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Table Of Contents  RuneScoop.com
 >  The RuneScoop Ultimate Skill Guide for RuneScape
      >  The RuneScoop Ultimate Skill Guide - Dungeoneering

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The RuneScoop Ultimate Skill Guide - Dungeoneering
The RuneScoop Ultimate Skill Guide - Dungeoneering - Introduction and Overview
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The RuneScoop Ultimate Skill Guide - Dungeoneering - “Cheat Sheet”

The RuneScoop Ultimate Skill Guide to Dungeoneering contains a wealth of information—so 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, I’ve created some internal page links to let you quickly find what you’re looking for.

Summary of Trade-offs, Strategy and Efficiency Tips
Item and Resource Tiers
Complexity Levels
Skill Doors
Monsters
Skill Resources and Skill Stations
Challenge (Puzzle) Rooms
Bosses
Melee Weapons and Armor
Ranged Bows and Leather Armor
Magic Staves and Robes
Special and Slayer-Related Combat Equipment
Magic Spells
Skill Tables
Skill Boost and Potion Cross-Reference Tables

 

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

Cooking (partial), Firemaking, Fishing, Woodcutting

 

Yes

Yes

Yes

Yes

Yes

Mining Ores, Smelting Bars, Smithing Weapons and Arrowheads, Fletching Bows, Arrows and Staves, Runecrafting Runes and Staves

Fletching (partial), Mining, Smithing (partial), Runecrafting

 

 

Yes

Yes

Yes

Yes

Smithing Armor, Fletching Hunter Traps, Crafting Ranged Armor, Crafting Mage Robes, Harvesting Plants, Hunting Mastyx

Crafting, Farming (partial), Fletching (all), Hunter, Smithing (all)

 

 

 

Yes

Yes

Yes

Cooking Topped Potatoes, Farming Food, Farming Herbs, Cleaning Herbs, Making Potions, Making and Using Pouches, Thieving Locked Chests

Cooking (all), Farming (all), Herblore, Summoning, Thieving

 

 

 

 

Yes

Yes



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. Here’s 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 versions—the 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.


Table 24: Dungeoneering Skill Resources

Skill Resource

Associated Skill(s)

Tools Required

Resources Obtained

Rarity

Summary

Monster Drops

Combat

Weapons and armor, bows and arrows, runes, etc.

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.

Fishing Spots

Fishing

Fly fishing rod and feathers

Raw fish

Common

Fishing spots are one of the most often used skill resources, to supplement food gathered from monsters.

Trees

Woodcutting

Hatchet

Branches

Very Common

Trees are a source of branches for fletching bows and arrows, starting fires, and making staves and Hunter traps.

Bovimastyxes

Hunter

Knife

Leather

Common

These are docile creatures you can hunt to get hide for making leather ranging armor.

Textile Plants

Farming

--

Plants

Common

These plants grow in “pre-planted’ Farming patches; they can be harvested, then spun into cloth to make magic robes.

Mining Rocks

Mining

Pickaxe

Ores

Common

Mined for ores to make melee armor and weapons.

Locked Chests

Thieving

--

Gold, charms, herbs, arrows, weapons, other items

Uncommon

A quick and easy source of valuable random items.

Prayer Altars

Prayer

--

Prayer points

Rare

The use of altars is restricted in Daemonheim, so these are effectively a limited resource like the others.



Table 25: Dungeoneering Skill Stations

Skill Station

Associated Skill(s)

Tools Required

Input Resources

Output Resources

Rarity

Present in Starting Room?

Summary

Cooking Ranges

Cooking

Tinderbox and branches

Raw food

Cooked food

Uncommon

--

Ranges must be stoked with branches and then lit using a tinderbox. They are used to cook raw fish and raw potatoes.

Farming Patches

Farming

--

Seeds

Herbs, mushrooms or potatoes

Common

--

Farming patches let you grow your own herbs for potions, or vegetables for making topped potatoes. Crops take only a minute to grow in Daemonheim.

Furnaces and Anvils

Smithing

Hammer (for anvils)

Ores

Bars / Armor and Weapons

Uncommon

Yes

Smelt ores into bars with the furnace, then hammer the bars into armor or weapons (or arrowheads for fletching).

Runecrafting Altars

Runecrafting

--

Rune essence or fletched staves

Runes or imbued magic staves

Common

Yes

All types of runes (except soul runes) can be made at a single altar type. They are also used to magically imbue fletched wooden staves.

