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The RuneScoop Ultimate Skill Guide - Dungeoneering - Cheat Sheet
The RuneScoop Ultimate Skill Guide
to Dungeoneering contains a wealth of informationso much, in fact,
that navigating through its 200 pages can be cumbersome for experienced
players who just want key information at their fingertips. This cheat
sheet contains brief summaries and tables of the most essential
information needed by experienced Dungeoneers to allow them to play
floors efficiently. Links are provided to more thorough discussions
elsewhere in the guide.
There is very little introductory
or explanatory text on this page; it is mostly reference material. If
you are new to Dungeoneering, you may find it quite confusing. I recommend
reading the regular sections and pages in the full guide instead.
Since this page is so big, Ive
created some internal page links to let you quickly find what youre
looking for.
Summary
of Trade-offs, Strategy and Efficiency Tips
Much of the guide is devoted to lengthy
discussions of efficient training and the trade-offs between various
options for doing floors. Most experienced players understand a lot
of these issues, but before I get into the reference information, here
are a few tips to keep in mind in various areas:
Solo
Play versus Team Play: Teaming
is preferred if you want the most XP, but there can be real hassles
forming teams and dealing with incompetent players. Soloing is easier
and more flexible, but slower for training; it is better for players
who are new to the skill.
Prestige
and When to Reset Progress:
Always do each floor exactly once in each run, never repeating floors.
If you are able to do all floors, reset progress only when it is 35;
otherwise, reset as soon as you see the message saying you cannot access
any additional new floors.
Rushing:
To maximize XP, it is often best to rush the low-numbered
floors, getting low XP per floor on them. You can then spend more time
getting higher XP per floor on the high-numbered floors where you are
awarded more XP for each floor completed.
Floor
Parameter Trade-offs: Do small
floors if soloing or rushing, large floors for high-numbered levels
to maximize XP, and medium floors as a compromise. Larger teams are
prefered for XP, though soloing can be nearly as effective when rushing
low-numbered floors. Difficulty settings should be reduced for rushing,
kept near maximum for doing deep, large floors. Complexity should always
be 6 unless using a special rushing strategy.
Floor
Strategies: Click the link
to read up on several strategies for doing floors. These generally involve
a straight trade-off between time invested and XP gained.
Whole
Dungeon Strategies: As mentioned
above, the best approach is to view the dungeon as a whole, and there
are several ways to do this. Do faster floor strategies for the lower-XP
floors, and more thorough dungeons as you get deeper. My personal favorite
is to do solo 1:1 complexity 1 rushes for floors 1 to 25, then switch
to 5:5 large team maps for floors 26 to 35.
Item
Binding: You get one bind at
level 1 Dungeoneering, a second at level 50, a third at level 100 and
a fourth at level 120. Your first bind should be a high tiered weapon;
most players like spears since they have all three melee attack styles
and can be poisoned. Your second bind will usually be a piece of armor,
with a high tiered platebody the most common choice.
Item and Resource
Tiers
Most of the items, equipment and
resources in Daemonheim are arranged
into tiers that use consistent naming
structures. Table 17
shows equipment names and tiers; Table 18
shows matching tiers for skills to produce that equipment; Table 19
shows the special tiers for magic staves; and Table 20
shows the tiers for resources.
Table 17: Dungeoneering Equipment Names and Tiers
Resource
or Item Type
Associated
Skill(s)
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9
Tier 10
Tier 11
Skill
Level
--
1
10
20
30
40
50
60
70
80
90
99
Melee
Weapons
Attack
Novite
Bathus
Marmaros
Kratonite
Fractite
Zephyrium
Argonite
Katagon
Gorgonite
Promethium
Primal
Melee Armor
Defence
Novite
Bathus
Marmaros
Kratonite
Fractite
Zephyrium
Argonite
Katagon
Gorgonite
Promethium
Primal
Ranged
Weapons (Bows)
Ranged
Tangle
gum
Seeping
elm
Blood
spindle
Utuku
Spinebeam
Bovistrangler
Thigat
Corpsethorn
Entgallow
Grave
creeper
Sagittarian
Ranged Armor
Ranged + Defence
Protoleather
Subleather
Paraleather
Archleather
Dromoleather
Spinoleather
Gallileather
Stegoleather
Megaleather
Tyrannoleather
Sagittarian
Magic
Weapons (Staves)
Magic
(All
unimbued wooden staves)
Earth
Fire
Air
Catalytic
Empowered
water
Empowered
earth
Empowered
fire
Empowered
air
Empowered
catalytic
Celestial
catalytic
Magic Armor
Magic + Defence
Salve
Wildercress
Blightleaf
Roseblood
Bryll
Duskweed
Soulbell
Ecto-
Runic
Spiritbloom
Celestial
Pickaxes
Mining
Novite
Bathus
Marmaros
Kratonite
Fractite
Zephyrium
Argonite
Katagon
Gorgonite
Promethium
Primal
Hatchets
Woodcutting
Novite
Bathus
Marmaros
Kratonite
Fractite
Zephyrium
Argonite
Katagon
Gorgonite
Promethium
Primal
Table 18: Dungeoneering Equipment Production Names and Tiers
Resource
or Item Type
Associated
Skill(s)
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9
Tier 10
Skill
Level
--
1
10
20
30
40
50
60
70
80
90
Melee
Weapons, Armor, Pickaxes and Hatchets
Smithing
Novite
Bathus
Marmaros
Kratonite
Fractite
Zephyrium
Argonite
Katagon
Gorgonite
Promethium
Bows
Fletching
Tangle gum
Seeping elm
Blood spindle
Utuku
Spinebeam
Bovistrangler
Thigat
Corpsethorn
Entgallow
Grave creeper
Ranged
Armor
Crafting
Protoleather
Subleather
Paraleather
Archleather
Dromoleather
Spinoleather
Gallileather
Stegoleather
Megaleather
Tyrannoleather
Staves
Fletching
Tangle gum
Seeping elm
Blood spindle
Utuku
Spinebeam
Bovistrangler
Thigat
Corpsethorn
Entgallow
Grave creeper
Magic
Armor
Crafting
Salve
Wildercress
Blightleaf
Roseblood
Bryll
Duskweed
Soulbell
Ecto-
Runic
Spiritbloom
Table 19: Dungeoneering Magic Staff Names and Tiers
Resource
or Item Type
Associated
Skill(s)
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9
Tier 10
Skill
Level
--
10
20
30
40
50
60
70
80
90
99
Imbued
Magic Staves
Runecrafting
Water
Earth
Fire
Air
Catalytic
Empowered
water
Empowered
earth
Empowered
fire
Empowered
air
Empowered
catalytic
Table 20: Dungeoneering Resource Names and Tiers
Resource
or Item Type
Associated
Skill(s)
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9
Tier 10
Skill
Level
--
1
10
20
30
40
50
60
70
80
90
Raw
Fish
Fishing
Heim
crab
Red-eye
Dusk
eel
Giant
flatfish
Short-finned
eel
Web
snipper
Bouldabass
Salve
eel
Blue
crab
Cave
moray
Cooked Fish
(and Derived Food)
Cooking
Heim crab
Red-eye
Dusk eel
Giant flatfish
Short-finned
eel
Web snipper
Bouldabass
Salve eel
Blue crab
Cave moray
Textiles
Farming
Salve
Wildercress
Blightleaf
Roseblood
Bryll
Duskweed
Soulbell
Ecto-
Runic
Spiritbloom
Ores
Mining
Novite
Bathus
Marmaros
Kratonite
Fractite
Zephyrium
Argonite
Katagon
Gorgonite
Promethium
Cooking
Fires
Firemaking
Tangle
gum
Seeping
elm
Blood
spindle
Utuku
Spinebeam
Bovistrangler
Thigat
Corpsethorn
Entgallow
Grave
creeper
Hunter Traps
Fletching, Hunter
Tangle gum
Seeping elm
Blood spindle
Utuku
Spinebeam
Bovistrangler
Thigat
Corpsethorn
Entgallow
Grave creeper
Mastyx
Hunter
Protomastyx
Submastyx
Paramastyx
Archaemastyx
Dromomastyx
Spinomastyx
Gallimastyx
Stegomastyx
Megamastyx
Tyrannomastyx
Familiar
Pouches and Scrolls
Summoning
Cub
Little
Naïve
Keen
Brave
Brah
Naabe
Wise
Adept
Sachem
Locked
Chests
Thieving
(Level
1)
(Level
2)
(Level
3)
(Level
4)
(Level
5)
(Level
6)
(Level
7)
(Level
8)
(Level
9)
(Level
10)
Branches
(Trees)
Woodcutting
Tangle gum
Seeping elm
Blood spindle
Utuku
Spinebeam
Bovistrangler
Thigat
Corpsethorn
Entgallow
Grave creeper
Complexity Levels
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There are six possible dungeon complexity
levels; of these, complexity 6 is used
regularly, since all of the others impose severe XP penalties; complexity
1 is used sometimes for rushing floors; and the others are
mostly ignored. Table 21
and Table 22
summarize the levels and how they impact the skill.
