Dungeoneering/Rewards

When you complete a dungeon raid, you will receive Dungeoneering skill XP and a number of tokens equal to 1/10 of the Dungeoneering XP you received, rounded down. These tokens are smuggled outside of Daemonheim, so that you can trade them with the rewards trader in the Daemonheim camp for items to be used outside of the dungeons.

The rewards trader can be found cowering in the Fremennik camp to the south of Daemonheim. The tokens will have been transferred to him via the smuggler, so you only need to visit the reward trader to start cashing in your winnings. The rewards trader will also offer to recharge any of your gravite or chaotic weapons for a fee. All of the rewards are untradable.

It is worth noting that just to purchase the cheapest item available (Gem Bag), you must have 13000 tokens. Assuming optimistically that you lose no tokens to the round-downs, you must get 130,000 exp in Dungeoneering, or level 52...to purchase the cheapest reward. To get a 'chaos' weapon, you must earn 400k tokens, or 4 million experience--which is level 88.

Gem bag - 13k tokens
Requires a Crafting level of 25 and a Dungeoneering level of 25. The gem bag can hold uncut gems of the following types:


 * Sapphire
 * Emerald
 * Ruby
 * Diamond

Up to 100 gems can be held in this way.

Coal bag - 20k tokens
The Coal bag holds up to 27 pieces of coal. When smelting or using superheat item, the coal in the bag will be used before the coal in your inventory.

Arcane necklaces - 21k, 50k and 100k tokens
These necklaces boost the wearer's magic attack and magic damage.

The arcane pulse necklace offers a 5% damage boost and requires 30 magic and 30 dungeoneering to wear. The arcane blast offers a 10% damage boost and requires 50 magic and 50 dungeoneering to wear. The arcane stream necklace offers a hefty 15% damage boost but requires 70 magic and 70 dungeoneering to wear. The Arcane stream necklace requires a lower dungeoneering level than the Arcane blast necklace (according to the RuneScape Game Guide) - this is a mistake that Jagex is yet to fix.


 * Arcane pulse necklace || 0 || 0 || 0 || +10 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
 * Arcane blast necklace || 0 || 0 || 0 || +12 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
 * Arcane stream necklace || 0 || 0 || 0 || +14 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
 * }
 * Arcane stream necklace || 0 || 0 || 0 || +14 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
 * }
 * }
 * }

Longbow sight - 45k tokens
The longbow sight can be attached to a maple or magic longbow to massively increase its ranged abilities. The unsighted maple longbow has a ranged attack bonus of +29, the magic longbow one of +69. Interestingly, the maple longbow's attack bonus is increased by 10 more than the magic longbow's.


 * Maple longbow (sighted) || 0 || 0 || 0 || 0 || +110 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
 * Magic longbow (sighted) || 0 || 0 || 0 || 0 || +140 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
 * }
 * Magic longbow (sighted) || 0 || 0 || 0 || 0 || +140 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
 * }
 * }

Nature and law staves - 60k tokens
These staves store up to 1000 nature or law runes. When casting spells that use these runes, there is a 1/10 chance that a rune will not be used.


 * Nature staff || +7 || -1 || +28 || +10 || 0 || +2 || +3 || +1 || +10 || 0 || 0 || +35 || 0 || 0
 * Law staff || +7 || -1 || +28 || +10 || 0 || +2 || +3 || +1 || +10 || 0 || 0 || +35 || 0 || 0
 * }
 * Law staff || +7 || -1 || +28 || +10 || 0 || +2 || +3 || +1 || +10 || 0 || 0 || +35 || 0 || 0
 * }
 * }

Scroll of life - 65k tokens
The Scroll of life is members only. It requires a Farming level of 25 and a Dungeoneering level of 25. Once used, the scroll will disappear, giving you the following permanent effect: when clearing any dead farming patches, you have a 10% chance of receiving your seeds back. There is also a 5% chance of getting a tree seed back from a dead tree.

Tome of frost - 70k tokens
The Tome of frost requires a Magic level of 48 and a Dungeoneering level of 48. It acts as an infinite stock of water runes when carried in the left hand slot.