Spinning Wheels

Crafting

--

Textile plants

Cloth

Uncommon

Yes

Used to spin plants directly into cloth for making robes.

Summoning Obelisks

Summoning

--

Charms and secondary ingredients

Summoning pouches and scrolls

Common

Yes

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.

Water Troughs

Herblore

--

Empty vials

Vials of water

Uncommon

Yes

Used to fill vials for making potions.

The Smuggler

Fletching, Herblore and Crafting

Knife (Fletching); Needle and thread (Crafting)

Branches and bow strings (Fletching); Vials, herbs and seconds (Herblore); Cloth or leather (Crafting)

Bows, arrows, staves and traps (Fletching); Potions (Herblore); Magic robes and leather armor (Crafting)

Unique

Yes

The smuggler is not really a skill station, but plays the same role for certain conversion skills that the bank does in the rest of RuneScape.


 

Challenge (Puzzle) Rooms

Challenge rooms contain special combat, skill or mental puzzles that must be solved in order to unlock their doors. They are summarized in Table 26.


Table 26: Dungeoneering Challenge Rooms (Quick Reference)

Informal Name

Skill Requirements

Tool Requirements

Overall Difficulty

Danger Level

Time Required

Number of Team Members Required

Summary of Challenge Solution

Agility Obstacles

Agility

--

Low to moderate

Low to moderate

Low

1

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.

Catch the Ferret

Hunter, Woodcutting

Hatchet and knife

Moderate

Low

Low to moderate

1

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.

Collapsing Tunnels

Mining, Construction?

Pickaxe

Low

Moderate to high

Low to moderate

1

Use a pickaxe to clear fallen rubble and then reinforce support struts to make corridors safe for travel.

Colored Light Synchronization

Magic

--

Low

None

Low

1

Synchronize the timing of four colored lights by moving on and off pressure pads that cause their movement to pause.

Enigmatic Hoardstalker / Riddler

--

--

Low

Low

Low

1

Ask the Enigmatic Hoardstalker for a riddle, then give him the item from the room corresponding to the clue he gives you.

Ferret, Fish and Pressure Pad

Fishing, Cooking?, Ranged

Fly fishing rod and feathers

Low

Low

Moderate

1

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.

Fill the Barrel

Strength, Construction

--

Moderate

None

Moderate

1

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.

Five Pairs of Combat Triangle Opponents

Mining, Crafting

Chisel (provided), pickaxe and hammer

Moderate

Moderate

Moderate

1

Mine stone blocks from a crumbling wall, then carve weapons to equip five statues with the styles that defeat the combat styles of their opponents.

Fremennik Scout

Cooking, Fletching and Smithing

Hammer and knife (can be provided)

Low

None

Low

1

Help the NPC Fremennik setting up a base by fletching some bows, making some battleaxes and cooking some fish.

Follow the Leader (Mime Statues)

--

--

Low

Low

Low

Equal to difficulty level setting

Stand on the pressure pad and duplicate three emotes made by a statute.

Ice Floor

--

--

Moderate

None

Moderate

1

Slip and slide across an icy floor to reach four pressure pads placed in various locations.

“Lights Out” Tile Puzzle

Runecrafting

--

Low

Low

Low

1

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).

Magical Construct

Magic, Crafting and Runecrafting

Chisel (provided) and hammer

Low

Low

Low

1

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.

Monstrous Monolith

--

--

Moderate to high

Moderate to high

Moderate to high

1, but ful team recommended

Protect a monolith against attacks by mysterious shades as it charges in power, by drawing those attacks onto yourself and your teammates.

Power Crystal, Gaps and Guardian Sphere

Agility?

Power crystal (provided)

Moderate

Low to moderate

Moderate

1

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.

Seeker Sentinel and Seeker Spawn Stealth

--

--

Low to moderate

Low

Low

All who navigate the room

Sneak past sentinels guarding the room by waiting until the central sentinel is looking away, and then subduing the spawn in each corner.

Sequential Ghosts

--

--

Low

Low

Low to moderate

1

Kill all of the ghosts in the room one at a time, by watching a moving spirit/vapor to determine which ghost is vulnerable to attack.

Sleeping Guards

--

--

Low to moderate

Low to moderate

Low

1

Get the keys to the doors in the room either by stealth or brute force.

Speed Switches

--

--

Low

Low to moderate

Low

Roughly equal to difficulty level setting

Flip all of the switches before the timer expires.

Statue-Chessboard Pattern Duplication

--

--

Low

None

Moderate

1

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.