Table 21: Dungeoneering Activities and Skill Use by Complexity Level
Activities
Skills
Used
Level
1
Level
2
Level
3
Level
4
Level
5
Level
6
Combat
Attack, Defence,
Magic, Prayer, Ranged, Strength
Yes
Yes
Yes
Yes
Yes
Yes
Cutting
Branches, Making Fires, Catching Fish and Cooking Them
Table 22: Dungeoneering Floor Characteristics by Complexity Level
Characteristic
Level
1
Level
2
Level
3
Level
4
Level
5
Level
6
Guide Mode
Forced On
Forced On
Forced On
Forced On
Optional
Equipment
in Starting Inventory
Melee,
ranged and magic armor/robe top and bottom; rapier and battleaxe; combat
runes; magic staff; bow and arrows
<<
Melee,
ranged and magic armor/robe top and bottom
None
Items On
Tables in Starting Room (When Soloing)
9 fish (random
tiers)
9 fish (random
tiers); coins; hatchet
9 fish (random
tiers); coins; possible random weapon, bow and/or arrows
7
fish (random tiers); coins; level-appropriate armor item; random selection
of: weapons, bows, arrows, pickaxes, hatchets and anti-dragon shield.
Smuggler
Shop Stock
None
Tier
1 raw fish and branches, skill-appropriate tools; antipoison
Tier
1 to 3 ores, raw fish and branches; rune essence; tier 1 weapons, pickaxe,
hatchet and arrows, skill-appropriate tools; antipoison
Tier
1 to 3 ores, plants, leather, raw fish and branches; rune essence; tier
1 weapons, pickaxe, hatchet and arrows, skill-appropriate tools; antipoison
Tier
1 to 10 ores, plants, leather, raw fish and branches; rune essence;
all herb seeds; all food seeds; tier 1 to 5 arrows; potion secondaries;
tier 1 weapons; tier 1 to 3 pickaxe and hatchet; full complement of
skill tools; antipoison
Nominal XP
Penalty
-50%
-45%
-40%
-35%
-30%
--
Real
World Effective XP Penalty
-90%
-88%
-85%
-80%
-50%
--
Skill Doors
Various types
of doors exist in Daemonheim, including
some that require specific skills and tools to unlock. Table 23
lists all of these doors; hover over the door to see its left-click
option.
Table 23: Dungeoneering Skill Doors
Door Left-Click
Option
Associated
Skill
Tools
Required
Failure
Message
Success
Message
Disarm Locked
door
Agility
--
You grab the chain, disarm
the trap, and then dismantle it.
Chop-down
Wooden barricade
Woodcutting
Any
hatchet
You chop
down the wooden barricade.
Destroy Pile
of rocks
Mining
Any pickaxe
You mine the obstruction,
clearing the path.
Dispel
Magic barrier
Magic
--
You dispel
the magical barrier.
Repair-key
Broken key door
Smithing
Hammer
You reforge the key and
use it to unlock the door.
Burn
Flammable debris
Firemaking
Tinderbox
The pile
of debris fails to ignite. The same cannot be said for your clothes.
You burn
the pile of debris, clearing the path.
Dismiss Ramokee
exile
Summoning
--
You fail to dismiss the
rogue familiar, who hits you in anger.
You dismiss the rogue familiar.
Add-compound
Liquid lock door
Herblore
Vial
You mix
the correct compound and activate the ancient mechanism.
Prune-vines
Vine-covered door
Farming
Knife
You carefully prune back
the thorny vines covering the door.
Repair
Collapsing doorframe
Construction
Hammer
You dislodge
some debris while attempting to fix the door, and it falls on you.
You repair
the door frame, making it safe to open the door.
Exorcise
Dark spirit
Prayer
--
You exorcise the dark spirit.
Imbue-energy
Runed door
Runecrafting
--
You imbue
the wrong type of rune energy into the door, and it reacts explosively.
You successfully
imbue the rune door with energy.
Fix-pulley
Broken pulley door
Crafting
--
You repair the pulley rope,
allowing the door to be raised.
Pick-lock
Padlocked door
Thieving
--
You successfully
pick the lock.
Force Barred
door
Strength
--
You pull the plank off
of the door.
Monsters
There are many types of monsters
in Daemonheim, most of which also occur in several combat level variants.
Most monsters have specific strengths and weaknesses, though these may
not be noticeable unless you face high level versions. The combat triangle
is much more important when fighting monsters in Daemonheim than outside
it.
Some monsters appear in only one
Daemonheim
theme, while others can be found in two
themes or more. Each has its own descriptive page in the monster
database. Heres a brief summary
of important tips for fighting the more difficult or unique monsters
in Daemonheim:
Bovimastyxes:
They are non-aggressive and really skill resources; ignore them.
Brute:
High-offense, low-defence warriors capable of hitting over 500 in their
higher-level versions. Use Protection from Melee.
Dungeon
Spider: Poisonous. Use an antipoison
or cure spell but only after it is killed.
Forgotten
Mage: Come in various tiers,
with combat levels linked to the equipment they wear and drop. Higher-level
versions hit very hard and demand use of Protection from Magic / Deflect
Magic, both to avoid damage and stop their snare attack. Best ranged,
but can be meleed as well.
Forgotten
Ranger: Found in tiers
as with mages. High level ones hit very hard even with good ranged defence
armor. Best attack style is slash.
Forgotten
Warrior: Not only are these
organized into tiers like the mages and rangers, there are also variations
within each tier that use different weapons, yielding dozens of unique
types. High-level warriors hit very hard and have extremely high melee
defence; you should use Protection from Melee or Deflect Melee and attack
with magic.
Frost
Dragon: Rare bluish dragon
found in the Frozen theme. Use an anti-dragon shield, or Protection
from Magic if fighting with a two-handed weapon.
Giant
Bat: These have surprisingly
high defence; range them if possible, otherwise use slash.
Green
Dragon: Occasionally found
in Abandoned theme floors, these can use a magic attack in addition
to meleeing and their breath weapon. Use an anti-dragon shield, or Protection
from Magic if fighting with a two-handed weapon.
Hobgoblin:
High-level versions of these hit very hard; use Protection from Melee.
Hydra:
Its attack is ranged, even though it looks like magic. Weak to slash.
Ice
Elemental: Uses all three attack
styles; beware.
Ice Spider:
Unlike other spiders, these are not poisonous.
Iron
Dragon: These are sometimes
encountered on Furnished theme floors, and can attack with melee, fire
or magic. Use an anti-dragon shield, or Protection from Magic if fighting
with a two-handed weapon, and attack using stab.
Mysterious
Shade: One of the most dangerous
regular monsters, using a magic attack and a magic-based ranged attack.
Best defence is ranged armor with Protection from Ranged. If you are
wearing melee armor, you may fare better taking it off.
Night
Spider: Poisonous and requires
Slayer level 41. Rarely seen.
Skeletons: These come in melee,
ranged
and mage
versionsthe meleers wear helms and carry swords; the mages wear
robes; and the rangers wear nothing. All are dangerous at high levels.
Crush appears best on all styles.
Zombies: These can either melee
or range.
They seem to be weakest to slash.
Skill
Resources and Skill Stations
Skill resources
are places where you can obtain items you need to complete a level;
they are summarized in Table 24.
Skill stations
are fixed locations where you can transform raw materials into finished
products, and are listed in Table 25.
Food, gold,
combat equipment, herbs, herb seeds, special items and more
Ubiquitous!
:)
Monsters are a primary source
of food for healing and gold, and a secondary source of runes, rune
essence, ores, grimy herbs, branches and other items.
Used to make
Summoning pouches and to turn pouches into scrolls. No empty pouches
or spirit shards are required. Can also be used to restore Summoning
points.
Navigate a series of Agility
obstacles, including contortion bars and a rotating blade, to open one-way
doors permitting quick access to the exit doors.
Cut special
dry branches and use them to fletch simple traps. Position
the traps near escape holes and chase the ferret into one of the traps,
then pick up the trap to cause a crystal around its neck to be destroyed
and the doors unlocked. Alternately, try to catch the ferret bare-handed.
Catch smelly
fish from a special fishing spot, cook them, and toss them onto a square
grid to entice a ferret to move from its starting point to a pressure
pad, without causing the ferret to move over any squares with holes
that let it escape into the water.
Push your way into a barrel-filled
room, repair a special water barrel, then move it around so it fills
with water; then push it onto a pressure plate to unlock the doors.
Flip all of
the tiles in a 5x5 grid to the same color by using a particular pattern
to flip multiple tiles at once, or forcing the tiles to change (and
taking damage).
Take a magical rock from the
crate, carve it into the shape of a missing body part on a stone construct,
imbue it with energy, and then repair the construct. Then activate the
construct so it opens walls blocking access to other doors in the room.
Carrying a power crystal, jump
across gaps between pillars to reach a central platform where a lodestone
must be activated to open the doors, all while evading a pursuing guardian
sphere.
Examine the
patterns made by four statues in each of two square chessboard areas,
then push four statues in two other chessboard squares into the same
positions.
Find the path
to the center of a tricky maze before the timer expires; take poison
damage from the expiration of the timer until the maze is completed.
Identify which of the mage, ranger
or warrior statues is missing its weapone, then carve it from a block
and complete the statue.
Bosses
The final combat challenge on any
Daemonheim floor is to enter the boss
room and confront the boss. Each boss
is uniquely designed with different attacks, defences, strengths and
weaknesses. These are listed in Table 27,
along with my recommendations and tips.
Melee armor
with Protection from Magic or Ranged armor with Protection from Ranged
Remains stationary in back of
room and attacks with all three styles. Once reduced to half-health
or lower, will attempt to feed off carcasses to its left or right, rapidly
healing unless access is physically blocked by players.
Position yourself between the
monster and the carcass to prevent access. Be sure you have lots of
food and consider a beast of burden carrying extra food so you dont
die. Drop a gatestone in the combat spot so you can get back quickly
if you are killed.
