Sign of the porter IV
Sign of the porter IV is a members item worn in the pocket slot. No shop sells Sign of the porter IV and no monster drops it, so an Ironman makes it: it takes 68 Divination and gives 13.9 Divination XP, using 45 × Vibrant energy and Emerald necklace. There is one other recipe below.
MembersUntradeable
Updated . Sources from the RuneScape Wiki's drop, shop and recipe data (CC BY-NC-SA 3.0), checked 2026-10-09. Item sprite © Jagex.
Ironman verdict
Other sources include Divine impling, Divine impling jar, Divine simulacrum I and Amlodd worker, plus 3 more listed below. Where the materials come from: Vibrant energy (made with 60 Divination); Emerald necklace (sold by Grum's Gold Exchange for 1,425 coins). Making ten takes 450 × Vibrant energy and 10 × Emerald necklace and gives 139 Divination XP. Reaching level 68 Divination takes 605,032 XP in total; the Divination calculator counts the actions and materials to any target, and the Divination guide has the Ironman training route. It is worn in the pocket slot; compare it with every other piece on the Pocket list. The Ironman route brings it up at Collect memory shards with the Sword of Edicts echo while you Hunt. Sign of the porter IV is members-only. It is untradeable, so every account, Ironman or not, gets it the same way.
At a glance
- Members
- Yes
- Tradeable
- No
- Monster drops
- None
- Shops
- None
- Recipes
- 2
- Used in
- Nothing
- Slot
Make it yourself
Needs 68 Divination · 13.9 Divination XP
Needs 68 Divination · 13.9 Divination XP
- 16 × Memory shard
Getting the materials as an Ironman
- Vibrant energy: made with 60 Divination
- Emerald necklace: sold by Grum's Gold Exchange for 1,425 coins
Other sources
- Divine impling
- Divine impling jar
- Divine simulacrum I
- Amlodd worker
- Divine egg
- Divine fire spirit
- Divine forge phoenix
Minigames, reward chests, clues, skilling and other non-combat sources.
Where it fits for an Ironman
Equipment
Ironman route steps
- Collect memory shards with the Sword of Edicts echo while you Hunt · Part 3: Spellbooks and sustain
Related items
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