Dungeoneering/Rewards

When you complete a dungeon raid, you receive Dungeoneering experience and a number of tokens equal to 1/10 of the Dungeoneering experience 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.

Tokens a player should have in total is equal to about 9%~10% (logarithmically increasing to 10% with higher levels) of the total experience, considering the rounding effects.

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 untradeable.

Players who wish to recover traded rewards lost through alchemy, destruction or other means must pay Dungeoneering tokens in full - players cannot receive the same reward for free.

It is worth noting that just to purchase the cheapest item available (Gem Bag), you must have 2,000 tokens. Assuming optimistically that you lose no tokens to the round-downs and get no non-token giving experience, you must get 20,000 experience in Dungeoneering, or level 33 in order to purchase the '''cheapest reward. '''To get a 'chaos' weapon, you must earn 200k tokens, or 2 million experience, which is level 80.

On 21 April 2010, an update radically lowered the prices of all rewards. Previously, the prices were so high that a player could not earn enough tokens to buy the items by they time they achieved the level required. But, for most items, this still seems to be the case.

Rewards Table
* This is the actual level requirement, defined as the minimum Dungoneering level you need to be able to obtain the item.

For transparency of calculation, it is the higher of either:

1. The minimum Dungeoneering level possible to have enough tokens to buy the item.

2. The Jagex given level requirement.

This concept occurs because a maximum of 1/10 tokens are given per Dungeoneering experience point gained, so sometimes it is not possible to get enough tokens to buy an item before reaching the Dungoneeering level given in the table.

Keep in mind that this is not the level you would be by the time you accrued the tokens to buy the item. It is likely that you will be a higher level than the one given in the table, due to the fact that the number of tokens you receive are rounded down, and especially if you have previously purchased an item (for example you would need a minimum of level 87 to be able to afford a Dungoneering shield if you have purchased a Chaotic weapon).

** This is the Jagex given level requirement.

Gem bag
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
Requires a Mining level of 35 and a Dungeoneering level of 35. 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. The Coal bag has several right-click options: The 'Inspect' option will tell one how many ores are in the bag, or whether it's empty or full; the 'Remove one' option takes one coal ore from the bag and places it into their inventory if they have an empty slot; the 'Remove many' option empties the bag into your inventory, provided you have enough room; and finally, the 'Destroy' option destroys the bag without refund, making one buy it again with Dungeoneering tokens. It is unknown whether this last option destroys the contents of the bag as well.

Coal bags are very helpful when mining coal. Having just one bag allows one to continue mining, without having to return to a bank or deposit box. The coal bag does take up an extra slot in inventory, and only holds 27 ores, but the loss of two extra ores is well worth not having to make another trip.

Arcane necklaces
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 necklace 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.


 * 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
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
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. This means that you will save about 100 nature/law runes, and get a total of 1100 uses per 1000 if you use the ones you saved as well.


 * 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
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 harvesting any farming patches or clearing dead ones, you have a 10% chance of receiving a random herb seed back. For dead herb patches you will receive a random seed, this was originally believed to be a glitch but the knowledge base description was changed to reflect the in-game behaviour. There is also a 5% chance of getting a tree seed back from a dead tree.

Tome of frost
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 (shield) slot.


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

Gravite equipment
Gravite equipment initially comes with a 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 coins (for a weapon with no charge at all). A combination of cash and tokens will cost you up to 100,000 coins and a number of dungeoneering tokens (for a weapon with no charge at all).

The gravite staff also has a +5% damage bonus
 * Gravite rapier || +50 || +9 || -3 || 0 || 0 || 0 || +1 || 0 || 0 || 0 || 0 || +48 || 0 || 0
 * Gravite longsword || +45 || +53 || -3 || 0 || 0 || +3 || +2 || 0 || 0 || 0 || 0 || +54.5 || 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 || +47 || 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 || +47 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
 * }
 * Gravite shortbow || 0 || 0 || 0 || 0 || +47 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
 * }
 * }

The gravite shortbow fires up to adamant arrows

Anti-poison totem
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. It is held in the left hand (shield) slot.


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

Bonecrusher
Members only. Requires a Prayer level of 21 and a Dungeoneering level of 21. If you have a bonecrusher in your inventory, monsters that usually drop bones will just give the prayer Exp instead of burying the bones.

Mercenary's gloves
Members only. Requires a Ranged level of 73 and a Dungeoneering level of 73. When worn, these gloves provide a +13 ranged attack bonus, which is currently highest possible ranged attack bonus for gloves slot.


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

Scroll of renewal
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
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 equipment
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 coins (for a weapon with no charge at all). A combination of cash and tokens will cost you up to 200,000 coins 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 +20% damage bonus The chaotic crossbow fires up to rune bolts

Dungeoneering shields
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 coins (for a shield with no charge at all). A combination of cash and tokens will cost you up to 200,000 coins 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 experience
Dungeoneering experience may also be purchased at the rate of 1 XP per 1 token.

Trivia

 * Until an update on 21 April 2010, the prices of the items were much higher. After many requests to lower the prices from players, all items were lowered significantly. In a live Q and A, Mod Liono responded to a question regarding why the prices of rewards were lowered. "No, we did this because the token cost of the items was too high -it was calculated based on our first draft of the experience system, which changed dramatically before release. We neglected to then update the cost of reward items, and so rectified the issue with our changes."
 * When entering the amount of experience you would like to receive, if 0 or m is entered, the game replies with "What's the point in that?"
 * The Runescape Game Guide used to list the Arcane stream necklace as requiring level 30 Dungeoneering to wear - this mistake has now been fixed.