Rotating
protection prayers; movement out of melee range after freezing
Melee
and Ranged
Ranged
armor; alternately, melee armor with Protection from Magic
Magic user
who has protection against magic, ranged or melee attacks active at
all times, rotating among them. Attacks mainly with magic but will melee
within range. Summons annoying ice spiders, increasing the number summoned
if you protect against her magic attack. Will freeze players and then
move out of melee range.
This boss demands
two attack styles, so make sure you can both melee and range. Watch
her protection prayers and switch styles as appropriate. Ignore the
spiders unless you are frozen and she has protection from ranged enabled
(in which case you have time to kill). Protection from magic affects
her attacks but may mean more spiders.
Stalagmites;
partial ability to block protection prayers/curses; freezing
Stalagmites
impede movement, as does the boss himself
Melee/Crush
Ranged armor
with Protection from Melee
Large troll-like monster that
attacks mainly with melee. Summons icy stalagmites around the floor
area which make movement difficult and can damage players away from
him. Protection from Melee or Deflect Melee only partially effective.
Relatively easy boss; just melee
until dead. The stalagmites wont affect you if you stay near him.
Melee protection reduces damage, but Piety/Turmoil speed up kills.
Stream
of stalactites doing heavy damage; disabled Gatestone Teleport spell
in boss room
Periodic
invulnerability
Melee
with Piety or Turmoil
Melee
or ranged armor
An oversized
icefiend with fairly mundane regular attacks, but a nasty special attack
where stalactites fall on every player, capable of knocking them down
to 1 LP. Players must run around when the special starts to avoid being
hit, or tank the damage and quickly heal. Icefiend is immune to damage
while special is active, and players cannot teleport out of the room.
The only challenge
here is the annoying special attack, which will reduce you to near death
but not kill you. Either run from one corner to another around the room
to avoid it, or stand in place and tank the damage. If doing the latter,
be sure not to heal up too high between specials as extra health will
go to waste.
Icy environment
that restricts player movement; ability to push player across the ice
Melee
Ranged armor
with Protection from Ranged
A large floating ball with eyeballs
all over it, this boss is not so much dangerous as annoying, and thats
because of his room. Any step taken on the ice causes the player to
slide until an obstacle is hit, or the boss himself. Boss has high defence
against ranging or maging which precludes the obvious strategy. Players
must deal with the ice floor and melee until boss is killed.
Use melee despite the ice floor,
because boss has high ranged and magic defence. Try to position yourself
between the boss and pillars or walls so you arent pushed around
too much by him. Use a melee familiar (bloodrager) to speed up the kill,
since it is immune to the slipping effect.
Deep
freeze (does damage and freezes in place, plus more damage when
ice is broken)
Appears
to be largely (if not entirely) immune to protection prayers
Melee
with Piety or Turmoil
Ranged
armor with melee items
Large blue
demon that hits with magic and melee attacks. Special attack freezes
players in place, doing heavy damage when freezing occurs and when ice
block is broken. Large amounts of food may be needed on higher-level
variants.
Can generally
be tanked using melee, but youll usually need a lot of food. If
in a group, use the available option to free trapped teammates.
Magic robes
or ranging armor with Protection from Ranged
The only boss that is not a single
creature but an encounter, this room fills with maging,
ranging and meleeing skeletons which come out of tunnels in the walls
to attack players. An NPC called the divine skinweaver heals players
who stay near it in the far part of the room. Tunnels must be blocked
every few kills or the skeletons regenerate indefinitely.
Use ranged or magic, killing
monsters while standing in the healing area, then block tunnels and
return. Very low level versions on solo floors can be done more quickly
by meleeing and just guessing as to when the next tunnel is ready to
be blocked.
Melee/Stab
and Ranged with intermittent use of Piety or Turmoil
Ranged
armor
A hobgoblin
wizard who attacks primarily with magic, and will freeze players in
place to prevent them from getting into melee range. A combination of
melee and ranging is recommended. Protection prayers cause prayer drain
and are not advised.
Start out by
ranging, which will usually cause him to teleport into melee range;
then switch to melee and use Piety or Turmoil. Switch back to ranging
when he teleports away.
Protective stone
armor that must be removed before it can be ranged or meleed
Melee/Stab or
Melee/Crush using pickaxe, then Melee/Any
Melee armor
with Deflect Magic
Large beast with protective armor
plating that must be worn away before normal melee weapons or ranged
attacks can be used. Players must equip good-quality pickaxes and fight
until its armor bar is reduced to zero, then switch to normal weapons.
Magic and familiars can hit through his armor. Will drain prayer from
players other than the one it is meleeing.
Be sure every member of the party
has a decent pickaxe before entering the boss room (though they dont
have to be of the very highest tiers.) Attack with the pickaxe until
the armor bar disappears, then switch to a normal weapon. Protect against
magic to reduce damage, and use a combat familiar.
Undead
rot (constant, rapid combat stat drain); ability to disable prayers/curses
Healing
when unholy font is used to restore stats
Melee
or Ranged with Deflect Magic
Ranged
armor (if ranging) or melee armor (if meleeing) with stat restore potions
Undead magic
user who rapidly drains players stats, reducing their offensive
effectiveness and increasing his ability to hit. Can disable protection
prayers, causing heavy magic damage to players using melee armor. Stat
drain can be reversed by praying at unholy fonts in his room, but this
partially heals him.
Low-level versions
can be easily brute forced with melee using Piety or Turmoil.
For more difficult variants, use magic protection and watch for when
it gets disabled so you turn it back on. Bring with stat restore potions
for high-level bosses to avoid healing him using the unholy fonts. High-level
versions can hit very hard, so bring plenty of food if in a large group.
Charge attack
(damage and stun); spin attack (damage and defence reduction)
Appears to be
immune to immobilization spells
Magic or Melee/Stab
Melee armor
The only one-dimensional
boss, this is a big guy with a huge mace who uses it to deliver damaging
blows. His special attack combo can stun players and the reduce defence
making subsequent hits stronger. Best fought by stabbing attacks in
a solo environment, and a combination of stab attacks and magic spells
by a team.
Craft runes for the highest level
combat spell you can cast and tank mage him in melee armor. Try to stay
away from him if possible, though this can be difficult. Sticking near
the walls increases the chance of him messing up his special attack.
In a team, the person he is targeting can simply run from him while
others bombard him with magic. Low level versions can be overwhelmed
with melee (stab seems to be best).
Ranged
and Melee (plus Magic once down 1/3 health)
Slow-moving
ranged attack; falling rocks
Lodestone
puzzle; three-phased combat; healing
Melee
or Ranged
Ranged
armor with Protection from Ranged, or Melee armor with Protection from
Ranged and then Protection from Magic
The most complicated
boss in Daemonheim. Must be fought in three phases, each of which can
only be ended by picking up two power crystals that are dropped in random
locations and navigating a maze of fallen rocks to power up lodestones.
Rocks can prevent access to the lodestones, and failure to power them
up causes boss to be healed back up by roughly 1/3 of total and that
phase repeated. Starts with ranged and melee attack, adds magic attack
in second phase and powerful slow-moving ranged attack in third phase.
Gatestone Teleport use highly recommended.
A real nuisance,
especially for soloers. Be sure you have gatestone runes before you
enter the room. For each of the three phases, cast Create Gatestone
and drop the stone in front of one of the lodestones. When the crystals
drop, try to grab both of them, and then try to get to each lodestone
to power them up. If you cant get to both spots, save the crystals
and try again on the next round after he heals up -- this usually works
since you dont spend time grabbing the crystals.
If the room is full of rocks, stand
back as his ranged attack clears them. Be sure to dodge the slow-moving
ranged attack when he is nearly dead, as it hits very hard and does
damage even through Protection from Ranged.
Flame
portal (constant direct damage, area effect); Miasma
(cumulative poison, area effect); Shadow rain (stat drain,
area effect)
Rapid prayer
drain if using protection prayers (or deflect curses)
Melee with Piety
or Turmoil
Ranged armor
with stat restore and cure potions
Demon that looks like Kril
Tsutsaroth dipped in purple paint. Attacks with magic and melee and
has three special area effect attacks that do direct damage, cumulatively
poison, or drain stats. Rapidly drains prayer if protection prayers
or curses are used. Highly recommended to get poison immunity via potions
before beginning combat, or use antipoisons or cure spells instead.
Stat restore potions are also a good idea.
Prepare a weak, regular or strong
cure potion and take it before entering the room. Also consider a stat
restore potion if fighting a very high level version. For actual combat,
melee with Piety/Turmoil, and physically move out of any of his area
effect attacks. Tough versions of this boss require a lot of food.
Nasty mage
with nastier special attacks. Teleports around special library-like
boss room, attacking with magic spells. Summons high-offence, low-defence
animated books that attack with all three styles. Periodically announces
Book barrage! and players must move within a few seconds
or be dealt heavy damage.
Ranging is
a must unless you are facing a low-level version and have enough food
to tank his recoil damage. Follow him around the room and watch what
he says, being sure to move to avoid book barrages. If the summoned
books start to accumulate and are doing damage, take some time to kill
them off.
Permanent Protection
from Ranged; spiral room layout; teleportation; snare; ability to temporarily
disable run
Melee
Melee armor
with Protection from Magic
An archer who focuses on defence,
with permanent protection against ranged attacks, high magic defence
and a spiral room that impedes players from moving into melee range.
He also teleports around the room and can temporarily disable the ability
to run. Attacks with magic and arrows, the latter able to hit multiple
players. Easily (if slowly) killed by protecting against his magic attack
and letting melee armor stop his missiles.
