Summoning
Charms drop by zone tier, 78 familiars infused at the home obelisk, five Titan familiars from 100 to 150 behind boss-only Titan charms, familiars that actually fight, and the Pact talent tree.
Charms
Every kill on Olympus has a 1 in 3 chance to drop a charm, and which charm depends on the tier of the monster - decided by the teleport tab it lives on, then by the slayer master that assigns it, and only then by hitpoints:
| Tier | Where | Charms |
|---|---|---|
| Beginner | Starter zone, Vannaka's tasks | Gold charm |
| Mid | Mid-game zones, Duradel / Kuradel tasks | Gold charm, Green charm |
| Endgame | Endgame zones, Sumona / Bravek tasks | Green charm, Crimson charm, Blue charm |
| Boss | Bosses, delves, raids, Orion's boss tasks | Crimson charm, Blue charm |
Crimson and blue charms are endgame and boss only, by design. Charms are not sold anywhere.
Charms bypass every looting effect - collector necklaces, pet perks, auto-salvage - and land on the floor unless you carry a Charming Imp, which picks them up and can convert them for xp (Charmbinder in the Pact tree pays up to +75% more).
Infusing pouches
The Summoning teleport (Skills tab) lands in the obelisk plaza beside the smithing area at home. Pikkupstix stands there with two shops - Materials I and II - that stock every second ingredient for all 78 familiars, plus
empty pouches and
Spirit shards. Prices are set from the familiar's level (500 + 250 x level for the ingredient), so nothing here can be flipped elsewhere.
Use a pouch on the obelisk to open the infusion book. Every recipe is charm + shards + one ingredient + a pouch, and every pouch pays its familiar's xp x9.5 - Spirit wolf 47, Steel titan 4,100.
| Level | Familiar | Charm | Notes |
|---|---|---|---|
| 1 | Spirit wolf | Gold | |
| 13 | Thorny snail | Gold | Carries 3 items |
| 40 | Bull ant | Gold | Carries 6 |
| 52 | Spirit terrorbird | Gold | Carries 12 |
| 57 | Spirit graahk / kyatt / larupia | Blue | |
| 67 | War tortoise | Gold | Carries 18 |
| 68 | Bunyip | Green | |
| 79 | Fire / Moss / Ice titan | Blue | |
| 88 | Unicorn stallion | Green | |
| 96 | Pack yak | Crimson | Carries 30 |
| 99 | Steel titan | Blue | Top of the ladder |
Seventy-eight familiars in all, from level 1 to 99; every one has a working scroll.
Titan familiars: Summoning 100-150
Past 99, Summoning moves on to five Titan familiars. Each one needs its own Titan charm, plus Spirit shards and an
Ichor Mote as the secondary.
| Level | Familiar | Charm | Shards | Pouch xp | Notes |
|---|---|---|---|---|---|
| 100 | Hyperion | 300 | 8,550 | Ranged: a bolt of light | |
| 110 | Oceanus | 340 | 9,500 | Magic. Its scroll is a heal: the tide mends you. | |
| 125 | Cerberus | 380 | 10,925 | ||
| 140 | Medusa | 420 | 12,350 | Magic: the gaze | |
| 150 | Minotaur | 460 | 14,250 | Also carries 30 items, like a Pack yak |
Titan charms only come from bosses. They have their own roll, separate from the ordinary charm drop:
- Cerberus, Medusa and the Minotaur of Tartarus drop their own charm 1 kill in 3, and so do the bosses behind Hyperion and Oceanus.
- Every other boss-tier kill has a 1 in 10 chance at a random Titan charm.
- The Box of Charms in the store includes 50 Titan charms.
Titan charms are ordinary items: they drop on the floor like loot and the Charming Imp doesn't touch them.
Familiars fight
A summoned familiar is not a follower. Every familiar attacks what you attack, dealing a share of your max hit scaled by its level (18% base) - a real number against billion-hitpoint bosses - and its kills count as yours for drops. There is no multi-combat gate; it fights everywhere.
- Scroll specials hit for 4x the familiar's normal blow. Scrolls cost Summoning points.
- Summoning points recharge at any obelisk.
- Beasts of burden (snail, bull ant, terrorbird, tortoise, pack yak) carry for you.
- A familiar lasts its timer (four minutes to just over an hour by species) unless Unbound is taken.
The Pact tree
The Skilling tab of ::talents has a whole tree for the familiar you already have:
Bulk Infusion is the one to take first if you are training the skill: it lets you infuse from noted ingredients, so a run is no longer capped by the 25-odd un-noted ingredients an inventory holds.
Skilling Points and cash
Infusing pays Skilling Points and skilling cash like any production skill, scaled to the familiar's level.












