic bear]]s only give slightly more experience per pouch than barker toads, but they cost much more. Also, their secondary ingredient has a very low buy limit so it can be difficult to stock up on.
+
** Arctic bears only give slightly more experience per pouch than barker toads, but they cost much more. Also, their secondary ingredient has a very low buy limit so it can be difficult to stock up on.
*Why aren't any abyssal pouches listed?
+
* Why aren't any abyssal pouches listed?
**They are usually difficult to gather but because the [[Abyss]] is a great spot for magic and range trainers, it is possible to pick up these charms as they drop two at a time very commonly. It is not recommended however to make these pouches as a primary method due to the gathering time.
+
** They are usually difficult to gather but because the [[Abyss]] is a great spot for magic and range trainers, it is possible to pick up these charms as they drop two at a time very commonly. It is not recommended however to make these pouches as a primary method due to the gathering time.
*Why aren't talon beast pouches listed?
+
* Why aren't [[talon beast]]s listed?
**Although talon beast pouch is the single pouch that give the most experience in game, in order to make talon beast pouches, talon beast charms are needed. The only way to obtain these charms is to play Temple Trekking activity over and over again in hope to encounter nail beasts which drops them. If players have talon beast charms then it is recommended that they use them, but talon beast charms usually take more effort to obtain than any other charm in-game, therefore it is not recommended to list talon beast pouches as your only option to gain experience.
+
** Although the talon beast pouch is the single pouch that give the most experience in game, in order to make talon beast pouches, talon beast charms are needed. The only way to obtain these charms is to play Temple Trekking activity over and over again in hope to encounter nail beasts which drops them. If players have talon beast charms then it is recommended that they use them, but talon beast charms usually take more effort to obtain than any other charm in-game, therefore it is not recommended to list talon beast pouches as your only option to gain experience.
*Why does it say to wait so long before using [[Blue charm]]s?
+
* Why does it say to wait so long before using [[blue charm]]s?
**[[Blue charm]]s give lots of experience, and as it is easy to level with the other charms at first, it is a waste to use your blue charms, when you could gain way more experience in the long run by using them at higher levels.
+
** Blue charms give lots of experience, and as it is easy to level with the other charms at first, it is a waste to use your blue charms, when you could gain way more experience in the long run by using them at higher levels.
*Why should [[gold charm]]s be saved from levels 28-51?
+
* Why should [[gold charm]]s be saved from levels 28-51?
**There are not many good gold charm pouches at these levels, and it is better to use [[Green charm]]s and [[Crimson charm]]s for the time being.
+
** There are not many good gold charm pouches at these levels, and it is better to use [[green charm]]s and [[crimson charm]]s for the time being.
*Why should [[Spirit larupia]]s not be made when they are essentially the same as [[Spirit graahk]]s and [[Spirit kyatt]]s?
+
* Why should [[spirit larupia]]s not be made when they are essentially the same as [[spirit graahk]]s and [[spirit kyatt]]s?
**[[Spirit larupia]]s are in lower demand, because they are not quite as useful, so it is better to make the other ones. Also [[Spirit kyatt]]s can be used in the [[Piscatoris Fishing Colony|Piscatoris]] method of making pouches.
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** Spirit larupias are in lower demand, because they are not quite as useful, so it is better to make the other ones. Also [[Spirit kyatt]]s can be used in the [[Piscatoris Fishing Colony|Piscatoris]] method of making pouches.
*Why should [[Ice titan]]s not be made when they are essentially the same as [[Fire titan]]s and [[Moss titan]]s?
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* Why should [[ice titan]]s not be made when they are essentially the same as [[fire titan]]s and [[moss titan]]s?
**[[Ice titan]]s require both an [[Air talisman]] and a [[Water talisman]] for every pouch, meaning they take more than twice as long and cost more money.
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** Ice titans require both an [[air talisman]] and a [[water talisman]] for every pouch, meaning they take more than twice as long and cost more money.
*What's the fastest way to make pouches? Where's the closest bank?
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* What's the fastest way to make pouches? Where's the closest bank?
**As of the [[Temple Trekking]] update, a fast method is using the [[Nature Grotto]] obelisk via the Mort Myre gate shortcut reward from Temple Trekking. This will bring you right outside the Nature Grotto which is steps away from the obelisk inside. To bank, use an [[amulet of glory]] to Edgeville, and then use a [[Ring of Slaying]] to the [[Fremennik Slayer Dungeon]] to gain access to the Fairy Ring network, or simply use the [[Tokkul-Zo]] to teleport to the Fight Cave to both bank and access the Fairy Rings. Use Fairy Ring code {{fairycode|CKS}} to teleport you a few steps north of the Mort Myre gate.
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** As of the [[Temple Trekking]] update, a fast method is using the [[Nature Grotto]] obelisk via the Mort Myre gate shortcut reward from Temple Trekking. This will bring you right outside the Nature Grotto which is steps away from the obelisk inside. To bank, use an [[amulet of glory]] to Edgeville, and then use a [[ring of slaying]] to the [[Fremennik Slayer Dungeon]] to gain access to the Fairy Ring network, or simply use the [[Tokkul-Zo]] to teleport to the Fight Cave to both bank and access the Fairy Rings. Use Fairy Ring code {{fairycode|CKS}} to teleport you a few steps north of the Mort Myre gate.
**One of the fastest ways to make pouches is to trade noted ingredients with Pikkupstix in Taverley, buy them back, make pouches and sell them to Pikkupstix, repeating the process until the charm supply is over. Despite being probably the fastest way to create pouches, this method is very expensive and should only be used by players with a considerable amount of coins.
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** The fastest way to make pouches is to trade noted ingredients with Pikkupstix in Taverley, buy them back, make pouches and sell them to Pikkupstix, repeating the process until the charm supply is over. Despite being the quickest method for creating pouches, with a usage rate of 14,000-16,000 charms per hour at full concentration, it is also a very expensive method and should only be used by players with a considerable amount of coins.
**(57 Summoning required) - The fastest method is to summon your [[Spirit Kyatt]], click on your familiar, and use the Teleport option, this should take you only a few steps below a trapdoor, where a summoning obelisk is located for making pouches. Go down the trapdoor, and create familiar pouches. Then teleport to a bank with one of the following, bank your pouches, and repeat.
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** (57 Summoning required) - Another method is to summon your [[spirit Kyatt]], click on your familiar, and use the Teleport option, this should take you only a few steps below a trapdoor, where a summoning obelisk is located for making pouches. Go down the trapdoor, and create familiar pouches. Then teleport to a bank with one of the following, bank your pouches, and repeat.
***Using the [[Ring of Duelling]], teleport to [[Castle Wars]] (fast, but adds cost)
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*** Using the [[ring of duelling]], teleport to [[Castle Wars]] (fast, but adds cost)
***Using the [[Tokkul-Zo]], teleport to the [[TzHaar Fight Cave]] (fast and free, but requires [[The Elder Kiln]])
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*** Using the [[Tokkul-Zo]], teleport to the [[TzHaar Fight Cave]] (fast and free, but requires [[The Elder Kiln]])
***Using the [[Ring of Kinship]], teleport to [[Daemonheim]] (slow but free, no requirements)
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*** Using the [[ring of kinship]], teleport to [[Daemonheim]] (slow but free, no requirements)
**An alternative to using the Spirit Kyatt is to use fairy ring code {{fairycode|AKQ}} and the bank in [[Zanaris]] or [[Edgeville]] (fairy ring code {{fairycode|DKR}}).
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** An alternative to using the Spirit Kyatt is to use fairy ring code {{fairycode|AKQ}} and the bank in [[Zanaris]] or [[Edgeville]] (fairy ring code {{fairycode|DKR}}).
**(If you have completed [[Swan song|Swan Song)]] - Either teleport to the [[Phoenix Lair]] by using a [[Phoenix lair teleport]] scroll or run to the [[Piscatoris Fishing Colony]]. Withdraw all of your supplies ([[Pouches]], [[Spirit shards]], etc.) from your bank from [[Arnold Lydspor]] and run south until you reach the Colony gate. Climb through the Hole and run southeast to the [[Summoning Obelisk]] (marked by the [[Summoning]] icon). Climb down the trapdoor, make your pouches and/or, scrolls, repeat.
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** (If you have completed [[Swan Song]]) - Either teleport to the [[Phoenix Lair]] by using a [[Phoenix lair teleport]] scroll or run to the [[Piscatoris Fishing Colony]]. Withdraw all of your supplies ([[Pouches]], [[Spirit shards]], etc.) from your bank from [[Arnold Lydspor]] and run south until you reach the Colony gate. Climb through the Hole and run southeast to the [[Summoning Obelisk]] (marked by the [[Summoning]] icon). Climb down the trapdoor, make your pouches and/or, scrolls, repeat.
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** When the [[Voice of Seren]] is active in the [[Amlodd Clan]] area in [[Prifddinas]], you receive 120% (20% extra) experience for making pouches and scrolls at the obelisk there. This obelisk is very close to the [[Ithell Clan]] bank, and even closer to the Amlodd teleport of the [[crystal teleport seed]] or [[Attuned crystal teleport seed|its attuned variant]] (which can also be used to teleport directly back to a bank with the Trahaearn or Ithell teleports).
   
