Dungeoneering/Rewards/Full

A complete list of Dungeoneering rewards.

Gem bag
Requires a Crafting level of 25 and a Dungeoneering level of 25 with a cost of 2,000 tokens. 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 with a cost of 4,000 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. 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. Destroying the bag destroys the contents of the bag as well.

Coal bags are very helpful when mining coal and smelting ores. Having the bag allows one to continue mining, without having to return to a bank or deposit box. The coal bag itself takes up an inventory space, and holds 27 coal, providing 26 extra coal per mining trip. The bag can carry additional coal for smithing, possibly doubling the ores smelted in a single trip as about an extra inventory capable to carry coal is added.

Arcane necklace
These necklaces boost the wearer's magic crit chance.


 * The arcane pulse necklace requires 30 magic and 30 dungeoneering to wear. It costs 6,500 tokens.


 * The arcane blast necklace requires 50 magic and 50 dungeoneering to wear. It costs 15.500 tokens.


 * The arcane stream necklace(m) requires 70 magic and 70 dungeoneering to wear. It costs 30,500 tokens.


 * }

Shieldbow sight
The shieldbow sight can be attached to a maple or Magic shieldbow (m) to increase its stats. It costs 10,000 tokens.


 * }

Scroll of life
Members only. It requires a Farming level of 25 and a Dungeoneering level of 25. After using it, harvesting either a live or dead non-tree non-flower patches will have a 10% chance of giving the seeds you planted back. The behaviour is slightly different for dead herb patches where the seed you receive will be random (alive herb patches will not give random seeds), this was originally believed to be a glitch but the knowledge base description was changed to reflect the in-game behaviour. When harvesting tree patches, you will have a 5% chance of getting a seed back when clearing a tree.

The scroll of life costs 10,000 tokens.

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 approximately 1,111 uses per 1000 if you use the ones you saved as well.

A nature Staff costs 12,500 tokens.

A law Staff costs 10,000 tokens.


 * }

Scroll of efficiency
This scroll requires 55 Dungeoneering. Using the scroll will give the player a permanent chance to save bars being used in the smithing skill from bronze to rune. The percent of this happening is as follows: This bonus only applies to items that take at least three bars to make. This includes platebodies, platelegs, plateskirts, kiteshields and 2-handed swords.
 * 50% for bronze
 * 25% for iron
 * 20% for steel
 * 10% for mithril
 * 8% for adamant
 * 5% for rune.

The Scroll of Efficiency costs 20,000 tokens.

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 always drop bones will instead give the prayer experience for burying them and no bones will be dropped. This also works for hunter creatures that always give bones when their traps are checked.

A Bonecrusher costs 34,000 tokens.

Herbicide
Members only. This item requires 21 Herblore, 21 Dungeoneering. When this item is held in your inventory (like the bonecrusher), you will not receive grimy herbs as a drop. These herbs will be burned for 2x the exp of cleaning them. It will only burn herbs you select it to burn and you can select these by interacting with the herbicide. This item is helpful when fighting monsters like Chaos Druids or slayer tasks that drop many herbs.

Herbicide costs 34,000 tokens.

Charming imp
Requires level 21 Summoning and 21 Dungeoneering. The charming imp collects charms before they drop on the ground, putting them instantly in your inventory. Similiar to the bonecrusher automatically yielding Prayer experience and herbicide yielding Herblore experience, the charming imp will convert unwanted charms into Summoning experience if the player chooses the option. Alternatively and by default, the imp will simply collect charms that have been dropped. The Charming imp will only collect the standard gold, green, crimson and blue charms; not special charms that are used as tertiary summoning ingredients.

It costs 100,000 tokens.

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 shortbow fires up to rune arrows.

Tome of frost
The Tome of frost requires a Magic level of 48, a Dungeoneering level of 48 to purchase. It acts as an infinite stock of water runes when carried in the left hand (shield) slot.

It costs 43,000 tokens.


 * }

Anti-poison totem
Members only. It requires a Defence level of 60, a Herblore level of 70, a Dungeoneering level of 60, as well as 44,000 dungeoneering reward tokens to purchase. 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.


 * }

Mercenary's gloves
Members only. Requires a Ranged level of 73 and a Dungeoneering level of 73. The gloves offer slightly better defensive bonuses than the 'Barrows' gloves.

Mercenary Gloves cost 48,500 tokens.


 * }

Ring of vigour
Members only. When worn in the ring slot, it will leave the player with 10% Adrenaline (instead of 0) after using an ultimate ability.

It can be bought for 50,000 reward tokens.

Scroll of renewal
Members only. Requires a Prayer level of 65 and a Dungeoneering level of 65. After using the scroll, you will have access to Rapid Renewal (restores life points at 5 times the normal rate, e.g.: 5lp/6seconds, instead of 1).

It can be bought for 107k reward tokens.

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 20,000 dungeoneering tokens (for a weapon with no charge at all).






















 * }

The chaotic staff also has a +20% damage bonus. The chaotic crossbow fires up to rune bolts.

The chaotic weapons and shields are the few rewards that you can actually get at its required level, seeing as 2,000,000 xp in a skill is level 80 (unless you rely on xp lamps for your dungeoneering xp)

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).






 * }

Unlike what many players may think, the shields don't soak 14/7% off the original hit, but rather 14/7% of the hit minus 200. Summoning attacks are dealt with according to the familiar's attack type. So, if a familiar attacks you with a ranged attack e.g. Steel titan (for 200 damage or more), then a shield will soak up some of that damage as long as it has a ranged soaking ability.

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. You may choose how many tokens you want to spend. Though this is not a good means of XP as 1 token is 10 XP gained in 1 dungeon.

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.
 * Originally, players believed the reward shields to soak 10% damage and 20% damage listed in the shield section above, as stated in the RuneScape Knowledge Base. It was confirmed by Mod Ash on 11/9/10 that they soak 7% damage and 14% damage instead, again as above. This upset players that bought the shields for their original abilities.
 * It would take a total of 2,675,000 Dungoneering Tokens (Level 104) if a player decides to purchase one of each reward item.
 * Three new rings, Eye of the Mage, Eye of the Warrior and Eye of the Ranger were originally planned, but were later scrapped.