An easy boss except for his very
annoying room. Keep Protection from Magic or Deflect Magic active so
he uses his weaker ranging attack. Bring with gatestone runes and drop
a stone near the entrance door to begin with. Hell usually teleport
towards the middle of the maze; follow him in and then when he teleports
back out to the outer edge, use the gatestone. A combat familiar is
very useful here, especially for finishing him off when he teleports
with 1 LP left.
Melee
slam attack; putting out pillar lights; shadow damage
Damage
reduction when pillars are not all lit; reincarnated duplicate
upon initial defeat
Ranged
(safe but slow) or Melee (dangerous but fast)
Ranged
armor
Another of
the floating eyeballs of doom, this stationary boss cannot be harmed
unless the pillars in the corners of the room are lit. The more pillars
lit, the more damage is done, but hell periodically put them out.
Regular attacks are fairly weak but he has a devastating special attack
that will blow back meleers and hit for massive damage if they dont
move in time. After he is reduced to zero LP, a duplicate, lesser version
appears that must be killed.
Melee if you
are in a hurry and have good reflexes and a decent Internet connection;
be sure to quickly move out of the way when the blue blob starts rotating
over his head. Otherwise range him, making sure you have plenty of ammo.
Be sure to keep lighting the burners (not necessary for his duplicate).
Area effect
light attack that does massive damage and drains stats
--
Melee with Piety
or Turmoil
Ranged armor
with Protection from Melee
Another floating eyeball of doom,
but doesnt float, rather suspends itself above a pit using tentacles
wrapped around pillars. Spews out balls of energy capable of doing high
damage through prayer, and also melees. Periodically begins to glow
and players must hide behind the pillars to avoid heavy damage and massive
stat drain.
Arguably the most difficult of all Daemonheim bosses.
Very dangerous boss, especially
in groups. Be sure you have lots of food and preferably a beast of burden.
Put the Game chat setting on Filter to make
it easier to see when he starts glowing, and when it does, immediately
duck behind a pillar. Bring a stat restore potion if you have trouble
with avoiding this attack, as it severely drains combat levels. A gatestone
placed outside the boss door is a wise insurance move here.
A large demon
with hammers in each hand, who fights with both melee and magic. Along
the top of the screen is a bar that shows the demons current defence
level; it increases over time making the demon hard to hit. Pools of
greenish bubbles appear on the ground which can damage players, but
also reduce the defence bar if the demon is lured on top of them. Using
gatestones to temporarily leave the boss room allows for rapid reduction
of defence and a fairly easy kill.
Bring plenty
of gatestone runes and drop a stone outside the boss door before starting.
As you fight him, watch his defence bar, and also move out of the way
of any bubbles that appear on the ground. When his bar gets too high,
attempt to lure him over the bubbles; if this doesnt work, teleport
out, drop another gatestone, wait a minute for his defence to drop back
down, and go back in. Repeat as necessary.
Melee Weapons
and Armor
Table 28
lists all of the standard melee weapons
in Dungeoneering, organized by tier. Weapons use the Attack skill for
level requirements, except for mauls, which are based on strength. All
weapons in a tier have the same numeric level requirement.
Table 28: Dungeoneering Melee Weapons
Attack
Defence
Other
Tier
Level
Requirement
Weapon
Stab
Slash
Crush
Magic
Ranged
Stab
Slash
Crush
Magic
Ranged
Summ.
Strength
Prayer
1
1
Novite dagger
+ 5
+ 2
- 4
+ 1
+ 0
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 4
+ 0
Novite
rapier
+
7
+
5
-
2
+
0
+
0
+
0
+
2
+
1
+
0
+
0
+
0
+
7
+
0
Novite longsword
+ 10
+ 15
- 2
+ 0
+ 0
+ 0
+ 3
+ 2
+ 0
+ 0
+ 0
+ 10
+ 0
Novite
battleaxe
-
2
+
13
+
11
+
0
+
0
+
0
+
0
+
0
+
0
-
1
+
0
+
12
+
0
Novite 2h
sword
- 4
+ 25
+ 21
- 4
+ 0
+ 0
+ 0
+ 0
+ 0
- 1
+ 0
+ 24
+ 0
Novite
warhammer
-
4
-
4
+
17
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
9
+
0
Novite spear
+ 19
+ 9
+ 15
+ 0
+ 0
+ 1
+ 2
+ 2
+ 0
+ 0
+ 0
+ 16
+ 0
Novite
maul
-
4
-
4
+
27
-
4
+
0
+
0
+
0
+
0
-
1
+
1
+
0
+
25
+
0
Novite hatchet
- 2
+ 6
+ 3
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 0
+ 0
+ 3
+ 0
Novite
pickaxe
+
5
-
2
+
3
+
0
+
0
+
0
+
1
+
0
+
0
+
0
+
0
+
3
+
0
2
10
Bathus dagger
+ 10
+ 4
- 4
+ 1
+ 0
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 8
+ 0
Bathus
rapier
+
13
+
9
-
2
+
0
+
0
+
0
+
2
+
1
+
0
+
0
+
0
+
11
+
0
Bathus longsword
+ 17
+ 24
- 2
+ 0
+ 0
+ 0
+ 3
+ 2
+ 0
+ 0
+ 0
+ 15
+ 0
Bathus
battleaxe
-
2
+
22
+
19
+
0
+
0
+
0
+
0
+
0
+
0
-
1
+
0
+
18
+
0
Bathus 2h
sword
- 4
+ 39
+ 30
- 4
+ 0
+ 0
+ 0
+ 0
+ 0
- 1
+ 0
+ 35
+ 0
Bathus
warhammer
-
4
-
4
+
27
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
14
+
0
Bathus spear
+ 31
+ 14
+ 24
+ 0
+ 0
+ 1
+ 2
+ 2
+ 0
+ 0
+ 0
+ 25
+ 0
Bathus
maul
-
4
-
4
+
41
-
4
+
0
+
0
+
0
+
0
-
1
+
1
+
0
+
37
+
0
Bathus hatchet
- 2
+ 11
+ 8
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 0
+ 0
+ 7
+ 0
Bathus
pickaxe
+
10
-
2
+
8
+
0
+
0
+
0
+
1
+
0
+
0
+
0
+
0
+
7
+
0
3
20
Marmaros
dagger
+ 18
+ 8
- 4
+ 1
+ 0
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 14
+ 0
Marmaros
rapier
+
22
+
14
-
2
+
0
+
0
+
0
+
2
+
1
+
0
+
0
+
0
+
16
+
0
Marmaros
longsword
+ 26
+ 39
- 2
+ 0
+ 0
+ 0
+ 3
+ 2
+ 0
+ 0
+ 0
+ 19
+ 0
Marmaros
battleaxe
-
2
+
36
+
33
+
0
+
0
+
0
+
0
+
0
+
0
-
1
+
0
+
22
+
0
Marmaros
2h sword
- 4
+ 62
+ 47
- 4
+ 0
+ 0
+ 0
+ 0
+ 0
- 1
+ 0
+ 43
+ 0
Marmaros
warhammer
-
4
-
4
+
43
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
18
+
0
Marmaros
spear
+ 51
+ 22
+ 41
+ 0
+ 0
+ 1
+ 2
+ 2
+ 0
+ 0
+ 0
+ 31
+ 0
Marmaros
maul
-
4
-
4
+
65
-
4
+
0
+
0
+
0
+
0
-
1
+
1
+
0
+
45
+
0
Marmaros
hatchet
- 2
+ 19
+ 16
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 0
+ 0
+ 13
+ 0
Marmaros
pickaxe
+
17
-
2
+
15
+
0
+
0
+
0
+
1
+
0
+
0
+
0
+
0
+
13
+
0
4
30
Kratonite
dagger
+ 30
+ 24
- 2
+ 0
+ 0
+ 0
+ 2
+ 1
+ 0
+ 0
+ 0
+ 24
+ 0
Kratonite
rapier
+
0
-
1
+
7
+
4
+
0
+
0
+
0
+
0
+
4
+
0
+
0
+
3
+
0
Kratonite
longsword
+ 34
+ 55
- 2
+ 0
+ 0
+ 0
+ 3
+ 2