 
==Trivia==
 
==Trivia==
*Note that after reaching level 17 it is '''theoretically''' possible to get to any level (even level 99) in a single trip by making either [[spirit mosquito]] pouches or [[giant chinchompa]] pouches at the [[Feldip hills]] obelisk. Both of these familiars require a stackable tertiary ingredient, allowing a player to collect all the required charms and seconds for any level within a single inventory. While technically possible, it requires immense amounts of preparation and time (includes getting all the blue charms, and buying a maximum of 10,000 pouches at a time from the Grand Exchange), and you would have to drop all made pouches or turn them into scrolls, and does not have much of a benefit, so it is not suggested. The player could also do this method by buying [[mithril seeds]], picking the [[flowers]] and making [[praying mantis]] pouches. For the above to work one must also make the pouches into scrolls or else the inventory would fill up from pouches or with a high enough summoning level swap them back for shards.
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* After reaching level 17 it is theoretically possible to get to any level (even level 99) in a single trip by making either [[spirit mosquito]] pouches or [[giant chinchompa]] pouches at the [[Feldip Hills]] obelisk. Both of these familiars require a stackable tertiary ingredient, allowing a player to collect all the required charms and seconds for any level within a single inventory. While technically possible, it requires immense amounts of preparation and time (includes getting all the blue charms, and buying a maximum of 10,000 pouches at a time from the Grand Exchange), and you would have to drop all made pouches or turn them into scrolls, and does not have much of a benefit, so it is not suggested. The player could also do this method by buying [[mithril seeds]], picking the [[flowers]] and making [[praying mantis]] pouches. For the above to work, one must also make the pouches into scrolls or [[Calculator:Summoning/Shard swap|swap them]] for shards (with the required level), otherwise the inventory would fill up from pouches.
 
* A way to avoid all the methods above is to have all the charms, pouches, shards, and noted secondary items at hand. Friends or people could trade you un-noted secondary items for noted items, although such an occurrence without reward is highly unlikely.
 
A way to avoid all the methods above is to have all the charms, pouches, shards, and noted secondary items at hand. Friends or people could trade you un-noted secondary items for noted items, although such an occurance without reward is highly unlikely.
 
   
 
==See also==
 
==See also==
*[[Summoning]]
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* [[Summoning]]
*[[Money making guide/Summoning]]
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* [[Money making guide/Summoning]]
   
 
{{Training guides}}
 
{{Training guides}}

Latest revision as of 12:15, 28 July 2019

Summoning training can become very expensive and tedious, but familiars at higher levels make Summoning a rewarding skill. F2P Players can gain experience up to level 5 and continue to collect gold charms after level 5, which may be useful if you intend on becoming P2P eventually. All F2P parts of this guide will be shown with "(F2P)" beside it.

Useful items

Spirit gems

Spirit gems can be used to save charms while infusing pouches. They can be obtained as a rare drop from many monsters or from Treasure Hunter or from gem rocks in Prifddinas. Depending on the tier of the gem, each gem has a certain chance of saving a charm while consuming a charge. After a certain number of charms are saved, the gem will be destroyed.

These gems prove to be very useful especially for blue charms as they are usually the hardest to obtain. For example, a spirit onyx has a 60% chance to save a charm when worn up to 60 times before it disintegrates, therefore saving more charms to use later.

Shaman's outfit

The Shaman's outfit is acquired via Treasure Hunter or Familiarisation. Each piece grants 1% bonus Summoning experience when worn. When all of the pieces of the set are worn, a 1% set bonus is added, providing a total bonus of 6%. Pieces of the outfit were previously created from items that could be won from the Squeal of Fortune initially.

Summoning cape perk

The Summoning cape's perk provides a 2% chance to not consume a charm when infusing Summoning pouches, which stacks with spirit gems and the modified shaman's headdress.

Summoning focus

A Summoning focus is a tradeable, stackable item that grants extra experience when creating pouches. It gives an extra 20% Summoning experience when making pouches at an obelisk. One focus is needed for each pouch made. They are currently worth 9,998 each.

Starting (F2P)

Main article: Starting Summoning

To begin training the Summoning skill, players may complete Wolf Whistle (not required anymore), which will grant 276 experience to Summoning (increasing the player's level to 4), as well as 275 gold charms (enough for level 16, or 5 on F2P). After that you will have to collect your own charms. Look below for information on how to do that.

F2P players can collect additional gold charms from collecting one free sample from Pikkupstix's store or by killing troll brutes and troll chuckers in Burthorpe.

Pouches (F2P)

The only viable way of training Summoning is to create Summoning pouches. To begin making a Summoning pouch, the following are required:

  • An empty pouch, which can be bought from Pikkupstix for 1 gp each. (Not required for Summoning within Daemonheim)
  • A quantity of charms, which must be collected by the player through monster killing and other methods. Good ways to do this are listed below.
  • A large number of spirit shards, which can be bought from Pikkupstix for 25 coins each or you can buy a set of 5,000 for 125,000. (Not required for Summoning within Daemonheim), spirit shards can also be bought at the Grand Exchange. Though the guide price is not always 25, it is rare that anyone will sell it for anything less than that. On the other hand, Spirit shards can be sold by pet store owners (such as the one in Taverley) in arbitrarily large amounts, so spirit shards are essentially equivalent to 25 coins.
  • A tertiary ingredient which is specific to the creature you are creating, similar to the secondary ingredients used in Herblore.

