RS3 Leagues 2 Smithing Guide

RS3 Leagues 2 Smithing Guide

Summoning is one of those skills I would handle very differently in RS3 Leagues 2 than on a normal account. The usual loop of farming charms, buying pouches and spirit shards, collecting secondaries, and running back and forth to an obelisk still exists, but Equilibrium gives you several ways to either cut large parts of that process out or make Summoning useful enough that training it stops feeling like something you are only doing for points.

The biggest decision is really whether you picked Divine Druid. With it, Summoning becomes much easier to feed while you are doing completely unrelated skills. Without it, I would be much more deliberate about which pouches I make, which obelisk I use, and whether pushing beyond the next useful Summoning level is actually doing anything for my account.

Jump To Section:
How to Train Summoning
Divine Druid Changes the Entire Skill
Training Without Divine Druid
Which Summoning Obelisk Should You Use?
Useful Summoning Level Breakpoints
Why Devout Makes 99 Much Better
Familiars Can Skip More Than Combat
How Regions Change Summoning

How to Train Summoning in RS3 Leagues 2

The basic training method is still making familiar pouches at a Summoning Obelisk. Normally that means bringing an empty pouch, spirit shards, the correct charm, and whatever tertiary ingredient that familiar requires, then turning those materials into pouches for Summoning XP.

I would not start by looking for one pouch that supposedly gives the best XP and then build the entire grind around it. In Leagues, the annoying part is usually keeping enough charms and secondaries flowing without wasting a bunch of time collecting an ingredient that your regions do not provide conveniently. If another pouch gives slightly worse XP but you already have hundreds of its secondary sitting in the bank, I would rather burn through that and move on.

Karamja and Havenhythe are both available without spending one of your later region selections and both contain obelisks, so you are not locked out of training Summoning just because you skipped somewhere like Asgarnia or Tirannwn. The better regional obelisks mostly change how convenient bulk pouch-making becomes rather than whether the skill can be trained at all.

Divine Druid Changes the Entire Skill

If you picked Divine Druid at Relic Tier 2, I would stop treating charms as something you need to go out of your way to farm. Grimy herbs and charms can start appearing while Mining, Fishing, Woodcutting, training Divination at springs, or excavating Archaeology hotspots, so a lot of your Summoning materials begin accumulating while you are working on other skills.

Monster charm drops are also increased by five times, which means any combat you were already planning to do becomes much better at stocking the bank for a later Summoning session. I would take advantage of that and let charms build naturally instead of interrupting progression every time I unlock another pouch.

Thera's Summoning pouch is the other reason Divine Druid is so good here. It stores charms and herbs, lets you teleport to large Summoning obelisks within your unlocked regions, and removes the need to have normal pouches or spirit shards when Summoning. That cuts out two separate supplies from the normal training loop before you have even considered the extra charms.

You also have a 50% chance to create an additional familiar pouch that goes directly to the bank, plus every pouch you make sends 10 of that familiar's scrolls to the bank. You do not get duplicate XP for the bonus pouch, but I still like this because a Summoning training session is simultaneously building a stockpile of actual familiars and scrolls instead of leaving you with exactly what you crafted.

Basically, Divine Druid turns Summoning from a skill I would prepare for into a skill I would periodically dump accumulated resources into.

Training Summoning Without Divine Druid

Without Divine Druid, I would be much pickier. You need the normal combination of charms, pouches, spirit shards, and secondaries, which makes a pouch with an annoying tertiary item considerably worse even if its XP looks better.

This is where I would bank first and train second. Let normal combat produce a useful pile of charms, look at which secondaries your unlocked regions can provide in bulk, and then make whatever useful high-level pouch matches those supplies. Constantly changing methods every few Summoning levels is usually creating more running around than the extra efficiency is worth in a temporary League.

Gold charms are also easy to burn early through Havenhythe because wolfbones can be bought from the Summoning Supplies shop at the Shrine of Inanna. That gives you a straightforward way to get early levels moving while also progressing the spirit plane connection and Shrine of the Spirit Wolves rewards instead of hoarding low-level charms for later.

Which Summoning Obelisk Should You Use?

I would separate obelisks into two categories: places where I am completing something specific and places where I actually want to make a lot of pouches.

The Empowered Obelisk at the Shrine of Inanna in Havenhythe is useful early and is required for the task where you make a jackalope pouch, but it only allows you to craft pouches one at a time. That is fine when I need one pouch or I am doing Shrine progression, but I would not choose it for a huge bulk Summoning session if I already have access to a normal obelisk with decent banking.

Asgarnia gives you the familiar Taverley obelisk in Pikkupstix's house with Taverley Bank nearby, while Desert eventually has the Menaphos Merchant District obelisk close to its banking options. Tirannwn has the Amlodd obelisk in Prifddinas, and Kandarin has several options of its own.

