Regular portents are tradeable while attuned portents are untradeable and have higher healing or damage. Some portents have a corresponding Sign that has a similar effect, such as Portent of life and Sign of life, which perform the same function and share cooldown. Others can stack, such as Portent of item protection and Sign of item protection, allowing them to be used together for an increased effect (not exceeding 5 items protected).
Restoration portents heal the player when they drop below 50% health during combat. Attuned portents heal by 100% of the original food's value, and normal portents heal 75%. Dropping below 50% health by other means, such as failing at Thieving, will not cause these portents to activate. Attuned portents have a Constitution level requirement for their use and offer a similar amount of healing to their component ingredient, essentially becoming automatically used food. Restoration portents do not stack nor do they consume adrenaline when used. Only one portent may be used at a time, although there is no limit to how many portents could be carried in inventory.
There is no Divination level needed to use the portents, however, you need to have the Divination level to make the normal and the attuned portents.
Restoration portents take effect at the point of 50% health. If the first one doesn't heal you above the 50% mark, the second one won't take effect until the player first exceeds 50% health and then falls below it again.
Because the healing effect of portents is applied after receiving damage, a portent will not allow the player to recover from an attack which consumes all of the player's life points.
When the player drops below 50% health with multiple portents in their inventory, the highest level portent will be consumed (subject to requirements).
The player requires both the appropriate Divination and Constitution levels to consume an attuned portent of restoration, since they are untradeable. However, if the player uses a temporary boost to create the portent, they would be consumed normally even after the boost wears off.
Portents of degradation are available to make after Fate of the Gods. They heal the player while damaging your opponent if your life points fall below 50%.
|Degradation portent||Energy amount||Secondary||Experience||Heals||Damages||Material Cost||GE Price|
|Portent of degradation I||77||80||50 elder energy||1 shark||15.5||840||480||10,726||6,041|
|Attuned portent of degradation I||77||80||50 elder energy||1 shark||15.8||1120||640||10,726||6,041|
|Portent of degradation II||86||88||50 elder energy||1 cave fish||19.3||920||520||11,165||5,934|
|Attuned portent of degradation II||87||88||50 elder energy||1 cave fish||19.7||1230||700||11,165||5,934|
|Portent of degradation III||97||93||60 elder energy||1 rocktail||23.4||975||550||13,954||7,788|
|Attuned portent of degradation III||97||93||60 elder energy||1 rocktail||23.6||1300||740||13,954||7,788|
The portent of item protection automatically allows the player to keep an additional item when a player dies. The portent will be consumed after the effect is applied. Portents of item protection can stack with one another, with the sign of item protection, or with the Protect Item prayer, for a total of 5 kept items.
|Item protection portent||Level||Energy amount||Secondary||Experience||Material Cost|
|Portent of item protection||92||60 luminous energy||4 prayer potion (4)||21.3||21,344|
The portent of life resurrects the player after death and provides 25% of the base life points. It has a one-hour cooldown, shared with the sign of death, the sign of life, the portent of death, and the defence cape perk, and it cannot be used in PvP areas.
The portent of life does not work everywhere. When fighting Vorago, the player will not be able to enter the fight if killed by the initial 50,000 damage. Additionally, the portent of life will not function if Vorago pushes you off the cliff at the end of the fight.
|Life portent||Level||Energy amount||Secondary||Experience||Material Cost|
|Portent of life||99||100 incandescent energy||1 diamond ring||24||24,999|
The portent of death is an item that resurrects the player after death and gives the player 15% of their base life points and also removes 15% of the target's base life points, to a maximum of 5000 damage. It has a one-hour cooldown, shared with the sign of death, the sign of life, the portent of life, and the defence cape perk, and it cannot be used in PvP areas.
|Death portent||Level||Energy amount||Secondary||Experience||Material Cost|
|Portent of death||99||100 elder energy||1 diamond ring||24||22,799|
Portents of passage allow you to pass through dungeoneering skill doors that you normally cannot get through up to a certain number of skill levels above the door requirement. These portents can only be created within Daemonheim.
If a player attempts to open a skill door with a portent with multiple tier portents in their inventory, the lowest appropriate tier will be used.
Portents do stack with skill boosts. For example, if a door requires 105 Woodcutting, you can boost Woodcutting to 102 and then use a Portent of Passage II to get through the door.
|Portent of passage||Ingredient||XP||Max Levels Bypassed|
|Portent of passage I||2||30 Pale energy||10||2|
|Portent of passage II||15||30 Flickering energy||20||4|
|Portent of passage III||25||30 Bright energy||30||6|
|Portent of passage IV||35||30 Glowing energy||40||8|
|Portent of passage V||45||35 Sparkling energy||50||10|
|Portent of passage VI||55||40 Gleaming energy||60||12|
|Portent of passage VII||65||45 Vibrant energy||70||14|
|Portent of passage VIII||75||50 Lustrous energy||80||16|
|Portent of passage IX||86||50 Brilliant energy||90||18|
|Portent of passage X||97||60 Radiant energy||100||20|