Use the attuned crystal teleport seed and teleport to Amlodd district, followed by a short run to the Summoning obelisk, then teleport to Trahaearn district to re-supply with bank preset and Beast of Burden (BoB) set-up. Exchange pouches for shards with Lord Amlodd if you feel like it.

Spirit shards

With the use of Bogrog or Lord Amlodd the pouches you make can be turned back into shards; the number of shards returned to you is 70% of the pouch cost. With this in mind, you can drastically reduce the number of shards you have to originally buy by continually converting the pouches you make back into shards.

Obtaining charms (P2P)

Players attempting to train summoning should kill monsters that drop lots of crimson charms or blue charms, as they are the best for experience.

Monsters vary greatly in the number and type of charms they drop.

Once weekly, the Familiarisation Distraction and Diversion can be done, which gives a reward of 40 minutes of triple charm drops. It is recommended to use this time by killing a monster that drops a lot of crimson charms.

If you have 21 Summoning and spent some time training Dungeoneering, you can buy a charming imp, which automatically picks up requested charms and converts unwanted charms into small Summoning experience. This can increase the rate of gathering charms significantly and it increases the amount of Combat or Slayer experience earned (per hour). It is highly encouraged to configure the imp to give the player all types of charms; the experience rewarded for converting the charms is much lower than the amount offered by using the charms to make pouches.

The Fang of Mohegan may also be used to provide a slight possibility of a double charm drop.

See here for a table of monsters which drop charms.

Slayer

The fastest way to level summoning is to camp at a monster that drops lots of charms, such as waterfiends or rock lobsters. However, it is also common for players to get charms from training Slayer rather than from camping at a specific monster. It is possible to get enough charms for 99 Summoning by getting 99 Slayer, although it depends on what tasks the player does. If a player is going for 99 in both skills, there is no need for them to camp at a monster specifically for charms. However, if a player does not want to do Slayer, or is unable to obtain all the charms that they want purely from Slayer, then there are several monsters that are very good to camp at for charms.

Gelatinous Abomination

Gelatinous Abominations have around a 44% charm drop rate. They drop gold charms at a rate of around 41%. The Gelatinous Abominations have only 150 life points and are level 6 so they are really quick and easy kills. The only equipment required is spiked gauntlets, which can be purchased at any Slayer Master. These monsters are found in the Taverley Slayer Dungeon, south-east of Turael (or Spria) in Taverley. Killing these are a great way for anyone to obtain gold charms, but no drops of great value can be obtained, and the combat experience gained is little.

Rock Crabs

Rock Crabs have a 13% charm drop rate, 10% of which are gold charms. This can be an efficient way for lower levelled players with some extra cash to obtain charms, and get decent experience. You should also run around and activate all the crabs since they don't attack and won't be able to be attacked unless someone runs next to them. If they stop attacking you, just run south of the crabs, right past the helmet shop and then run back up. This can be a great way for lower levels to obtain charms and get ranged experience. You can get around 3-5 charms per minute if done correctly.

This is not recommended unless you don't mind spending money to buy cannonballs, since they are very expensive.

Moss giants

Moss giants are great for gold charms, about 40% drop rate. They have very low defence and slow attack speed making them easy to power through even at low levels. North West of Ardougne has 4 moss giants and it is, more often than not, empty. Other popular places include the Varrock sewer system and moss giant island. For almost guaranteed seclusion (as well as a pretty view) there are also some moss giants on Crandor. Finally, a decent amount of moss giants can be found in Brimhaven Dungeon (requires 875 coins to enter). This area will almost always be empty.

Ice giants

Ice giants are great for gold charms, about 55-57% drop rate for charms. They have relatively low defence and slow attack speed making them easy to power through even at low levels. Two places to find ice giants are in the ice mountain dungeon and in the Asgarnian Ice Dungeon. There is also a location where they spawn next to the western wilderness wall and the members' fence line. Although being in the deep wilderness it is not recommended.

Goblins

Goblins have an 11% gold charm drop. The best way to kill goblins is to go to the goblin hut in Lumbridge. It is a bad idea to bring a slow weapon like a godsword, battleaxe, or 2H, as you cannot hit very quickly, resulting in slow progress. A weapon like a whip, scimitar, dagger or claws is ideal so you can do 20-30+ goblins and obtain 2-3 charms per minute. If you camp for an hour, you can easily get 50+ charms. This is not recommended if you cannot frequently hit 50-120 damage.

The goblins across the River Lum near the Al Kharid gate have 67 LP, keep that in mind when choosing what weapon to use to get one-hit kills (scimitar works best most of the time). The goblins found in the Goblin Village do not drop any charms at all, so it is not advised to go there.

Giant rock crabs

Giant rock crabs can be the best monster to get gold charms from. They drop three of these at a time quite frequently. The giant rock crabs are just located in the Chaos Tunnels, near the entrance southwest of the Wilderness Volcano. It is recommended to use Magic to kill giant rock crabs, since it is their weakness. Bring a few pieces of food, runes for the spell you'll be using, and also some runes for telekinetic grab (if using the standard spellbook). There's a safespot by the stalagmites in the northeast corner of the room.

Another fantastic area to kill giant rock crabs is in the Waterbirth Island Dungeon. There is a multitude of them in the north area beyond the gate. Keep in mind, you will have to run past many Dagannoths in the main part of the first level before entering the rock crab area.

Walk near a boulder and it will transform into a giant rock crab. Lure it to your safespot so it gets stuck and you can safely mage it. When near death, the giant rock crab will attempt to flee. Once the crab is dead, it's recommended to use telekinetic grab on the charms so you won't put yourself at danger by going near some other crabs.

Ice Burst or Ice Barrage can be used effectively here. Use Protect from Melee or Deflect Melee and gather all the crabs at a spot so that you can burst or barrage them. This method gives the most charms per hour.

A disadvantage of killing giant rock crabs is that the charms gained are mostly gold, which are the lowest level charm. Comparatively, the charms that can be gained in a given time period from killing giant rock crabs will not give as much summoning experience as the charms that can be gained in the same time period killing a monster that drops mainly higher level charms, such as waterfiends or rock lobsters. Giant rock crabs should only be killed at low-level summoning when gold charms are most useful, and even then, it is important to realise that since charms can be saved up, it probably would be more worth your time to just start at a monster that drops primarily crimson charms right away, since you will end up getting gold charms to make it through the low summoning levels anyway, at the same time as you save up tons of crimsons to use later.

Black demons

With the introduction of infernal ashes, killing black demons became another reasonable method of gathering crimson charms. The ashes cover the cost of the cannon balls and other consumables. At higher levels, such as with 70 agility, 52/68/96 summoning, a chaotic weapon, and 80+ combat stats, a player can amass profit above 200k per hour on top of the crimson charms. High ranged levels help too, as demons are weak to bolts.