 * Tome of frost || 0 || 0 || 0 || +10 || 0 || 0 || 0 || 0 || +10 || 0 || 0 || 0 || 0 || 0
 * }
 * }
 * }

Gravite weapons - 90k tokens
Each gravite weapon starts at 20% charge. A fully recharged gravite weapon will last 10 hours in combat before it cannot be used. Once these charges have been used up, the weapon can be recharged, for a fee, by the rewards trader. To do so, right-click on him, and select 'Recharge' with the depleted weapon in your inventory.

There are two methods of recharging: cash, or a combination of cash and dungeoneering tokens. A cash repair will cost you up to 1 million gp (for a weapon with no charge at all). A combination of cash and tokens will cost you up to 100,000 gp and a number of dungeoneering tokens (for a weapon with no charge at all).


 * Gravite rapier || +50 || +9 || -3 || 0 || 0 || 0 || +1 || 0 || 0 || 0 || 0 || +48 || 0 || 0
 * Gravite longsword || +45 || +63 || -3 || 0 || 0 || +3 || +2 || 0 || 0 || 0 || 0 || +62 || 0 || 0
 * Gravite two-handed sword || -4 || -4 || +87 || -4 || 0 || 0 || 0 || 0 || -1 || 0 || 0 || +90 || 0 || 0
 * Gravite staff || -1 || -1 || +15 || +15 || 0 || +2 || +3 || +1 || +15 || 0 || 0 || +7 || 0 || 0
 * Gravite shortbow || 0 || 0 || 0 || 0 || +40 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
 * }
 * Gravite staff || -1 || -1 || +15 || +15 || 0 || +2 || +3 || +1 || +15 || 0 || 0 || +7 || 0 || 0
 * Gravite shortbow || 0 || 0 || 0 || 0 || +40 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
 * }
 * Gravite shortbow || 0 || 0 || 0 || 0 || +40 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
 * }
 * }

~The gravite shortbow fires up to adamant arrows
 * The gravite staff also has a +5% damage bonus

Anti-poison totem - 100k tokens
The Anti-poison totem (m) is members only. It requires a Defence level of 60, a Herblore level of 70 and a Dungeoneering level of 60 to use. While wielding the anti-poison totem, you cannot be poisoned. The totem does not remove any existing poison effects - if you are already poisoned then the anti-poison totem will not do anything until the poison has been cured or worn off..


 * Anti-poison totem (m) || 0 || 0 || 0 || 0 || 0 || +40 || +35 || +30 || +5 || +40 || +50 || 0 || 0 || 0
 * }
 * }
 * }

Bonecrusher - 110k tokens
Members only. Requires a Prayer level of 21 and a Dungeoneering level of 21. If you have a bonecrusher in your inventory, dropped bones from monster kills will automatically be converted into Prayer XP.

Mercenary's gloves - 115k tokens
Members only. Requires a Ranged level of 73 and a Dungeoneering level of 73. When worn, these gloves provide a +13 ranged attack bonus.


 * Mercenary's gloves || 0 || 0 || 0 || -10 || +13 || +6 || +5 || +7 || +8 || 0 || +6 || 0 || 0 || 0
 * }
 * }
 * }

Scroll of renewal - 130k tokens
Members only. Requires a Prayer level of 65 and a Dungeoneering level of 65. Once used, this scroll will disappear, giving you the following permanent effect: you will gain the ability to use the Rapid Renewal prayer, which restores life points at 5 times the normal restore rate.

Scroll of augury - 190k tokens
Members only. Requires a Prayer level of 77 and a Dungeoneering level of 77. Once used, this scroll will disappear, giving you the following permanent effect: you will gain the ability to use the Augury prayer, which boosts your magical attack by 20% and your magical defence by 25%.

Chaotic weapons - 400k tokens
Members only. Each chaotic weapon starts at 20% charge. A fully recharged chaotic weapon will last 10 hours in combat before it cannot be used. Once these charges have been used up, the weapon can be recharged, for a fee, by the rewards trader. To do so, right-click on him, and select 'Recharge' with the depleted weapon in your inventory.

There are two methods of recharging: cash, or a combination of cash and dungeoneering tokens. A cash repair will cost you up to 2 million gp (for a weapon with no charge at all). A combination of cash and tokens will cost you up to 200,000 gp and a number of dungeoneering tokens (for a weapon with no charge at all).