+ 0
+ 0
+ 0
+ 28
+ 0
Kratonite
battleaxe
-
2
+
51
+
47
+
0
+
0
+
0
+
0
+
0
+
0
-
1
+
0
+
32
+
0
Kratonite
2h sword
- 4
+ 84
+ 66
- 4
+ 0
+ 0
+ 0
+ 0
+ 0
- 1
+ 0
+ 55
+ 0
Kratonite
warhammer
-
4
-
4
+
60
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
27
+
0
Kratonite
spear
+ 69
+ 31
+ 52
+ 0
+ 0
+ 1
+ 2
+ 2
+ 0
+ 0
+ 0
+ 43
+ 0
Novite
maul
-
4
-
4
+
89
-
4
+
0
+
0
+
0
+
0
-
1
+
1
+
0
+
57
+
0
Kratonite
hatchet
- 2
+ 28
+ 24
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 0
+ 0
+ 16
+ 0
Kratonite
pickaxe
+
25
-
2
+
23
+
0
+
0
+
0
+
1
+
0
+
0
+
0
+
0
+
16
+
0
5
40
Fractite
dagger
+ 33
+ 15
- 4
+ 1
+ 0
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 27
+ 0
Fractite
rapier
+
38
+
30
-
2
+
0
+
0
+
0
+
2
+
1
+
0
+
0
+
0
+
38
+
0
Fractite
longsword
+ 42
+ 67
- 2
+ 0
+ 0
+ 0
+ 3
+ 2
+ 0
+ 0
+ 0
+ 49
+ 0
Fractite
battleaxe
-
2
+
63
+
59
+
0
+
0
+
0
+
0
+
0
+
0
-
1
+
0
+
55
+
0
Fractite
2h sword
+ 0
- 1
+ 95
+ 76
+ 0
+ 0
+ 0
+ 0
+ 4
+ 0
+ 0
+ 80
+ 0
Fractite
warhammer
-
4
-
4
+
72
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
48
+
0
Fractite
spear
+ 80
+ 41
+ 63
+ 0
+ 0
+ 1
+ 2
+ 2
+ 0
+ 0
+ 0
+ 67
+ 0
Fractite
maul
-
4
-
4
+
99
-
4
+
0
+
0
+
0
+
0
-
1
+
1
+
0
+
82
+
0
Fractite
hatchet
- 2
+ 37
+ 33
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 0
+ 0
+ 23
+ 0
Fractite
pickaxe
+
33
-
2
+
31
+
0
+
0
+
0
+
1
+
0
+
0
+
0
+
0
+
22
+
0
6
50
Zephyrium
dagger
+ 40
+ 17
- 4
+ 1
+ 0
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 40
+ 0
Zephyrium
rapier
+
47
+
36
-
2
+
0
+
0
+
0
+
2
+
1
+
0
+
0
+
0
+
52
+
0
Zephyrium
longsword
+ 51
+ 73
- 2
+ 0
+ 0
+ 0
+ 3
+ 2
+ 0
+ 0
+ 0
+ 63
+ 0
Zephyrium
battleaxe
-
2
+
69
+
64
+
0
+
0
+
0
+
0
+
0
+
0
-
1
+
0
+
68
+
0
Zephyrium
2h sword
+ 0
- 1
+ 104
+ 84
+ 0
+ 0
+ 0
+ 0
+ 4
+ 0
+ 0
+ 94
+ 0
Zephyrium
warhammer
-
4
-
4
+
78
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
62
+
0
Zephyrium
spear
+ 88
+ 45
+ 68
+ 0
+ 0
+ 1
+ 2
+ 2
+ 0
+ 0
+ 0
+ 78
+ 0
Zephyrium
maul
-
4
-
4
+
108
-
4
+
0
+
0
+
0
+
0
-
1
+
1
+
0
+
97
+
0
Zephyrium
hatchet
- 2
+ 44
+ 39
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 0
+ 0
+ 33
+ 0
Zephyrium
pickaxe
+
40
-
2
+
37
+
0
+
0
+
0
+
1
+
0
+
0
+
0
+
0
+
32
+
0
7
60
Argonite
dagger
+ 46
+ 20
- 4
+ 1
+ 0
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 51
+ 0
Argonite
rapier
+
53
+
42
-
2
+
0
+
0
+
0
+
2
+
1
+
0
+
0
+
0
+
63
+
0
Argonite
longsword
+ 57
+ 82
- 2
+ 0
+ 0
+ 0
+ 3
+ 2
+ 0
+ 0
+ 0
+ 80
+ 0
Argonite
battleaxe
-
2
+
78
+
73
+
0
+
0
+
0
+
0
+
0
+
0
-
1
+
0
+
87
+
0
Argonite
2h sword
+ 0
- 1
+ 115
+ 94
+ 0
+ 0
+ 0
+ 0
+ 4
+ 0
+ 0
+ 110
+ 0
Argonite
warhammer
-
4
-
4
+
87
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
79
+
0
Argonite
spear
+ 102
+ 53
+ 79
+ 0
+ 0
+ 1
+ 2
+ 2
+ 0
+ 0
+ 0
+ 96
+ 0
Argonite
maul
-
4
-
4
+
121
-
4
+
0
+
0
+
0
+
0
-
1
+
1
+
0
+
114
+
0
Argonite
hatchet
- 2
+ 50
+ 45
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 0
+ 0
+ 45
+ 0
Argonite
pickaxe
+
45
-
2
+
43
+
0
+
0
+
0
+
1
+
0
+
0
+
0
+
0
+
44
+
0
8
70
Katagon dagger
+ 52
+ 22
- 4
+ 1
+ 0
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 66
+ 0
Katagon
rapier
+
59
+
48
-
2
+
0
+
0
+
0
+
2
+
1
+
0
+
0
+
0
+
79
+
0
Katagon longsword
+ 63
+ 91
- 2
+ 0
+ 0
+ 0
+ 3
+ 2
+ 0
+ 0
+ 0
+ 97
+ 0
Katagon
battleaxe
-
2
+
86
+
80
+
0
+
0
+
0
+
0
+
0
+
0
-
1
+
0
+
103
+
0
Katagon 2h
sword
- 4
+ 129
+ 106
- 4
+ 0
+ 0
+ 0
+ 0
+ 0
- 1
+ 0
+ 123
+ 0
Katagon
warhammer
-
4
-
4
+
96
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
96
+
0
Katagon spear
+ 107
+ 55
+ 85
+ 0
+ 0
+ 1
+ 2
+ 2
+ 0
+ 0
+ 0
+ 112
+ 0
Katagon
maul
-
4
-
4
+
137
-
4
+
0
+
0
+
0
+
0
-
1
+
1
+
0
+
127
+
0
Katagon hatchet
- 2
+ 55
+ 50
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 0
+ 0
+ 59
+ 0
Katagon
pickaxe
+
50
-
2
+
48
+
0
+
0
+
0
+
1
+
0
+
0
+
0
+
0
+
57
+
0
9
80
Gorgonite
dagger
+ 59
+ 25
- 4
+ 1
+ 0
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 83
+ 0
Gorgonite
rapier
+
67
+
54
-
2
+
0
+
0
+
0
+
2
+
1
+
0
+
0
+
0
+
96
+
0
Gorgonite
longsword
+ 71
+ 101
- 2
+ 0
+ 0
+ 0
+ 3
+ 2
+ 0
+ 0
+ 0
+ 114
+ 0
Gorgonite
battleaxe
-
2
+
96
+
90
+
0
+
0
+
0
+
0
+
0
+
0
-
1
+
0
+
121
+
0
Gorgonite
2h sword
- 4
+ 145
+ 121
- 4
+ 0
+ 0
+ 0
+ 0
+ 0
- 1
+ 0
+ 141
+ 0
Gorgonite
warhammer
-
4
-
4
+
107
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
112
+
0
Gorgonite
spear
+ 110
+ 61
+ 97
+ 0
+ 0
+ 1
+ 2
+ 2
+ 0
+ 0
+ 0
+ 128
+ 0
Gorgonite
maul
-
4
-
4
+
154
-
4
+
0
+
0
+
0
+
0
-
1
+
1
+
0
+
145
+
0
Gorgonite
hatchet
- 2
+ 64
+ 58
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 0
+ 0
+ 76
+ 0
Gorgonite
pickaxe
+
58
-
2
+
55
+
0
+
0
+
0
+
1
+
0
+
0
+
0
+
0
+
74
+
0
10
90
Promethium
dagger
+ 68
+ 28
- 4
+ 1
+ 0
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 97
+ 0
Promethium
rapier
+
76
+
61
-
2
+
0
+
0
+
0
+
2
+
1
+
0
+
0
+
0
+
107
+
0
Promethium
longsword
+ 80
+ 111
- 2
+ 0
+ 0
+ 0
+ 3
+ 2
+ 0
+ 0
+ 0
+ 125
+ 0
Promethium
battleaxe
-
2
+
105
+
99
+
0
+
0
+
0
+
0
+
0
+
0
-
1
+
0
+
132
+
0
Promethium
2h sword
+ 0
- 1
+ 162
+ 130
+ 0
+ 0
+ 0
+ 0
+ 4
+ 0
+ 0
+ 157
+ 0
Promethium
warhammer
-
4
-
4
+
117
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
123
+
0
Promethium
spear
+ 122
+ 66
+ 109
+ 0
+ 0
+ 1
+ 2
+ 2
+ 0
+ 0
+ 0
+ 139
+ 0
Promethium
maul
-
4
-
4
+
167
-
4
+
0
+
0
+
0
+
0
-
1
+
1
+
0
+
160
+
0
Promethium
hatchet
- 2
+ 73
+ 67
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 0
+ 0
+ 90
+ 0
Promethium
pickaxe
+
66
-
2
+
64
+
0
+
0
+
0
+
1
+
0
+
0
+
0
+
0
+
87
+
0
11
99
Primal dagger
+ 74
+ 32
- 4
+ 1
+ 0
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 102
+ 0
Primal
rapier
+
83
+
67
-
2
+
0
+
0
+
0
+
2
+
1
+
0
+
0
+
0
+
109
+
0
Primal longsword
+ 87
+ 120
- 2
+ 0
+ 0
+ 0
+ 3
+ 2
+ 0
+ 0
+ 0
+ 134
+ 0
Primal
battleaxe
-
2
+
112
+
106
+
0
+
0
+
0
+
0
+
0
+
0
-
1
+
0
+
140
+
0
Primal 2h
sword
- 4
+ 179
+ 141
- 4
+ 0
+ 0
+ 0
+ 0
+ 0
- 1
+ 0
+ 162
+ 0
Primal
warhammer
-
4
-
4
+
126
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
0
+
132
+
0
Primal hatchet
- 2
+ 80
+ 73
+ 0
+ 0
+ 0
+ 1
+ 0
+ 0
+ 0
+ 0
+ 95
+ 0
Primal
pickaxe
+
72
-
2
+
69
+
0
+
0
+
0
+
1
+
0
+
0
+
0
+
0
+
92
+
0
Table 29
shows all of the standard melee armor
items that exist in Daemonheim, organized by tier. All standard melee
armor items have a level requirement based on the Defence skill.