Rock lobsters

Prayer renewal flask (6) Prayer renewal flask (6) Prayer renewal flask (6) Wolpertinger pouch
Prayer renewal flask (6) Prayer renewal flask (6) Prayer renewal flask (6) Wolpertinger pouch
Prayer renewal flask (6) Prayer renewal flask (6) Prayer renewal flask (6) Wolpertinger pouch
Prayer flask (6) Prayer flask (6) Prayer flask (6) Enhanced Excalibur
Prayer flask (6) Prayer flask (6) Magic focus scroll Teleport to house
Gold charm Green charm Crimson charm Blue charm
Death rune Blood rune Water rune Fire rune

Killing rock lobsters is often considered to be the fastest way to train Summoning, although waterfiends can actually be faster than bursting with the optimal levels and equipment, including 99 Summoning for a Steel Titan. Rock lobsters do not require a high Summoning level to kill quickly.

The best way to kill rock lobsters is to use Ice Barrage or Ice Burst since they are aggressive. There are many different ways to do this successfully, most of which involve luring 9 rock lobsters towards you while using Protect from Melee or Deflect Melee, moving to a safe spot, then casting the spells to kill them. Armour that gives high magic and/or prayer bonuses is recommended. Most of your inventory should be Prayer potions, but you will also want runes for ice spells, and a few blood spells (to heal, as you can take damage from dagannoths using a ranged attack). Also, bring a teleport and a few pieces of food.

Due to an update, you can now reach rock lobsters without a partner.

Players attempting to use this method to kill rock lobsters should have 70+ (preferably 94+) magic, and 70+ prayer. They should also have a large amount of cash, as this method does cost a significant amount of money due to the runes and prayer potions used.

Ice bursting rock lobsters can give over 180 crimson charms per hour, whereas ice barraging can give up to 270 crimson charms per hour.

To further improve the number of Crimson charms players get and how many runes they use, many players choose to use damage increasing variables such as the staff of light, arcane stream necklace, arcane blast necklace or arcane pulse necklace as well as the wolpertinger special move, Magic Focus which gives the same boosting effects as the extreme magic potion.

Waterfiends

Waterfiends are a great source of crimson charms for mid-to-high level players. They are weak to bolts, and easy to kill with a royal crossbow or another tier 75+ range weapon. Waterfiends can be killed in the Ancient Cavern or in the Chaos Tunnels.

Waterfiends have a ranged attack and a magic attack. The magic attack is more dangerous. Players should use mage defence armour (Karil's or royal d'hide) and, if they wish to further reduce damage, the Protect from Missiles or Deflect Missiles prayer. The best weapons to use are the royal crossbow, dual chaotic crossbows, or dual ascension crossbows.

Mid-level players will find it easiest to kill waterfiends in the ancient caverns. Using a royal crossbow and a healing familiar such as a bunyip, it is easy to obtain about 150 crimson charms per hour.

Higher level players, with 95+ range and defence, will find that little healing is necessary. Such players may want to bring a combat familiar instead of a healing familiar. Using extreme potions and turmoil, high-level players can obtain about 225 crimson charms per hour in the ancient cavern.

For an even higher rate of charm collecting, very high-level players can choose to kill waterfiends in the Chaos Tunnels, where they are denser. Here, players should use Soul Split, an Iron or Steel titan loaded with the appropriate scrolls, extreme potions, and the highest level crossbow and ranged armour possible. If making full use of multi-target abilities, players can expect to earn about 300 charms per hour in the chaos tunnels.

Gladii

For higher level players with 81+ slayer, killing gladii at the Monastery of Ascension allows for a fast way to collect crimson charms while also serving as a money making method. Like other Order of Ascension members, gladii are weak against ranged weapons and have a weakness for any ranged attack type, and they are almost impossible to kill at any decent speed with magic or melee. At high range levels and using extreme ranging potions and a level 80+ weapon, over 150 crimson charms per hour can be obtained, making them only slightly inferior to waterfiends and rock lobsters for training. Unlike these monsters, gladii can also yield a significant profit of 2m+ per hour as a result of their valuable ascension keystone drops, as well as their frequent drops of noted resources and rune and adamant alchables, making them one of only a few ways to profitably and quickly train Summoning. To kill gladii, it is recommended to rely on some healing method other than food to lengthen trip duration, such as the bunyip or unicorn stallion familiars, or the soul split curse. Gladii are relatively safe to kill, as they do not inflict much damage, but they can inflict stuns and binds using their special attack, so usage of the anticipation and freedom abilities is recommended to not lose killing efficiency. Royal d'hide, Armadyl or Pernix armours should be worn to maximise kill speeds, and a ring of wealth to increase profits.

Bork

Bork can be killed once per 24-hour period beginning at 00:00(UTC), and has guaranteed charm drops. The minimum he will drop on death is 5 blue, 7 crimson and 2 green charms. Wearing a ring of wealth adds 3 crimson and 1 green to the base total, and completing all of the hard Varrock Tasks leads to the base charm drop being doubled. The Familiarisation D&D will not triple these charm drops.

Drop quantity
Icon Name Default Ring of Wealth equipped when killed Finished Hard Varrock Task, not needed to wear Finished Hard Varrock Task, not needed to wearRing of Wealth equipped when killed After completing The Mighty Fall quest After completing The Mighty Fall questRing of Wealth equipped when killed After completing The Mighty Fall questFinished Hard Varrock Task, not needed to wear After completing The Mighty Fall questFinished Hard Varrock Task, not needed to wearRing of Wealth equipped when killed
Blue charm Blue charm 5 5 10 10 10 10 20 20
Crimson charm Crimson charm 7 10 14 17 10 13 20 23
Green charm Green charm 2 3 4 5 5 6 10 11

As Bork can be killed daily, the number of charms that slowly mount up can significantly enhance the pool of charms that a player may amass through other methods, or even become the primary source of charms for players that only want to train Summoning on a casual basis.

Tormented demons/Glacors

Tormented demons are excellent monsters for obtaining blue charms. On average, around 3 charms per 2 kills will be obtained. A strategy guide can be found here.

Glacors are also excellent monsters for obtaining blue and crimson charms. They drop 3 per kill and have roughly the same percent chance of dropping blue or crimson. A strategy guide can be found here.

Greater demons

Using a dwarf multicannon on the 10 greater demons in the Forinthry Dungeon can net 200+ crimson charms an hour. It is recommended to bring Prayer urns to collect the mass amount of Accursed Ashes that will be dropped, which will give prayer experience as well as greatly cleaning up the drops on the ground. The Forinthry Dungeon is in the Wilderness, the greater demons within located in level 20-24, so if using this method, it is recommended to have a teleport item handy (such as an amulet of glory), and do not bring anything you are not willing to lose.

Dying in the Wilderness will cause you to drop all of your items if you are skulled.

Hellhounds

Hellhounds, while not advised for green, crimson or blue charms, have a 68-69% drop rate for gold charms and can be safespotted in most of their locations. If you have high enough ranged or magic skill to swiftly kill them, you can quickly collect gold charms in safety. Another great method is to use a Guthan's set, a bonecrusher and a bone necklace in combination with the Piety prayer. Unfortunately, hellhounds have very poor drops and aren't profitable (not counting the rewards of any possible clue scrolls you may find). An alternative for gold charms are fire giants with around 55% drop rate for gold charms and they are much easier to kill with additional good loot.

