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This article is about the filled version. For the empty version, see Divine charge (empty).

A divine charge is an Invention device that can be consumed to add 3000 charges to the charge pack.

Different types of divine energy can be used to create a divine charge. The amount of divine energy needed scales to the tier of the divine energy. Making divine charges takes 4 game ticks per one divine charge made.

An alternative way to creating a divine charge is to use a Divine-o-matic vacuum, which creates filled divine charges when gathering divine energy. The profit made from each divine charge would come to 93,858 coins.

Creation[]

Divine charge
InventionDivination
220 XP80 XP120,683
Requirements
Invention Invention level4
Members onlyYes
Materials
ItemQuantityPriceTotal
Divine energy100–2,000N/A-
Simple parts20N/A-

Divine energy cost[]

All types of divine energy have a buying limit of 25,000 on the Grand Exchange. The "profit per charge" column of this table does not take into account the cost of the materials needed to get the simple parts or the time needed to disassemble them.

The energy's normal Divination level requirement is not required when making divine charges (e.g. Incandescent energy can be used to make them without 95 Divination).

Level Type Amount Cost
(per energy)
Charges
per limit
Simple parts
per limit
Profit
per charge
1  Pale 2,000 330,000 (165) 12.5 250 −209,317
10  Flickering 1,000 208,000 (208) 25 500 −87,317
20  Bright 900 262,800 (292) 27.8 555.6 −142,117
30  Glowing 850 160,650 (189) 29.4 588.2 −39,967
40  Sparkling 800 247,200 (309) 31.3 625 −126,517
50  Gleaming 700 116,200 (166) 35.7 714.3 4,483
60  Vibrant 650 254,150 (391) 38.5 769.2 −133,467
70  Lustrous 550 112,750 (205) 45.5 909.1 7,933
75  Elder 500 210,500 (421) 50 1,000 −89,817
80  Brilliant 450 95,850 (213) 55.6 1,111.1 24,833
85  Radiant 400 163,200 (408) 62.5 1,250 −42,517
90  Luminous 350 92,750 (265) 71.4 1,428.6 27,933
95  Incandescent 225 92,250 (410) 111.1 2,222.2 28,433
95  Ancestral 100 N/A

Simple parts cost[]

Four suggested items to disassemble for simple parts are maple logs, acadia logs, gold bars, and harralander tar, due to the low cost, reasonable junk chance, and high availability.

Maple logs Acadia logs Gold bar Harralander tar
Price (each) 108 450 1,168 199
GE limit 25,000 25,000 10,000 10,000
Base junk chance 50.5% 4.2% 56.0% 23.0%
Simple chance
(after junk)
99% 99% 75% 99%
Materials each 1 1 2 1
Expected simple
per item[notes 1]
0.49005 0.94842 0.66 0.7623
Price per simple
(per 20)
220.39
(4,407.71)
474.47
(9,489.47)
1,769.7
(35,393.94)
261.05
(5,221.04)
Simple per hour 1470.15 2845.26 1980 2286.9
Effective hourly price 324,006.36 1,349,990.51 3,504,006 596,995.25

Disassembling gold bars gives simple parts about 35% faster than disassembling maple logs, however it costs 8 times as much. Disassembling harralander tar gives them even faster while being 1.2 times more expensive than disassembling maple logs. Maple logs are more easily available to ironmen via Managing Miscellania than either of the others.

With the release of Menaphos, acadia logs are another possible option for simple parts. The extremely low junk chance makes them one of the fastest sources - obtaining almost twice as many simple parts per hour, at 2.2 the price.

For even cheaper simple parts, one can buy flatpacks (disassembly calculator) on the Grand Exchange, as there are many worth under 100 coins, and they share the same disassembly category as bars (thus 75% simple, varying junk - many mahogany and teak items are both very cheap and almost never give junk). The main issue with this is the unreliable supply, and the very low Grand Exchange buy limit (only 100 per 4 hours).

Notes
  1. ^ The expected number of simple parts per item disassembled, accounting for junk chance, number of materials, etc

Disassembly[]

[FAQ] • [doc]

Trivia[]

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