Table 29: Dungeoneering Melee Armor
Attack
Defence
Other
Tier
Level
Requirement
Armor
Stab
Slash
Crush
Magic
Ranged
Stab
Slash
Crush
Magic
Ranged
Summ.
Strength
Prayer
1
1
Novite full
helm
+ 0
+ 0
- 6
- 2
+ 0
+ 5
+ 6
+ 3
- 1
+ 5
+ 0
+ 0
+ 0
Novite
platebody
+
0
+
0
+
0
-
30
-
10
+
20
+
19
+
11
-
6
+
20
+
0
+
0
+
0
Novite chainbody
+ 0
+ 0
+ 0
- 15
+ 0
+ 9
+ 14
+ 24
- 3
+ 11
+ 0
+ 0
+ 0
Novite
platelegs
+
0
+
0
+
0
-
21
-
7
+
16
+
13
+
7
-
4
+
15
+
0
+
0
+
0
Novite plateskirt
+ 0
+ 0
+ 0
- 18
- 3
+ 9
+ 10
+ 17
- 4
+ 9
+ 0
+ 0
+ 0
Novite
gauntlets
+
0
+
0
+
0
-
1
-
1
+
1
+
2
+
2
-
1
+
1
+
0
+
0
+
0
Novite boots
+ 0
+ 0
+ 0
- 3
- 1
+ 3
+ 3
+ 2
- 1
+ 2
+ 0
+ 0
+ 0
Novite
kiteshield
+
0
+
0
+
0
-
8
-
2
+
5
+
10
+
8
-
1
+
8
+
0
+
0
+
0
2
10
Bathus full
helm
+ 0
+ 0
- 6
- 2
+ 0
+ 9
+ 11
+ 6
- 1
+ 9
+ 0
+ 0
+ 0
Bathus
platebody
+
0
+
0
+
0
-
30
-
10
+
37
+
35
+
20
-
6
+
37
+
0
+
0
+
0
Bathus chainbody
+ 0
+ 0
+ 0
- 15
+ 0
+ 19
+ 26
+ 42
- 3
+ 21
+ 0
+ 0
+ 0
Bathus
platelegs
+
0
+
0
+
0
-
21
-
7
+
30
+
25
+
13
-
4
+
28
+
0
+
0
+
0
Bathus plateskirt
+ 0
+ 0
+ 0
- 18
- 3
+ 17
+ 19
+ 32
- 4
+ 18
+ 0
+ 0
+ 0
Bathus
gauntlets
+
0
+
0
+
0
-
1
-
1
+
2
+
4
+
3
-
1
+
2
+
0
+
10
+
0
Bathus boots
+ 0
+ 0
+ 0
- 3
- 1
+ 4
+ 4
+ 3
- 1
+ 3
+ 0
+ 0
+ 0
Bathus
kiteshield
+
0
+
0
+
0
-
8
-
2
+
9
+
18
+
15
-
1
+
16
+
0
+
0
+
0
3
20
Marmaros
full helm
+ 0
+ 0
- 6
- 2
+ 0
+ 17
+ 19
+ 10
- 1
+ 18
+ 0
+ 0
+ 0
Marmaros
platebody
+
0
+
0
+
0
-
30
-
10
+
57
+
54
+
31
-
6
+
58
+
0
+
0
+
0
Marmaros
chainbody
+ 0
+ 0
+ 0
- 15
+ 0
+ 29
+ 40
+ 63
- 3
+ 32
+ 0
+ 0
+ 0
Marmaros
platelegs
+
0
+
0
+
0
-
21
-
7
+
43
+
36
+
20
-
4
+
41
+
0
+
0
+
0
Marmaros
plateskirt
+ 0
+ 0
+ 0
- 18
- 3
+ 25
+ 28
+ 46
- 4
+ 28
+ 0
+ 0
+ 0
Marmaros
gauntlets
+
0
+
0
+
0
-
1
-
1
+
3
+
5
+
4
-
1
+
3
+
0
+
2
+
0
Marmaros
boots
+ 0
+ 0
+ 0
- 3
- 1
+ 5
+ 6
+ 4
- 1
+ 4
+ 0
+ 1
+ 0
Marmaros
kiteshield
+
0
+
0
+
0
-
8
-
2
+
16
+
28
+
23
-
1
+
24
+
0
+
0
+
0
4
30
Kratonite
full helm
+ 0
+ 0
- 6
- 2
+ 0
+ 23
+ 26
+ 14
- 1
+ 24
+ 0
+ 0
+ 0
Kratonite
platebody
+
0
+
0
+
0
-
30
-
10
+
78
+
73
+
42
-
6
+
79
+
0
+
0
+
0
Kratonite
chainbody
+ 0
+ 0
+ 0
- 15
+ 0
+ 39
+ 54
+ 87
- 3
+ 44
+ 0
+ 0
+ 0
Kratonite
platelegs
+
0
+
0
+
0
-
21
-
7
+
58
+
49
+
27
-
4
+
56
+
0
+
0
+
0
Kratonite
plateskirt
+ 0
+ 0
+ 0
- 18
- 3
+ 34
+ 38
+ 64
- 4
+ 38
+ 0
+ 0
+ 0
Kratonite
gauntlets
+
0
+
0
+
0
-
1
-
1
+
4
+
7
+
5
-
1
+
4
+
0
+
3
+
0
Kratonite
boots
+ 0
+ 0
+ 0
- 3
- 1
+ 7
+ 8
+ 5
- 1
+ 5
+ 0
+ 2
+ 0
Kratonite
kiteshield
+
0
+
0
+
0
-
8
-
2
+
22
+
38
+
31
-
1
+
33
+
0
+
0
+
0
5
40
Fractite
full helm
+ 0
+ 0
- 6
- 2
+ 0
+ 29
+ 33
+ 18
- 1
+ 31
+ 0
+ 0
+ 0
Fractite
platebody
+
0
+
0
+
0
-
30
-
10
+
100
+
93
+
54
-
6
+
101
+
0
+
0
+
0
Fractite
chainbody
+ 0
+ 0
+ 0
- 15
+ 0
+ 50
+ 69
+ 111
- 3
+ 56
+ 0
+ 0
+ 0
Fractite
platelegs
+
0
+
0
+
0
-
21
-
7
+
74
+
63
+
35
-
4
+
72
+
0
+
0
+
0
Fractite
plateskirt
+ 0
+ 0
+ 0
- 18
- 3
+ 44
+ 49
+ 82
- 4
+ 49
+ 0
+ 0
+ 0
Fractite
gauntlets
+
0
+
0
+
0
-
1
-
1
+
6
+
9
+
6
-
1
+
5
+
0
+
4
+
0
Fractite
boots
+ 0
+ 0
+ 0
- 3
- 1
+ 9
+ 10
+ 6
- 1
+ 6
+ 0
+ 3
+ 0
Fractite
kiteshield
+
0
+
0
+
0
-
8
-
2
+
28
+
49
+
40
-
1
+
42
+
0
+
0
+
0
6
50
Zephyrium
full helm
+ 0
+ 0
- 6
- 2
+ 0
+ 36
+ 41
+ 22
- 1
+ 38
+ 0
+ 0
+ 0
Zephyrium
platebody
+
0
+
0
+
0
-
30
-
10
+
123
+
114
+
67
-
6
+
125
+
0
+
0
+
0
Zephyrium
chainbody
+ 0
+ 0
+ 0
- 15
+ 0
+ 62
+ 86
+ 135
- 3
+ 69
+ 0
+ 0
+ 0
Zephyrium
platelegs
+
0
+
0
+
0
-
21
-
7
+
91
+
78
+
43
-
4
+
89
+
0
+
0
+
0
Zephyrium
plateskirt
+ 0
+ 0
+ 0
- 18
- 3
+ 55
+ 61
+ 98
- 4
+ 61
+ 0
+ 0
+ 0
Zephyrium
gauntlets
+
0
+
0
+
0
-
1
-
1
+
7
+
11
+
8
-
1
+
6
+
0
+
5
+
0
Zephyrium
boots
+ 0
+ 0
+ 0
- 3
- 1
+ 11
+ 12
+ 8
- 1
+ 7
+ 0
+ 4
+ 0
Zephyrium
kiteshield
+
0
+
0
+
0
-
8
-
2
+
35
+
61
+
50
-
1
+
52
+
0
+
0
+
0
7
60
Argonite
full helm
+ 0
+ 0
- 6
- 2
+ 0
+ 43
+ 49
+ 26
- 1
+ 45
+ 0
+ 0
+ 0
Argonite
platebody
+
0
+
0
+
0
-
30
-
10
+
145
+
136
+
80
-
6
+
149
+
0
+
0
+
0
Argonite
chainbody
+ 0
+ 0
+ 0
- 15
+ 0
+ 74
+ 102
+ 161
- 3
+ 82
+ 0
+ 0
+ 0
Argonite
platelegs