Cave bug

Cave bugs have a 40% green charm drop rate, the second highest in game after mithril dragons. They are level 12 and fairly easy to kill. Only the level 12 ones drop charms, level 8 cave bugs drop no charms at all.

With dragon or better armour and an abyssal whip, one can easily achieve 40+ green charms an hour at levels 70 attack and 70 strength. One place to kill them is the Dorgesh-Kaan South Dungeon, where there's a convenient fishing spot where you can fish for frogspawns and a fairy ring nearby. Another is in the Chaos Tunnels.

King Black Dragon

With high melee stats (preferably 90+, Turmoil, Soul Split, and unicorn stallion) it is possible to obtain over 115 crimson charms an hour from the King Black Dragon, while making about 350-500k an hour profit. This can be a rather attractive way to obtain charms for high-levelled players as the charm-obtaining rate is very good while are making profit rather than losing a lot from bursting rock lobsters.

However, this method requires the ability to make super antifire potions, so that players can use an off-hand weapon or 2h weapon rather than a dragonfire shield in order to increase its efficiency.

Kalphite Queen or Exiled Kalphite Queen

With high combat stats, it is possible to obtain a decent amount of charms per hour from the Kalphite Queen/Exiled Kalphite Queen, while making a profit of 600-800k per hour. This is helpful as the queen drops various charms, with the exiled version dropping much more than the regular variant. The regular Queen drops 6 charms, while the exiled one drops 9.

However, the queen is very tough and has several guards, so players may need to rebank much more often.

Exiled kalphite guardians

Exiled kalphite guardians drop blue charms at a very high rate. This makes it incredibly fast and easy to obtain blues without completing high-level quests for tormented demons or glacors. However, the Exiled Kalphite Marauders provide a slightly better rate for blue charms and can be killed while AFK at higher levels.

Troll brute and Troll chucker (F2P)

The Troll brute and Troll chucker are the only two monsters that drop charms on non-members worlds. They only drop Gold charms on these worlds, and rarely drop green, crimson and blue charms on members worlds. They are only level 2 monsters which make them ideal for lower levelled players. Average and high levelled members have much better ways to get charms.

Ascension members

The Slayer creatures in the Monastery of Ascension come in four varieties. Each one is dominant in one type of charm, with another charm being an uncommon drop.

  • Rorarius - mainly drops gold charms.
  • Capsarius - mainly drops green charms.
  • Gladius - mainly drops crimson charms.
  • Scutarius - mainly drops crimson and blue charms.
  • Legiones - mainly drops crimson and blue charms.

Firemaking

When adding logs to a bonfire, fire spirits sometimes arise from the flames. A common reward for freeing them is charms of all four types. Free players cannot obtain any charms, not even Gold, from bonfires.

The chance of a fire spirit appearing is quintupled when using either a crystal tinderbox or an augmented crystal tinderbox. When burning maple logs, this allows the player to gain an average of 44 gold charms, 144 green charms, 18 crimson charms, and 9 blue charms per hour.

Hunter

There are three ways to collect charms using the Hunter skill: spirit implings, which require level 54 hunter, charming moths which require 88 hunter and 83 agility, and charm sprites, which require 72 hunter. Spirit implings are hard to find and only gives charms some of the times as they also give other summoning supplies, primarily tertiary items. Charming moths have a high gold/green charms output and are slightly faster than charm sprites (340 charms per hour versus roughly 300 charms) with a chance to get crystal triskelion fragments but require higher levels and are located in the wilderness meaning a high risk of being killed. Charm sprites are notable for giving a high blue charm output compared to the total number of charms, and provides a good alternative to skillers.

Thieving

Pickpocketing Amlodd workers in Prifddinas requires 94 Thieving and the Plague's End quest. All four charms are common loot.

Which pouches to make

Perspective one: maximising experience per charm considering only reasonable cost per pouch

In this subsection, we provide the pouches that maximise experience per charm using only tradeable tertiary ingredients and within reasonable cost. However, it also includes pouches created with obsidian charms, which are untradeable.

The number in parentheses is the number of pouches it takes for the experience between those levels. However, the number of pouches required between each level can be reduced by roughly 17% by using Summoning focuses. If in your inventory while making pouches, the focuses will be consumed and grant an additional 20% bonus experience. One focus is needed for each pouch.

Summoning-icon Level Charm
Gold charm Gold Green charm Green Crimson charm Crimson Blue charm Blue
1-4 Save Save Save Save
4-16 Dreadfowl (266)
16-22 Granite crab (375)
22-28 Spirit Tz-Kih (54) or save
28-33 Save Compost mound (150) Spirit Tz-Kih (59) or save
33-40 Beaver (398) Honey badger (163)
40-41 Bull Ant (75) or save Beaver (69) Honey badger (29)
41-46 Bull Ant (386) or save Macaw (371) Honey badger (191)
46-47 Bull Ant (123) or save Macaw (128) Pyrelord (36)
47-49 Bull Ant (315) or save Magpie (200) Pyrelord (82)
49-52 Bull Ant (605) or save Magpie (384) Bloated leech (149)
52-56 Spirit terrorbird (883) Magpie (726) Bloated leech (281)
56-57 Spirit terrorbird (281) Ibis (195) Bloated leech (90)
57-58 Spirit terrorbird (311) Ibis (215) Bloated leech (99) Spirit larupia (43), Spirit kyatt (43)
or Spirit graahk (43)
58-61 Spirit terrorbird (1,138) Ibis (788) Bloated leech (362) Karamthulhu overlord (152),
Spirit larupia (155), Spirit kyatt (155), Spirit graahk (155) or save
61-64 Spirit terrorbird (1,532) Ibis (1,060) Smoke devil (391) Karamthulhu overlord (205),
Spirit larupia (209),Spirit kyatt (209), Spirit graahk (209) or save
64-66 Spirit terrorbird (1,305) Ibis (904) Stranger plant (317) or Smoke devil (333) Karamthulhu overlord (175),
Spirit larupia (178), Spirit kyatt (178), Spirit graahk (178) or save
66-69 Barker toad (1,975) Ibis (1,739) Stranger plant (611) or Smoke devil (642) Mithril minotaur (283) or save
69-73 Barker toad (3,734) Fruit bat (2,681) Stranger plant (1,154) or Smoke devil (1,213) Mithril minotaur (560) or save
73-74 Barker toad (1,189) Fruit bat (853) Stranger plant (368) or Smoke devil (387) Obsidian golem (161)
74-79 Barker toad (8,076) Fruit bat (5,797) Granite lobster (2,158) Obsidian golem (1,094)
79-80 Barker toad (2,153) Fruit bat (1,546) Granite lobster (576) Fire titan (270) or Moss titan (270)
80-83 Barker toad (7,898) Hydra (4,880) Granite lobster (2,111) Fire titan (989) or Moss titan (989)
83-85 Barker toad (6,730) Hydra (4,159) Granite lobster (1,799) or Spirit dagannoth (1,605) Lava titan (802)
85-88 Barker toad (12,957) Hydra (8,006) Swamp titan (3,018) or Spirit dagannoth (3,090) Lava titan (1,544)
88-89 Barker toad (5,248) Unicorn stallion (2,957) Swamp titan (1,222) or Spirit dagannoth (1,252) Lava titan (626)
89-92 Barker toad (19,253) Unicorn stallion (10,849) Swamp titan (4,484) or Spirit dagannoth (4,592) Geyser titan (2,139)
92-95 Barker toad (25,912) Unicorn stallion (14,601) Wolpertinger (5,569) or
Swamp titan (6,035), see below or Spirit dagannoth (6,180)
Geyser titan (2,879)
95-96 Barker toad (10,495) Unicorn stallion (5,914) Iron titan (2,187) Geyser titan (1,166)
96-99 Barker toad (38,505) Unicorn stallion (21,696) Pack yak (7,931) Geyser titan (4,278)
Summoning-icon Level Gold charm Gold Green charm Green Crimson charm Crimson Blue charm Blue
Charm
  • These are only recommendations, you should be very careful when deciding what pouches to make for summoning, as prices change, and some pouches may only be good to make at certain times.
  • If you can, save blue charms until levels 89-90 and make geyser titans, since they give the most experience per blue charm.
  • Some people choose to stop using gold charms at around level 66 because the experience rate is around 230,000-240,000 experience per hour which makes it expensive for the experience gained and not worth the time.
  • Some people choose to stop using green charms at around level 80 because the experience rate varies from 370,000-420,000 experience per hour which is expensive for the experience gained and not worth the time.
  • If players have the right Divination levels, they can transmute lower-tier charms to higher ones. This is generally not recommended at a lower level, but at higher levels, when low-tier charms give only a small amount of xp/pouch, it can be worth it to transmute them to a higher tier. Players can then transmute the charm again for an even better charm.
  • Wolpertinger pouches require two tertiary ingredients, wolf bones and raw rabbit, which results in roughly half the xp/hr when compared to swamp titans. You will need to decide whether the extra experience granted and cheaper tertiary ingredients used when making wolpertingers over swamp titans are worth the extra time.

