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Celestial surgebox

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Celestial surgebox
Celestial surgebox
Release date 2 November 2010 (Update)
Members? Yes
Quest item? No
Tradeable? Yes
Lendable? No
Equipable? Yes
Stackable? No
High Alch 1,800 coins
Low Alch 1,200 coins
Destroy Unbound: Drop
Bound: The only way to unbind an item is to destroy it.
Store price Not sold
Exchange price Not sold
Examine It could explode at any moment.
Weight 0 kg
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Celestial surgebox detail
The celestial surgebox is an item found within Daemonheim. It is dropped by tier 6+ forgotten mages, and requires 70 Magic and 70 Runecrafting to wield. The celestial surgebox is bound to the ammunition slot and provides infinite air runes; however, as the box carries no magic attack bonus, it is equivalent to the magic blastbox, which also provides infinite air runes when wielded.

BonusesEdit

Combat Stats
Class Slot
Magic Magic Ammo slot
Weapons Main Off
Damage - -
Accuracy - -
Type - -
Attributes
Defence-icon Armour rating0
Constitution-icon Life bonus+0
Prayer-icon Prayer bonus0
Critical bonuses
Attack-icon0% Ranged-icon0% Magic-icon0%
Attack speed
FastestInterval: 2.4 secondsAttack speed fastest
Celestial surgebox equipped
A player wielding a celestial surgebox before the eoc
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Dropping monstersEdit

Monster Combat level Quantity Rarity
Forgotten mage 62-66, 74-77, 82-86, 93-97, 112-115 1 4Rare

TriviaEdit

  • If more than 125 charges were 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. This however is no longer true, since now the Celestial Surgebox functions as infinite air runes.
  • There was 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.
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