+
0
+
0
+
0
-
21
-
7
+
107
+
93
+
51
-
4
+
106
+
0
+
0
+
0
Argonite
plateskirt
+ 0
+ 0
+ 0
- 18
- 3
+ 65
+ 73
+ 117
- 4
+ 73
+ 0
+ 0
+ 0
Argonite
gauntlets
+
0
+
0
+
0
-
1
-
1
+
8
+
13
+
10
-
1
+
7
+
0
+
6
+
0
Argonite
boots
+ 0
+ 0
+ 0
- 3
- 1
+ 13
+ 14
+ 10
- 1
+ 8
+ 0
+ 5
+ 0
Argonite
kiteshield
+
0
+
0
+
0
-
8
-
2
+
42
+
73
+
60
-
1
+
62
+
0
+
0
+
0
8
70
Katagon full
helm
+ 0
+ 0
- 6
- 2
+ 0
+ 50
+ 57
+ 30
- 1
+ 53
+ 0
+ 0
+ 0
Katagon
platebody
+
0
+
0
+
0
-
30
-
10
+
171
+
159
+
94
-
6
+
174
+
0
+
0
+
0
Katagon chainbody
+ 0
+ 0
+ 0
- 15
+ 0
+ 96
+ 87
+ 119
- 3
+ 96
+ 0
+ 0
+ 0
Katagon
platelegs
+
0
+
0
+
0
-
21
-
7
+
126
+
109
+
60
-
4
+
124
+
0
+
0
+
0
Katagon plateskirt
+ 0
+ 0
+ 0
- 18
- 3
+ 76
+ 85
+ 137
- 4
+ 86
+ 0
+ 0
+ 0
Katagon
gauntlets
+
0
+
0
+
0
-
1
-
1
+
9
+
15
+
12
-
1
+
8
+
0
+
7
+
0
Katagon boots
+ 0
+ 0
+ 0
- 3
- 1
+ 15
+ 16
+ 12
- 1
+ 9
+ 0
+ 6
+ 0
Katagon
kiteshield
+
0
+
0
+
0
-
8
-
2
+
49
+
85
+
70
-
1
+
73
+
0
+
0
+
0
9
80
Gorgonite
full helm
+ 0
+ 0
- 6
- 2
+ 0
+ 58
+ 66
+ 35
- 1
+ 61
+ 0
+ 0
+ 0
Gorgonite
platebody
+
0
+
0
+
0
-
30
-
10
+
197
+
183
+
108
-
6
+
200
+
0
+
0
+
0
Gorgonite
chainbody
+ 0
+ 0
+ 0
- 15
+ 0
+ 87
+ 119
+ 188
- 3
+ 96
+ 0
+ 0
+ 0
Gorgonite
platelegs
+
0
+
0
+
0
-
21
-
7
+
145
+
125
+
69
-
4
+
143
+
0
+
0
+
0
Gorgonite
plateskirt
+ 0
+ 0
+ 0
- 18
- 3
+ 87
+ 98
+ 158
- 4
+ 99
+ 0
+ 0
+ 0
Gorgonite
gauntlets
+
0
+
0
+
0
-
1
-
1
+
10
+
17
+
14
-
1
+
9
+
0
+
8
+
0
Gorgonite
boots
+ 0
+ 0
+ 0
- 3
- 1
+ 17
+ 18
+ 14
- 1
+ 10
+ 0
+ 7
+ 0
Gorgonite
kiteshield
+
0
+
0
+
0
-
8
-
2
+
56
+
98
+
81
-
1
+
84
+
0
+
0
+
0
10
90
Promethium
full helm
+ 0
+ 0
- 6
- 2
+ 0
+ 67
+ 75
+ 41
- 1
+ 69
+ 0
+ 0
+ 0
Promethium
platebody
+
0
+
0
+
0
-
30
-
10
+
223
+
207
+
122
-
6
+
226
+
0
+
0
+
0
Promethium
chainbody
+ 0
+ 0
+ 0
- 15
+ 0
+ 113
+ 155
+ 245
- 3
+ 110
+ 0
+ 0
+ 0
Promethium
platelegs
+
0
+
0
+
0
-
21
-
7
+
164
+
142
+
78
-
4
+
163
+
0
+
0
+
0
Promethium
plateskirt
+ 0
+ 0
+ 0
- 18
- 3
+ 98
+ 111
+ 179
- 4
+ 113
+ 0
+ 0
+ 0
Promethium
gauntlets
+
0
+
0
+
0
-
1
-
1
+
11
+
19
+
15
-
1
+
10
+
0
+
9
+
0
Promethium
boots
+ 0
+ 0
+ 0
- 3
- 1
+ 19
+ 21
+ 16
- 1
+ 12
+ 0
+ 8
+ 0
Promethium
kiteshield
+
0
+
0
+
0
-
8
-
2
+
63
+
111
+
92
-
1
+
95
+
0
+
0
+
0
11
99
Primal full
helm
+ 0
+ 0
- 6
- 2
+ 0
+ 74
+ 83
+ 46
- 1
+ 77
+ 0
+ 0
+ 0
Primal
platebody
+
0
+
0
+
0
-
30
-
10
+
247
+
230
+
135
-
6
+
251
+
0
+
0
+
0
Primal chainbody
+ 0
+ 0
+ 0
- 15
+ 0
+ 125
+ 172
+ 272
- 3
+ 138
+ 0
+ 0
+ 0
Primal
platelegs
+
0
+
0
+
0
-
21
-
7
+
182
+
158
+
87
-
4
+
181
+
0
+
0
+
0
Primal plateskirt
+ 0
+ 0
+ 0
- 18
- 3
+ 109
+ 123
+ 199
- 4
+ 125
+ 0
+ 0
+ 0
Primal
gauntlets
+
0
+
0
+
0
-
1
-
1
+
12
+
21
+
17
-
1
+
11
+
0
+
12
+
0
Primal boots
+ 0
+ 0
+ 0
- 3
- 1
+ 21
+ 23
+ 18
- 1
+ 13
+ 0
+ 10
+ 0
Primal
kiteshield
+
0
+
0
+
0
-
8
-
2
+
70
+
123
+
102
-
1
+
105
+
0
+
0
+
0
Ranged
Bows and Leather Armor
Table 30
lists all of the regular bows
in Dungeoneering, organized by tier. Bows have a level requirement based
on the Ranged skill.
Table 30: Dungeoneering Bows
Tier
Level
Requirement
Bow
Ranged
Attack Bonus
1
1
Tangle gum shortbow
+ 7
Tangle
gum longbow
+
26
2
10
Seeping elm
shortbow
+ 10
Seeping
elm longbow
+
37
3
20
Blood spindle
shortbow
+ 13
Blood
spindle longbow
+
48
4
30
Utuku shortbow
+ 15
Utuku
longbow
+
59
5
40
Spinebeam shortbow
+ 19
Spinebeam
longbow
+
70
6
50
Bovistrangler
shortbow
+ 30
Bovistrangler
longbow
+
81
7
60
Thigat shortbow
+ 36
Thigat
longbow
+
93
8
70
Corpsethorn
shortbow
+ 43
Corpsethorn
longbow
+
108
9
80
Entgallow shortbow
+ 50
Entgallow
longbow
+
123
10
90
Grave creeper
shortbow
+ 57
Grave
creeper longbow
+
138
11
99
Sagittarian
shortbow
+ 65
Sagittarian
longbow
+
158
Table 31
lists the full complement of available ranged armor
items, again organized by tier. You must have the matching level in
both Defence and Ranged to use a given item.
Table 31: Dungeoneering Ranged Armor
Attack
Defence
Other
Tier
Level
Requirement
Armor
Stab
Slash
Crush
Magic
Ranged
Stab
Slash
Crush
Magic
Ranged
Summ.