Perspective two: Opportunity costs of similar pouches

This subsection presents a counterpoint to the previous section and argues that one should not always make the pouch that maximises experience per charm. Instead, Sacrificing a somewhat small amount of experience per charm in favour of slightly higher cost-effectiveness can imply an unexpectedly large savings of coins per experience point. This is a rather subtle consideration and has its share of limitations, as does the perspective in the previous subsection. Again, we ignore pouches that use untradeable ingredients for simplicity, but in practice, these pouches can make a difference in training.

Similar pouches using blue charms

We now compare two pouches with similar levels that use the same charm and in which all components are tradeable. For example, consider the Fire titan versus the Geyser titan. Regardless of any spirit gem used, they use the same number of blue charms on average (1.0 to 0.4), so the opportunity cost of obtaining blue charms can be cancelled out, simplifying calculations. Additionally, the opportunity cost of making the two pouches is the same, so that can also be cancelled out.

Ignoring experience-boosting items, making a Geyser titan always grants 88 more Summoning experience. Making a Geyser titan costs −3,354 (a negative number denotes a loss), and making a Fire titan costs −887. Thus choosing to make a Geyser titan instead of a Fire titan costs the difference: −2,467, and the price per experience point is this divided by 88, or −28.03 per experience point.

Here is the central concept. It is reasonable that in a vacuum, one can accept the cost of making Fire titans of −1.28 per experience point AND also the cost of making Geyser titans of −4.28 per experience point. However, because both pouches are options, one should only prefer Geyser titans over Fire titans if one can accept a pure tradeoff of −28.03 per experience point. At current market prices, this is a rather expensive rate that many people would not accept if they realized it. If not, then one should always make Fire titans over Geyser titans.

A geyser titan has a higher level requirement, so this comparison is always valid. This is a pure, instantaneous tradeoff of experience versus coins which does not involve time. This is because the time-opportunity cost involved with gathering blue charms and making pouches can be cancelled out for this computation. On the other hand, this computation ignores the considerations of liquidity and transaction costs when buying items. This computation also ignores that when Summoning, many players only have a level goal in mind, rather than a charm budget. Thus one may dislike charm-gathering so much that the rather high price of about −28.03 (extra) / (extra) experience is acceptable.

Following are similar computations for the other charms.

Similar pouches using crimson charms

For crimson charms, Pack mammoths are the clear best pouch to make, but they require 99 Summoning and may be hard to trade. Further calculations show that pack yaks are usually the clear second-best pouch to make, but they require level 96 Summoning. Further calculations show that the next-best pouches to make (from the perspective in this section) are the Brawler/Deacon demons, then Granite Lobsters, then Smoke devils, then Bloated leeches and finally Pyrelords. Other pouches may give more experience but are far outclassed by the next-highest pouch in the aforementioned list from the point of view of relative opportunity cost.

Similar pouches using green charms

For green charms, one may find that Fruit bat pouches are actually preferable to Unicorn stallion pouches. This is because the implied cost per experience of preferring Unicorn stallion pouches over Fruit bat pouches must be −94.37 per experience point.

Similar pouches using gold charms

For gold charms, if one uses them at all, one may find that Spirit terrorbirds are actually preferable to Barker toads. This is because the implied cost per experience of preferring Barker toads over Spirit terrorbirds must be 1.34 per experience point.

Further calculations

This article has omitted further comparisons such as Fire titans versus Rune minotaurs, etc. One will find that the implied cost to prefer Rune minotaurs over Fire titans is very large. This analysis easily extends to using Summoning focuses. Assuming that one uses Summoning focuses for two comparable pouches, the cost of using the focus is the same for each option, so its cost can be cancelled out as before. The only difference is that now, both options have their experience reward multiplied by 1.2, so the implied relative tradeoff is multiplied by exactly 5/6 or about 0.833.

Further limitations

  • These calculations are somewhat sensitive to small price changes. For example, a drop in the price of Water talismans by 2000 coins, or about 40 percent, changes the implied relative tradeoff rate to −5.31, and perhaps many players would accept this new tradeoff.
  • This method cannot be used to compare pouches used made with different charms.
  • This method also does not apply to pouches with a single nontradeable component.
  • This method cannot compare pouches that use two tertiary ingredients (such as Wolpertingers) with pouches which use only one tertiary ingredient (such as Swamp titans).
  • Often, when comparing two (comparable) pouches in this way, the higher-level pouch will be preferable because it might, for example, imply a relative cost of 5 coins per experience point, or maybe even a "negative cost" per point. Of course, this does not mean that one should always prefer to make the higher-level pouch because if ones current Summoning level is in between the two required levels, then one does not have any choice. However, this may serve as a strong incentive to reach the higher level without using any of that charm.

Example: best pouches if one accepts an implied relative tradeoff of 20 coins per experience point

The claims in this section are sensitive to price changes, so they can be out of date. This section does consider Summoning focuses. Their use can significantly change the following lists.

For gold charms, the only acceptable pouches are the Dreadfowl, Spirit spider, and Spirit terrorbird. All other pouches are unacceptable because the next-highest pouch in the aforementioned list yields an implied relative tradeoff of over 20 coins per experience point (and far more than 20 coins in some cases).

For green charms, the only acceptable pouches are the Desert wyrm, Compost mound, Beaver, Macaw, Ibis (Bunyip are barely worse than Ibises, subject to price changes), and Fruit bat. All other pouches are unacceptable. The fruit bat is far superior to the bunyip and only requires one higher level.

