Dungeoneering - Guides - Zybez Runescape

DungeoneeringEdit This Entity

Credits: Content Team
Table of Contents
1.0 - Introduction

Dungeoneering was released on April 12th 2010, after a mysterious world-wide emote foreshadowed its release. Following on this strange teaser was the revelation of a large peninsula deep in the wilderness, guarded by Fremenniks who had gone to investigate the strange power. The skill is RuneScape's own implementation of a popular aspect of all MMORPGs: Raiding and Instances. Unlike other MMOs, however, RuneScape turns it into a skill, allowing players to access higher leveled dungeons as their Dungeoneering level progresses.

The concept of it is simple. Players are able to form a group, or play solo, and are then put into a dungeon where they must explore different rooms, facing various challenges such as bosses and puzzles. At the end of the dungeon, players are rewarded with experience and tokens based on how well they performed.

2.0 - Basics
2.1 - How to start

In order to start training Dungeoneering, you must form a party of one to five players. Upon completion of a dungeon, players are rewarded with experience and reward tokens. These tokens are used to purchase Dungeoneering experience, or unique pieces of equipment that are obtained only through training the Dungeoneering skill.

While there are no skill requirements to start Dungeoneering, it is recommended that you have decent combat skills, as the dungeons are fairly combat-oriented. Non-combat skills are not essential but will greatly enhance gameplay inside the dungeons. It is also a good idea to form a group, as players can benefit from each other's skill levels and work together to complete a dungeon.

To get to Daemonheim, you can use the following methods:
  • Take a ferry from the dock behind Al-Kharid bank.
  • Venture through the deep Wilderness to the eastern part.
  • Teleport using the Ring of Kinship given by the tutor.

Zybez Runescape Help's Screenshot of a Dungeoneering Base Room


Party interface
Zybez Runescape Help's Screenshot of the Dungeoneering Party Interface

You can open your party interface any time by choosing to view it through your Ring of kinship, through left-clicking it when it is in your inventory. When you are not in a party, the only buttons available here are the 'Form party' and 'Reset' buttons, which allow you to create a party and reset your progress respectively.

When you join a party, a list of party members is shown, along with buttons to leave the party, invite a player, and if you are the leader, you can change the floor and complexity level of the dungeon your party will do. There is a tick box to toggle 'Guide mode'; when it is on, the critical path will be highlighted on your map (the linear path to take to reach the boss without discovering bonus rooms), although you will get a reduction in experience if you choose to have this on.

Right-clicking any member of your party allows you to 'Inspect', 'Kick', or 'Promote'. Inspecting them brings up their inventory, stats, and beast of burden inventory if they have one. Kicking them will remove them from your team upon request (at least 2 people need to vote to kick while inside a dungeon), and promoting them will give them party leader rights (they will be able to mark monsters and kick players).

It is worth noting that a little button by your name marked 'XP' allows you to toggle shared experience on or off. If you do not want experience to be shared between you and your other team members, press the button so that it is red to show that it is off. Otherwise, check to see that it is green.

Your current progress and previous progress can be seen any time. The current progress number indicates the number of floors you have completed so far, while the previous progress shows the number of floors you have completed before you last reset your progress, and is a major factor in the amount of Prestige experience you get on certain floors (see section 2.6 for a detailed explanation of Prestige).

Creating a party

To create a party, open your Party interface through your Ring of kinship. Select the ‘Form party’ button and you will create a party. At first, you will be the only player in the party. You may recruit other players to join by right-clicking them and selecting the ‘Invite’ option, or use the 'Invite player' button on the party interface. An invitation will be sent to them to join your party. A party of up to five players may be formed at once, and only floors and complexity levels that every member of the party have access to can be entered. For example, if a player can go to floor 14, but no one else can, then that party will not be able to enter that floor.


Joining a party

To join a party, an invitation must have been sent by a party leader to join their party. The invitation will appear in the form of a message in a player’s chat box which can be clicked on to open up an interface. This interface shows the members of the party to be joined, as well as buttons to accept or decline the invitation.