Suspicious Grooves

--

--

Low

Moderate to high

Low

1

Navigate through three rows of spiked squares, finding the safe path by trial and error.

Timed Toxin Maze

--

--

High

Moderate to high

Moderate to high

1

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.

Warrior, Ranger and Mage Triangle

Mining, Crafting

Chisel (provided), pickaxe and hammer

Low

Low to moderate

Low

1

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.


Table 27: Dungeoneering Bosses (Quick Reference)

Boss Name

Theme

Floors

Primary Attack Styles (plus Secondary Attack Styles)

Special Attacks

Special Defences

Recommended Attack Method

Recommended Defence Method

Brief Description

Combat Tips

Gluttonous Behemoth

Frozen

1 to 11

Melee, Ranged and Magic

Stomp (when underfoot)

Heals rapidly if able to access nearby carcasses

Melee

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 don’t die. Drop a gatestone in the combat spot so you can get back quickly if you are killed.

Astea Frostweb

Frozen

1 to 11

Magic (plus Melee)

Freeze spells; summoned ice spiders

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.

Icy Bones

Frozen

1 to 11

Melee (plus Magic and Ranged)

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 won’t affect you if you stay near him. Melee protection reduces damage, but Piety/Turmoil speed up kills.

Luminescent Icefiend

Frozen

3 to 11

Magic and Ranged

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.

Plane-freezer Lakhrahnaz

Frozen

6 to 11

Ranged and Magic (plus Melee)

Spin move

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 that’s 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 aren’t pushed around too much by him. Use a melee familiar (bloodrager) to speed up the kill, since it is immune to the slipping effect.

To’Kash the Bloodchiller

Frozen

9 to 11

Magic and Melee (plus Ranged)

“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 you’ll usually need a lot of food. If in a group, use the available option to free trapped teammates.

Skeletal Horde

Abandoned 1 and 2

12 to 17 and 30 to 35

Ranged, Magic and Melee

None

Regeneration

Magic or Ranged

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.

Hobgoblin Geomancer

Abandoned 1 and 2

12 to 17 and 30 to 35

Magic (and Melee)

Prayer drain, weakening spells

Snaring; teleportation; prayer disabling

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.

Bulwark Beast

Abandoned 1 and 2

12 to 17 and 30 to 35

Melee, Ranged and Magic

Stomp; prayer drain in team environment

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 don’t 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.

Unholy Cursebearer

Abandoned 1 and 2

12 to 17 and 30 to 35

Magic (and Melee)

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.

Rammernaut

Furnished

18 to 29

Melee only!

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).

Stomp

Furnished

18 to 29

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 can’t get to both spots, save the crystals and try again on the next round after he heals up -- this usually works since you don’t 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.

Har’Lakk the Riftsplitter

Furnished

18 to 29

Magic (and Melee)

“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 K’ril 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.

Lexicus Runewright

Furnished

20 to 29

Magic (and Melee)

“Almanac army” (aggressive book summons); “Book barrage” (high-damage area effect spell)

Melee damage reflection; teleportation; cumbersome room layout

Ranged

Ranged armor with Protection from Magic

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.

Sagittare

Furnished

23 to 29

Ranged and Magic

Arrow rain (area effect ranged attack); Multiple arrow shot

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. He’ll 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.

Night-gazer Khighorahk

Furnished

26 to 29

Magic (and Melee)

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 he’ll 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 don’t 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).

Shadow-forger Ihlakhizan

Abandoned 2

30 to 35

Magic (and Melee)

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 doesn’t 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.

Bal’lak the Pummeller

Abandoned 2

33 to 35

Melee (and Magic)

Noxious bubble pools; ability to disable prayers

Gradually increasing defence

Melee with Piety or Turmoil

Melee or ranged armor (more research needed)

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 demon’s 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 doesn’t 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.


Table 33: Dungeoneering Magic Robes

 

Attack

Defence

Other

Tier

Level Requirement

Armor

Stab

Slash

Crush

Magic

Ranged

Stab

Slash

Crush

Magic

Ranged

Summ.

Strength

Prayer

1

1

Salve hood

- 3

- 3

- 3

+ 1

- 3

+ 1

+ 1

+ 2

+ 1

+ 0

+ 0

+ 0

+ 0

Salve robe top

- 7

- 7

- 7

+ 2

- 7

+ 4

+ 3

+ 7

+ 2

+ 0

+ 0

+ 0

+ 0

Salve robe bottom

- 5

- 5

- 5

+ 1

- 5