For crimson charms, the only acceptable pouches are the Spirit scorpion, Vampyre bat (barely not Honey Badger), Pyrelord, Bloated leech, Smoke devil, Granite lobster, the cheaper of Brawler / Deacon demon (barely not Spirit dagannoth), Wolpertinger, Pack yak, and Pack mammoth.

For blue charms, the only acceptable pouches are the Albino rat, Bronze minotaur, Iron minotaur, Spirit jelly, (barely not Steel minotaur), Karamthulhu overlord, Mithril minotaur, Adamant minotaur, and Fire titan.

How to make pouches

When making pouches, you should have the charms you are using, empty pouches, spirit shards, and 25 of the tertiary ingredient. Because these methods require a lot of running, you may want to have any weight reducing equipment you own equipped or use a spirit terrorbird for infinite run.

The simplest method consists of running between a bank and a summoning obelisk. The obelisks closest to a bank are in Taverley, Menaphos Merchant district (Menaphos is slightly closer and easier to reach), and in the Amlodd District in Prifddinas. The Taverley and Prifddinas bank locations are near a house portal, so you could set your house to be in Taverley or Prifddinas and use a house teleport to shorten your trips.

Methods using special teleports

Above level 57 summoning, you can use a spirit kyatt to teleport near the Piscatoris summoning obelisk, and use a Tokkul-Zo or rings of duelling to bank. Using this method it is possible to make over 2700 pouches an hour, making it one of the fastest ways to train summoning.

Below level 57 summoning, you can use phoenix lair teleports and run north-east to the Piscatoris obelisk.

Should the player not wish to spend money on kyatt pouches, they can use the nature grotto in Mort Myre Swamp. This method requires a Tokkul-Zo, access to the Fairy Ring Network, and the Mort Myre shortcut unlocked from Temple Trekking (Total follower level 100). Start at the TzHaar Fight Cave bank, and use the fairy ring to Canifis (code CKS). Run south and go through the Mort Myre gate shortcut to the Nature Spirit grotto. Make the pouches in the grotto, and bank using the Tokkul-Zo. This method is slower than using a spirit kyatt, but faster than running to Pikkupstix's house in Taverley.

It is also possible to use the Balloon Transport System to make pouches in Taverley. Equip a ring of duelling and have one log in your inventory, take a balloon to Taverley, make pouches, then teleport to the bank at Castle Wars.

Methods using Beasts of Burden

With a great deal of effort and several requirements, the Spirit Kyatt method can be surpassed by normal bank running with Beasts of Burden. There is a specific order of actions needed when using Beasts of burden to make pouches. To set up, the stack of pouches, charms, and shards should be the last three items in the inventory. This method does not work if they are the first three items, for example. Also, the BOB's interface should be open on the "inventory" view, preferably separate from both the player's inventory interface and whatever teleport interface is needed. Here is the procedure for each trip.

  1. Retrieve fill one's inventory and BOB's inventory with the tertiary ingredients.
  2. Run to the obelisk.
  3. Drop a number of tertiary items from ones inventory which is at least as large as the BOB's capacity. (This is not possible with a Pack yak or Pack mammoth, and indeed, one may only wish to use the first 25 slots of those BOBs.) Dropping should be performed with the action bar. Beware that some tertiary ingredients do not have "Drop" as their default option on the action bar. For such items, one must drop them by moving the action bar near the bottom of the client (but not snapped to the bottom) so that dropping can be achieved by alternating left and right clicks without moving the mouse.
  4. Retrieve all items from the BOB by clicking the appropriate button on the interface. (This takes a single click. If it does not, you have not done this step efficiently.)
  5. Click the obelisk to make the first batch of pouches.
  6. Deposit all items to the BOB by clicking the appropriate button on the interface. (This takes a single click. If it does not, you have not done this step efficiently. This requires charms, shards, and pouches to not be among the first several spots in the inventory. These three stacks might as well be last.)
  7. Pick up all of the dropped tertiary ingredients. This should be performed using Area loot so that picking up only takes one click and one keystroke.
  8. Make the second batch of pouches.
  9. Restock, possibly using a bank teleport.

Other tips:

  1. Use the Surge ability on straightaways. For example, there is a straightaway north of the Ithell bank chest on the way to the Amlodd obelisk.
  2. Use the Mobile perk.
  3. With tertiary ingredients whose default option (on the Action bar) is "Drop," you can drag the item to multiple slots and bind them to nearby keys on the keyboard such as "Z, X, C" on a QWERTY keyboard. It is thus possible to drop 25 items in 2 Game ticks.
  4. Use a Bank preset which is configured to load the BOB at the same time.
  5. The combination of an Attuned crystal teleport seed and a fast bank teleport may improve this method.
  6. Swapping for shards with Amlodd can substitute for the complex dropping procedure. It is recommended to have completed the Hard Tirannwn Tasks. Of course, this is a very infeasible option for pouches such as the Spirit terrorbird pouch because their Grand Exchange value is far above their shard-return value.

This is a somewhat absurd procedure that is easy to mess up, but it can be significantly productive. With a War tortoise, Surge, "Drop-default" tertiaries, bank presets, no Mobile perk, and no Summoning focuses at the Amlodd district, 3400 pouches per hour is possible (but quite challenging). With a Pack Yak and the Mobile perk, 4200 pouches per hour may be possible. This method may also provide a small speedup below level 57 Summoning by using the Bull ant or Spirit terrorbird familiars.

How many spirit shards do I buy?

Since spirit shards can be sold back for the same price they were purchased for at a either a Summoning shop or the Taverley pet shop owner (who will buy shards in quantities larger than 500), it is simpler to take an educated guess at how many shards you'll need, and sell back any extras.

With the use of Bogrog, you can turn the pouches you make back into spirit shards; the amount of shards you get is usually 70% of the required shard number for the pouch. Utilising this, the number of shards you need to initially buy can be drastically reduced, however the effectiveness of this varies greatly with number of shards you initially have and the number of times you are willing to exchange your pouches. Also, some pouches may be worth more if sold rather than converted. See Calculators/Shard swap.

The formula which calculates the effective number of shards you own is as follows

S = initial amount of shards
n = number of trips done to Bogrog
i = parameter

The calculator below can be used for this summation for any integer S, 0 ≤ S ≤ 2,147,483,647 and any integer N, 1 ≤ N ≤ 100:

 template  = Calculator:Bogrog shards
 form      = CalcForm
 result    = CalcResult
 param     = S|Initial shards|0|int
 param     = N|Trips to Bogrog|1|int
Calculator requires JavaScript
This text will be replaced when you submit the form

However, it becomes tedious to recalculate this continuously to find the required number of shards you need initially. It is much easier to first decide how many trips to Bogrog you are willing to do as the amount of trips dictates what percentage increase you will ultimately get (regardless of initial count). The increases can be seen below:

Trips Percentage Increase Divide by
0 0% 1.00
1 70% 1.70
2 119% 2.19
3 153% 2.53
4 177% 2.77
5 194% 2.94
6 206% 3.06
7 214% 3.14
8 220% 3.20
9 224% 3.24
10 227% 3.27
15 229% 3.29
20 230% 3.30
25 231% 3.31
30 232% 3.32

The maximum possible number to divide by is 3 and a third (3.33). As shown in the table, to get close to this number requires many trips.