Kandarin gets especially interesting once Spirit Kyatt is available because its teleport can be combined with something such as a Tokkul-Zo or Ring of Duelling for very fast banking between pouch runs. If I had Kandarin unlocked and was doing a massive conventional Summoning grind, that is the kind of setup I would care about. If Divine Druid is teleporting me directly to large obelisks anyway, the exact training location matters much less.

You Do Not Need to Rush Straight to 99

I would train Summoning around things the account is actually about to use instead of treating 99 as the only meaningful stopping point. There are several League tasks and pieces of content tied to specific Summoning levels, so getting the next useful requirement and leaving the rest for later can make progression smoother.

At 25 Summoning, Desert players can make a spirit kalphite pouch at the obelisk southwest of Pollnivneach for a task. Havenhythe has its jackalope pouch task at 30. Queen Black Dragon requires 60 Summoning and has multiple League objectives attached to the boss, while Tirannwn eventually has a task involving the Hefin Agility Course with a light creature that requires 88 Summoning.

Then you have 99 itself, which carries its own League task and is also required to summon a pack mammoth, although the pack mammoth task additionally requires 96 Slayer. There is even a 50 million Summoning XP task beyond 99 if you are chasing substantially more points.

That is why I would not grind 99 simply because I happened to obtain a few thousand charms early. If the next chunk of Summoning does not unlock a task, familiar, or combat benefit I currently care about, I am perfectly happy leaving those charms in the bank until the XP multiplier or rest of the account is further along.

Devout Turns Summoning Levels Into Combat Progression

Devout at Relic Tier 5 is where my attitude toward 99 Summoning changes completely. Combat familiars deal more damage based on your Summoning level with the relic, eventually reaching up to 500% additional damage at 99. At that point, pushing Summoning is not only completing a skill; every level is working toward making one of your combat tools considerably stronger.

The relic also makes familiar scrolls far easier to abuse because scrolls are no longer consumed and familiar spell-point costs drop to 10% of their normal amount. If a familiar has a useful scroll ability, that is a huge difference from normal RuneScape where repeatedly using the special has an actual supply cost attached to it.

The Devout Yak deserves its own mention as well. It has 32 inventory slots, can convert items between noted and unnoted form, and lets you access your bank from anywhere. That is useful far beyond bossing because it removes a lot of the normal inventory problem from skilling, processing resources, and any other activity where banking would have been the thing forcing you to stop.

If I had both Divine Druid and Devout, 99 Summoning would move much higher on my priority list. Divine Druid makes the skill much easier to feed, while Devout gives the levels a much larger payoff after the training is finished.

Skill-Boosting Familiars Are Better Than They Look in Leagues

I would also pay much more attention to familiars that boost skills. Divine Druid triples the normal boost from any familiar capable of raising a skill, so a familiar that was normally just a small convenience can suddenly let you reach content well before your real level gets there.

One of the better examples is the Abyssal Lurker. Its Thieving boost can reach +12 with Divine Druid, which can let you access higher-level pickpocket targets or chests earlier. That is more useful than simply saying the familiar makes Thieving slightly faster; it can actually change the order in which you do progression.

Devout adds another weird benefit to these familiars. While a familiar is providing a skill boost, gaining XP in that skill can also award an extra 10 base XP, before the League multipliers, up to once every six seconds. I would not build an entire training method around that small proc by itself, but if a boosting familiar already helps the activity, there is very little reason not to take the free extra XP along with it.

This is why I would not judge Summoning purely by combat familiars or beasts of burden. In Equilibrium, the right familiar can be a requirement skip, extra XP source, bank replacement, inventory extension, or an actual DPS increase depending on the relic setup.

Do Not Pick a Region Just to Get a Summoning Obelisk

I would not spend one of the three major region choices simply because its Summoning training spot looks better. Karamja and Havenhythe already keep the skill trainable, Divine Druid can teleport directly to unlocked large obelisks, and several different optional regions eventually provide reasonable training locations anyway.

Instead, I would treat the Summoning benefits as a bonus when comparing two regions I already like. Kandarin gives you Bogrog and good later pouch-running options, while Tirannwn has Amlodd and the Prifddinas obelisk. Those two regions are also useful if you want to exchange certain Summoning pouches back for spirit shards through Bogrog or Lord Amlodd, which can make a large pouch stockpile more useful than simply leaving it in the bank.

Voidwalker can contribute from another direction because its skilling-generated void shards can roll Ancient Summoning pouches among their rewards. I would not pick Voidwalker purely for Summoning, but if you already took it for the teleports and passive resources, those pouches are another reason the skill may require less dedicated preparation than expected.

My basic approach is pretty simple: let charms accumulate while doing things the account already needs, use an efficient normal obelisk when it is time to burn through them, and stop at useful breakpoints unless Summoning itself has become part of the build. If Divine Druid is selected, lean into the fact that most of the annoying supply work has been removed. If Devout is selected, push the skill harder because 99 now directly improves combat familiars instead of only unlocking another familiar at the end.


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RS3 Leagues 2 Dungeoneering Guide

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RS3 Leagues 2 Summoning Guide