Strength
Prayer
1
1
Protoleather
coif
- 3
- 3
- 3
- 3
+ 1
+ 2
+ 1
+ 3
+ 1
+ 2
+ 0
+ 0
+ 0
Protoleather
body
-
10
-
10
-
10
-
15
+
3
+
7
+
6
+
9
+
2
+
8
+
0
+
0
+
0
Protoleather
chaps
- 7
- 7
- 7
- 10
+ 2
+ 4
+ 3
+ 4
+ 1
+ 4
+ 0
+ 0
+ 0
Protoleather
vambraces
-
2
-
2
-
2
-
4
+
1
+
1
+
0
+
1
+
0
+
1
+
0
+
0
+
0
Protoleather
boots
- 2
- 2
- 2
- 3
+ 1
+ 1
+ 1
+ 1
+ 1
+ 1
+ 0
+ 0
+ 0
2
10
Subleather
coif
-
3
-
3
-
3
-
3
+
2
+
3
+
3
+
5
+
1
+
4
+
0
+
0
+
0
Subleather
body
- 10
- 10
- 10
- 15
+ 4
+ 14
+ 12
+ 16
+ 3
+ 14
+ 0
+ 0
+ 0
Subleather
chaps
-
7
-
7
-
7
-
10
+
2
+
8
+
6
+
8
+
2
+
8
+
0
+
0
+
0
Subleather
vambraces
- 2
- 2
- 2
- 4
+ 1
+ 1
+ 1
+ 2
+ 1
+ 1
+ 0
+ 0
+ 0
Subleather
boots
-
2
-
2
-
2
-
3
+
1
+
2
+
1
+
2
+
1
+
2
+
0
+
0
+
0
3
20
Paraleather
coifs
- 3
- 3
- 3
- 3
+ 2
+ 5
+ 4
+ 7
+ 2
+ 6
+ 0
+ 0
+ 0
Paraleather
body
-
10
-
10
-
10
-
15
+
4
+
14
+
12
+
16
+
3
+
14
+
0
+
0
+
0
Paraleather
chaps
- 7
- 7
- 7
- 10
+ 3
+ 11
+ 9
+ 12
+ 4
+ 12
+ 0
+ 0
+ 0
Paraleather
vambraces
-
2
-
2
-
2
-
4
+
2
+
2
+
1
+
2
+
1
+
2
+
0
+
0
+
0
Paraleather
boots
- 2
- 2
- 2
- 3
+ 1
+ 2
+ 2
+ 3
+ 2
+ 2
+ 0
+ 0
+ 0
4
30
Archleather
coif
-
3
-
3
-
3
-
3
+
3
+
7
+
6
+
10
+
4
+
8
+
0
+
0
+
0
Archleather
body
- 10
- 10
- 10
- 15
+ 8
+ 28
+ 24
+ 32
+ 11
+ 29
+ 0
+ 0
+ 0
Archleather
chaps
-
7
-
7
-
7
-
10
+
4
+
15
+
12
+
17
+
7
+
16
+
0
+
0
+
0
Archleather
vambraces
- 2
- 2
- 2
- 4
+ 3
+ 3
+ 2
+ 3
+ 2
+ 3
+ 0
+ 0
+ 0
Archleather
boots
-
2
-
2
-
2
-
3
+
1
+
3
+
3
+
4
+
3
+
3
+
0
+
0
+
0
5
40
Dromoleather
coif
- 3
- 3
- 3
- 3
+ 5
+ 8
+ 6
+ 10
+ 7
+ 8
+ 0
+ 0
+ 0
Dromoleather
body
-
10
-
10
-
10
-
15
+
11
+
29
+
25
+
34
+
18
+
31
+
0
+
0
+
0
Dromoleather
chaps
- 7
- 7
- 7
- 10
+ 6
+ 16
+ 13
+ 18
+ 11
+ 17
+ 0
+ 0
+ 0
Dromoleather
vambraces
-
2
-
2
-
2
-
4
+
4
+
3
+
2
+
3
+
4
+
3
+
0
+
0
+
0
Dromoleather
boots
- 2
- 2
- 2
- 3
+ 2
+ 3
+ 3
+ 4
+ 5
+ 3
+ 0
+ 0
+ 0
6
50
Spinoleather
coif
-
3
-
3
-
3
-
3
+
7
+
11
+
9
+
15
+
10
+
12
+
0
+
0
+
0
Spinoleather
body
- 10
- 10
- 10
- 15
+ 17
+ 43
+ 37
+ 50
+ 45
+ 27
+ 0
+ 0
+ 0
Spinoleather
chaps
-
7
-
7
-
7
-
10
+
10
+
24
+
19
+
26
+
17
+
25
+
0
+
0
+
0
Spinoleather
vambraces
- 2
- 2
- 2
- 4
+ 5
+ 4
+ 3
+ 5
+ 6
+ 4
+ 0
+ 0
+ 0
Spinoleather
boots
-
2
-
2
-
2
-
3
+
3
+
5
+
4
+
6
+
7
+
5
+
0
+
0
+
0
7
60
Gallileather
coif
- 3
- 3
- 3
- 3
+ 8
+ 13
+ 11
+ 18
+ 14
+ 14
+ 0
+ 0
+ 0
Gallileather
body
-
10
-
10
-
10
-
15
+
20
+
51
+
44
+
60
+
38
+
54
+
0
+
0
+
0
Gallileather
chaps
- 7
- 7
- 7
- 10
+ 10
+ 24
+ 19
+ 26
+ 17
+ 25
+ 0
+ 0
+ 0
Gallileather
vambraces
-
2
-
2
-
2
-
4
+
6
+
5
+
3
+
6
+
9
+
5
+
0
+
0
+
0
Gallileather
boots
- 2
- 2
- 2
- 3
+ 4
+ 6
+ 5
+ 7
+ 10
+ 6
+ 0
+ 0
+ 0
8
70
Stegoleather
coif
-
3
-
3
-
3
-
3
+
9
+
15
+
13
+
21
+
19
+
16
+
0
+
0
+
0
Stegoleather
body
- 10
- 10
- 10
- 15
+ 23
+ 60
+ 52
+ 70
+ 51
+ 63
+ 0
+ 0
+ 0
Stegoleather
chaps
-
7
-
7
-
7
-
10
+
14
+
34
+
27
+
36
+
32
+
35
+
0
+
0
+
0
Stegoleather
vambraces
- 2
- 2
- 2
- 4
+ 7
+ 6
+ 3
+ 7
+ 12
+ 6
+ 0
+ 0
+ 0
Stegoleather
boots
-
2
-
2
-
2
-
3
+
5
+
7
+
6
+
8
+
13
+
7
+
0
+
0
+
0
9
80
Megaleather
coif
- 3
- 3
- 3
- 3
+ 1
+ 17
+ 15
+ 24
+ 25
+ 19
+ 0
+ 0
+ 0
Megaleather
body
-
10
-
10
-
10
-
15
+
27
+
69
+
60
+
81
+
66
+
73
+
0
+
0
+
0
Megaleather
chaps
- 7
- 7
- 7
- 10
+ 16
+ 39
+ 31
+ 42
+ 41
+ 40
+ 0
+ 0
+ 0
Megaleather
vambraces
-
2
-
2
-
2
-
4
+
8
+
7
+
4
+
8
+
16
+
7
+
0
+
0
+
0
Megaleather
boots
- 2
- 2
- 2
- 3
+ 7
+ 8
+ 7
+ 9
+ 17
+ 8
+ 0
+ 0
+ 0
10
90
Tyrannoleather
coif
-
3
-
3
-
3
-
3
+
1
+
19
+
17
+
27
+
31
+
21
+
0
+
0
+
0
Tyrannoleather
body
- 10
- 10
- 10
- 15
+ 30
+ 78
+ 68
+ 91
+ 83
+ 82
+ 0
+ 0
+ 0
Tyrannoleather
chaps
-
7
-
7
-
7
-
10
+
18
+
44
+
35
+
47
+
2
+
8
+
0
+
0
+
0
Tyrannoleather
vambraces
- 2
- 2
- 2
- 4
+ 9
+ 8
+ 5
+ 9
+ 20
+ 8
+ 0
+ 0
+ 0
Tyrannoleather
boots
-
2
-
2
-
2
-
3
+
8
+
9
+
8
+
10
+
21
+
9
+
0
+
0
+
0
11
99
Sagittarian
coif
- 3
- 3
- 3
- 3
+ 12
+ 21
+ 19
+ 30
+ 38
+ 23
+ 0
+ 0
+ 0
Sagittarian
body
-
10
-
10
-
10
-
15
+
33
+
87
+
76
+
101
+
100
+
91
+
0
+
0
+
0
Sagittarian
chaps
- 7
- 7
- 7
- 10
+ 20
+ 49
+ 39
+ 52
+ 62
+ 50
+ 0
+ 0
+ 0
Sagittarian
vambraces
-
2
-
2
-
2
-
4
+
10
+
9
+
6
+
10
+
24
+
9
+
0
+
0
+
0
Sagittarian
boots
- 2
- 2
- 2
- 3
+ 9
+ 10
+ 9
+ 11
+ 26
+ 10
+ 0
+ 0
+ 0
Magic Staves
and Robes
Table 32
lists all of the magic staves
used in Dungeoneering, organized by tier and level requirement. Beware
that the tier numbering for staves is somewhat odd, and the examine
texts of the items can be rather confusing. You must have the necessary
Magic level requirement to use these staves.
Table 32: Dungeoneering Magic Staves
Attack
Defence
Other
Tier
Level
Requirement
Staff
Stab
Slash
Crush
Magic
Ranged
Stab
Slash
Crush
Magic
Ranged
Summ.
Strength
Prayer
Magic
Damage
1
1
Unimbued
wood staff (any)
+ 0
- 1
+ 7
+ 4
+ 0
+ 0
+ 0
+ 0
+ 4
+ 0
+ 0
+ 3
+ 0
+ 0
2
10
Earth
staff
+
0
-
1
+
8
+
7
+
0
+
0
+
0
+
0
+
7
+
0
+
0
+
4
+
0
+
0
3
20
Fire staff
+ 0
- 1
+ 8
+ 7
+ 0
+ 0
+ 0
+ 0
+ 7
+ 0
+ 0
+ 4
+ 0
+ 0
4
30
Air
staff
+
0
-
1
+
8
+
7
+
0
+
0
+
0
+
0
+
7
+
0
+
0
+
4
+
0
+
0
5
40
Catalytic
staff
+ 0
- 1
+ 10
+ 10
+ 0
+ 0
+ 0
+ 0
+ 10
+ 0
+ 0
+ 7
+ 0
+ 15%
6
50
Empowered
water staff
+
0
-
1
+
12
+
13
+
0
+
0
+
0
+
0
+
13
+
0
+
0
+
8
+
0
+
10%
7
60
Empowered
earth staff
+ 0
- 1
+ 12
+ 13
+ 0
+ 0
+ 0
+ 0
+ 13
+ 0
+ 0
+ 8
+ 0
+ 10%
8
70
Empowered
fire staff
+
0
-
1
+
12
+
13
+
0
+
0
+
0
+
0
+
13
+
0
+
0
+
8
+
0
+
10%
9
80
Empowered
air staff
+ 0
- 1
+ 12
+ 13
+ 0
+ 0
+ 0
+ 0
+ 13
+ 0
+ 0
+ 8
+ 0
+ 10%
10
90
Empowered
catalytic staff
+
0
-
1
+
31
+
15
+
0
+
0
+
0
+
0
+
15
+
0
+
0
+
15
+
0
+
20%
11
99
Celestial
catalytic staff
+ 0
- 1
+ 41
+ 20
+ 0
+ 0
+ 0
+ 0
+ 20
+ 0
+ 0
+ 20
+ 0
+ 30%
Table 33
lists all of the available magic robes,
again organized by tier. You must have the matching level in both Defence
and Magic to use a particular piece of equipment.