Let's say you needed 55,000 shards to attain a certain level, the first thing you do need to decide upon is how many times you would be willing to visit Bogrog which will usually be 10 times, any more than this the gain in shards is minimal; for example doing 20 trips instead of 10 when having an initial starting shard count of 100,000 only yields an extra 6,405 shards. The amount of trips you are willing to do is something you have to decide.

At 10 trips, the increase is 227% so the effective amount will be 327% of the initial amount, or 3.27 times the initial amount. You then divide 55,000 by 3.27 to get 16,820 (rounded up). Therefore, to effectively have 55,000 shards whilst willing to do 10 trips to Bogrog you only initially need to have 16,820 spirit shards.

Calculations can conveniently be performed with the software available on one's computer.

What to do with the pouches (F2P)

Some options only work well with some pouches, some only work well depending on prices. You should analyse the data and figure out what is the best option for you.

Method Benefits Drawbacks
Sell to Grand Exchange. Works for almost every pouch and will generally get a fair price. Sometimes you may be forced to wait for pouches to sell.
Trade to Bogrog for Spirit shards. (P2P) Can sometimes save you money over the Grand Exchange. Needs a higher level than what is required to make the pouch.
Cast the High Level Alchemy spell on them. Can be a good way to train Magic cheaply. * Requires more effort and time that you can spend training Summoning.
  • Many pouches make more cash by selling
  • Many other items are more profitable to alch than any pouch
Use the pouches for skilling or combat. Often this will be a great way to make lots of money off training Summoning. * Takes a long time to pay out and will require a lot more capital invested in Summoning.
  • Selling and employing the cash, then buying back when needed, may be more efficient.
Make summoning scrolls from the pouches. You gain a slight bit more experience/charm. In many cases the given scrolls will also be worth slightly more than the pouches. The extra time required to turn pouches into scrolls may not be worth the trivially small extra amount of experience.

Alternative methods of gaining experience

Using levelling methods that do not require charms, allows players to save the most valuable ones for later use in higher level familiars.

Distractions and Diversions

Players may complete certain activities to receive Summoning experience, including:

Completing quests

Main article: Quest experience rewards - Summoning

Some quests grant Summoning experience. Refer to the main article for more details.

Other important information

  • Why aren't arctic bears listed?
    • Arctic bears only give slightly more experience per pouch than barker toads, but they cost much more. Also, their secondary ingredient has a very low buy limit so it can be difficult to stock up on.
  • Why aren't any abyssal pouches listed?
    • They are usually difficult to gather but because the Abyss is a great spot for magic and range trainers, it is possible to pick up these charms as they drop two at a time very commonly. It is not recommended however to make these pouches as a primary method due to the gathering time.
  • Why aren't talon beasts listed?
    • Although the talon beast pouch is the single pouch that give the most experience in game, in order to make talon beast pouches, talon beast charms are needed. The only way to obtain these charms is to play Temple Trekking activity over and over again in hope to encounter nail beasts which drops them. If players have talon beast charms then it is recommended that they use them, but talon beast charms usually take more effort to obtain than any other charm in-game, therefore it is not recommended to list talon beast pouches as your only option to gain experience.
  • Why does it say to wait so long before using blue charms?
    • Blue charms give lots of experience, and as it is easy to level with the other charms at first, it is a waste to use your blue charms, when you could gain way more experience in the long run by using them at higher levels.
  • Why should gold charms be saved from levels 28-51?
    • There are not many good gold charm pouches at these levels, and it is better to use green charms and crimson charms for the time being.
  • Why should spirit larupias not be made when they are essentially the same as spirit graahks and spirit kyatts?
    • Spirit larupias are in lower demand, because they are not quite as useful, so it is better to make the other ones. Also Spirit kyatts can be used in the Piscatoris method of making pouches.
  • Why should ice titans not be made when they are essentially the same as fire titans and moss titans?
    • Ice titans require both an air talisman and a water talisman for every pouch, meaning they take more than twice as long and cost more money.
  • What's the fastest way to make pouches? Where's the closest bank?
    • As of the Temple Trekking update, a fast method is using the Nature Grotto obelisk via the Mort Myre gate shortcut reward from Temple Trekking. This will bring you right outside the Nature Grotto which is steps away from the obelisk inside. To bank, use an amulet of glory to Edgeville, and then use a ring of slaying to the Fremennik Slayer Dungeon to gain access to the Fairy Ring network, or simply use the Tokkul-Zo to teleport to the Fight Cave to both bank and access the Fairy Rings. Use Fairy Ring code CKS to teleport you a few steps north of the Mort Myre gate.
    • The fastest way to make pouches is to trade noted ingredients with Pikkupstix in Taverley, buy them back, make pouches and sell them to Pikkupstix, repeating the process until the charm supply is over. Despite being the quickest method for creating pouches, with a usage rate of 14,000-16,000 charms per hour at full concentration, it is also a very expensive method and should only be used by players with a considerable amount of coins.
    • (57 Summoning required) - Another method is to summon your spirit Kyatt, click on your familiar, and use the Teleport option, this should take you only a few steps below a trapdoor, where a summoning obelisk is located for making pouches. Go down the trapdoor, and create familiar pouches. Then teleport to a bank with one of the following, bank your pouches, and repeat.
    • An alternative to using the Spirit Kyatt is to use fairy ring code AKQ and the bank in Zanaris or Edgeville (fairy ring code DKR).
    • (If you have completed Swan Song) - Either teleport to the Phoenix Lair by using a Phoenix lair teleport scroll or run to the Piscatoris Fishing Colony. Withdraw all of your supplies (Pouches, Spirit shards, etc.) from your bank from Arnold Lydspor and run south until you reach the Colony gate. Climb through the Hole and run southeast to the Summoning Obelisk (marked by the Summoning icon). Climb down the trapdoor, make your pouches and/or, scrolls, repeat.
    • When the Voice of Seren is active in the Amlodd Clan area in Prifddinas, you receive 120% (20% extra) experience for making pouches and scrolls at the obelisk there. This obelisk is very close to the Ithell Clan bank, and even closer to the Amlodd teleport of the crystal teleport seed or its attuned variant (which can also be used to teleport directly back to a bank with the Trahaearn or Ithell teleports).

Trivia

  • After reaching level 17 it is theoretically possible to get to any level (even level 99) in a single trip by making either spirit mosquito pouches or giant chinchompa pouches at the Feldip Hills obelisk. Both of these familiars require a stackable tertiary ingredient, allowing a player to collect all the required charms and seconds for any level within a single inventory. While technically possible, it requires immense amounts of preparation and time (includes getting all the blue charms, and buying a maximum of 10,000 pouches at a time from the Grand Exchange), and you would have to drop all made pouches or turn them into scrolls, and does not have much of a benefit, so it is not suggested. The player could also do this method by buying mithril seeds, picking the flowers and making praying mantis pouches. For the above to work, one must also make the pouches into scrolls or swap them for shards (with the required level), otherwise the inventory would fill up from pouches.
  • A way to avoid all the methods above is to have all the charms, pouches, shards, and noted secondary items at hand. Friends or people could trade you un-noted secondary items for noted items, although such an occurrence without reward is highly unlikely.

See also