Celestial surgebox

The celestial surgebox is a Dungeoneering reward item that is held in the off-hand slot. It requires 70 Magic, 70 Runecrafting and 70 Dungeoneering to equip, as well as 65,000 Dungeoneering reward tokens to purchase. The celestial surgebox can be charged with certain runes used in wave or surge spells, namely air runes and blood runes for wave spells, or air runes, blood runes and death runes for surge spells. Runes within the surgebox can be used alongside other runes or rune-supplying items such as elemental staves to cast wave or surge spells, depending on which setting the box is set to. The rune-saving ability of the staff of light does work to save a charge on the surgebox. To charge the box in wave mode, 5 air runes and 1 blood rune is needed for each charge; in surge mode, 7 air runes, 1 death rune and 1 blood rune is needed for each charge. Outside of Daemonheim, it may be charged with as many casts as desired.

Every fifth spell cast from the celestial surgebox will score a "critical hit" and deal 25% extra damage in a separate hitsplat. The counter to the critical hit cast resets only if next spell is not cast in immediate succession. For example, eating a piece of food will reset the counter as it delays your next combat action, while doing something that does not cause a delay, such as moving or drinking a potion, will not reset the counter provided the next spell is cast immediately. The counter can be carried from one enemy to another if there is no delay. Damage from the extra hit is subject to the same modifiers as regular damage, such as the bonus from ferocious rings or casting fire spells on ice strykewyrms. Note that if you miss however in one of your casts, the critical hit ability would then be moved onto the sixth cast and so on.

Within Daemonheim, Celestial surgeboxes may also be received as drops from forgotten mages (Tier 6+) that are visibly wielding them. These surgeboxes may be bound in the ammunition slot, although they are wielded as a piece of equipment. Any runes with which the surgebox is charged will carry over into other dungeons along with the box. Up to 125 cast charges can be carried over in the surgebox, which is increased to 225 casts after completion of Salt in the Wound quest. Runes used from the surgebox and not replaced before the end of the dungeon will be replenished at the start of the next floor. If players wish to change what spell type their surge box is bound to, they can charge it up with the desired runes and select "rebind" from the right-click menu. Additionally, celestial surgeboxes in Daemonheim do not have the critical hit ability. In a dungeon, only 70 Magic and 70 Runecrafting are needed to equip the surgebox; 70 Dungeoneering is not.

The Celestial surgebox does not activate the tank ring's damage reduction effect.

Dropping monsters

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Trivia

 * If more than 125 charges are in a bound surgebox at the end of the dungeon, the amount of charges will be reduced to 125 unless Salt in the Wound quest is completed, then 225 charges can be kept.
 * There is a glitch where if a bound Celestial Surgebox in Daemonheim was charged with runes for surge spells and then switched to wave mode, after the floor resets, it would instead save the charges to wave mode, even if the box was switched back to surge mode. This has since been fixed with the introduction of the 'Re-bind' option, which allows a player to uncharge the box, then recharge it with the desired spell, then bind it again to save the charges.
 * It is possible to recharge the runes in a bound surgebox while doing a dungeon by logging out and back in. This is especially useful if magic is being used the entire floor, rather than just when it provides a significant advantage. This may be a glitch, though.
 * When you want to buy the box, it doesn't show you that you need 70 runecrafting, unlike other items such as the Anti-poison totem, which shows you that you need 70 herblore.
 * The box is now wieldable with a single left-click instead of having to choose the option in the right-click menu.
 * When the new bind system was released on 13 November 2012, bound celestial surgeboxes, along with their blastbox counterparts, would lose their charges upon starting a dungeon and produce a message stating that the player didn't have enough space in their inventory, even with an empty inventory. The only way to get around this was to have a two-handed weapon, such as a maul, equipped in one of the three loadouts. The glitch was hotfixed the next day.