 * Chaotic rapier || +94 || +78 || -2 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || +101 || 0 || 0
 * Chaotic longsword || +107 || +124 || -2 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || +120 || 0 || 0
 * Chaotic maul || -4 || -4 || +167 || 0 || 0 || 0 || 0 || -3 || 0 || 0 || 0 || +155 || 0 || 0
 * Chaotic staff || +13 || -1 || +65 || +18 || 0 || +5 || +7 || +4 || +18 || 0 || 0 || +72 || 0 || 0
 * Chaotic crossbow || 0 || 0 || 0 || 0 || +100 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
 * }
 * Chaotic staff || +13 || -1 || +65 || +18 || 0 || +5 || +7 || +4 || +18 || 0 || 0 || +72 || 0 || 0
 * Chaotic crossbow || 0 || 0 || 0 || 0 || +100 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
 * }
 * Chaotic crossbow || 0 || 0 || 0 || 0 || +100 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
 * }
 * }

†The chaotic staff also has a +15% damage bonus ^The chaotic crossbow fires up to rune bolts

Shields - 400k tokens
Members only. Dungeoneering shields start at 20% charge. A fully recharged dungeoneering shield will last 10 hours in combat before it cannot be used. Once these charges have been used up, the shield can be recharged, for a fee, by the rewards trader. To do so, right-click on him, and select 'Recharge' with the depleted shield in your inventory.

There are two methods of recharging: cash, or a combination of cash and dungeoneering tokens. A cash repair will cost you up to 2 million gp (for a shield with no charge at all). A combination of cash and tokens will cost you up to 200,000 gp and a number of dungeoneering tokens (for a shield with no charge at all).


 * Chaotic kiteshield || +2 || 0 || +4 || -15 || 0 || +83 || +90 || +86 || -5 || +89 || 0 || 0 || 0 || 0
 * Eagle-eye kiteshield || -5 || -5 || -5 || 0 || +4 || +50 || +50 || +70 || +25 || +50 || 0 || 0 || 0 || 0
 * Farseer kiteshield || 0 || 0 || 0 || +17 || -15 || +55 || +55 || +55 || +5 || +40 || 0 || 0 || 0 || 0
 * }
 * Farseer kiteshield || 0 || 0 || 0 || +17 || -15 || +55 || +55 || +55 || +5 || +40 || 0 || 0 || 0 || 0
 * }
 * }
 * }

The three reward shields of Daemonheim 'soak' up damage from any attack that would have hit for 200 life points or more. Each shield offers slightly different variations of this same ability: Summoning attacks are dealt with according to the familiar's attack type. So, if a familiar attacks you with a ranged attack (for 200 damage or more), then a shield will soak up some of that damage as long as it has a ranged soaking ability.
 * The chaotic shield soaks up to 10% of all received melee damage and up to 20% of all received ranged damage. Magic damage is not soaked up at all.
 * The eagle-eye shield soaks up to 10% of all received ranged damage and up to 20% of all received magic damage. Melee damage is not soaked up at all.
 * The farseer shield soaks up to 10% of all received magic damage and up to 20% of all received melee damage. Ranged damage is not soaked up at all.

Any damage soaked up by the shields will be noted in your chat window. 'Soaking' damage lessens the charge on a shield more quickly than usual. As noted above the table, you will need to visit the rewards trader of Daemonheim if you wish to recharge a shield with no charges.

Dungeoneering XP - 1 Token (1:1 ratio)
Dungeoneering XP may also be purchased at the rate of 1 XP per 1 token.

Trivia

 * Chaotic weapons and shields currently cost 400k tokens, meaning the actual requirement would be level 86 Dungeoneering ( 4,000,000 xp), instead of 80 Dungeoneering as Jagex has set it. It is unknown whether or not this is a mistake. It appears that almost every item on the rewards list has incorrect requirements in the same way.


 * The Chaotic Kiteshield strongly resembles the shields used by the Elves in the Third Age of JRR Tolkien's Lord of the Rings, they are shown at the start of the movie adaptation Fellowship of the Ring.