Free-for-all barrier

If you would not like to go through the hassle of needing to find members for your party, step into the free-for-all barrier located in the center of the castle. The game will then randomly pick up to 4 other people in the area to team up with you, and from there, you may begin your raid. Before you are randomly assigned to a group, you can choose the Floor and Complexity level.


Area-specific barriers
Zybez Runescape Help's screenshot of the interface shown before entering an area-specific barrier

These work just like the free-for-all barrier does, where teams are automatically formed. The only difference with these barriers is that the floors are limited such that only floors belonging to certain dungeon areas can be chosen. For example, the "Frozen" barrier allows teams to be able to raid floors 1 to 11.


Starting a raid

Only the leader may decide when to start the raid. To begin, click on either one of two dungeon entrances on the south side of the castle. The floor may then be chosen here, and shows an interface which lets the leader know which floors every member of the party has access to and which ones they have completed. Afterwards, the complexity level can be chosen (see section 2.2 for a more detailed explanation).

If a player decided to start a raid by him/herself, the dungeon will either be small or medium and the difficulty will be designed for one person only. Two-man or three-man parties can choose between small or medium and can allow the dungeon to be suited for up to three people, while four or five-man parties can choose large dungeons and can be fit for up to five people. As long as the party consists of more than one person, interfaces in the chat-box will let the leader choose the dungeon size and difficulty of the dungeon.

2.2 - Floors

As you progress through the floors, you will notice that the higher the number of the floor, the better the experience you will receive. There are 60 floors in Daemonheim in total: floors 1-12 take place in the Frozen part of Daemonheim, floors 13-17 take place in the Abandoned 1 part, floors 18-29 in the Furnished part, floors 30-35 belong to the Abandoned 2 section, floors 36-47 is in the Occult section, and finally floors 48-60 are Warped. In general, the higher the floor number, the harder the monsters in the dungeons are. For every two dungeoneering levels that you achieve, you will be able to access a new floor.

An easy way to remember the highest floor you can access from your current Dungeoneering level is to add one to your level and divide it by 2. Using this, the highest floor accessible at level 63 is 64 divided by 2, which is floor 32.


LevelFloor LevelFloor LevelFloor LevelFloor LevelFloor
11 32 53 74 95
116 137 158 179 1910
2111 2312 2513 2714 2915
3116 3317 3518 3719 3920
4121 4322 4523 4724 4925
5126 5327 5528 5729 5930
6131 6332 6533 6734 6935
7136 7337 7538 7739 7940
8141 8342 8543 8744 8945
9146 9347 9548 9749 9950
10151 10352 10553 10754 10955
11156 11357 11558 11759 11960

2.3 - Complexities

Before starting an adventure in Daemonheim, you must select a complexity level. The higher the complexity level, the more skills that will be involved in it, the more likely you are to find puzzle rooms, and the more difficult the dungeon becomes. However, the penalty in experience will be reduced. In lower complexity floors, more resources appear around rooms, but the experience gained from gathering resources is reduced.


Complexity Level Skills XP Penalty
1 Combat only 50%
2 Cooking, Firemaking, Fishing, Woodcutting 45%
3 Smithing (weapons), Mining, Runecrafting 40%
4 Farming (textiles), Hunting, Smithing (armour) 35%
5 Farming (seeds), Herblore, Thieving, Summoning, Construction 30%
6 - 0%

Guide mode is automatically switched on for complexities 1 to 4. It can not be toggled in any way. An advantage of Guide mode is that there are no bonus rooms, allowing for a dungeon to be completed faster, and is useful for increasing your progress faster as a result.

2.4 - The Dungeons

A dungeon may be started once the party leader chooses to go down the dungeon entrance located on the south side of the castle, and has chosen the floor, complexity level and dungeon size. Once inside, all players will appear in a room with a Smuggler and a table with various items to start the players off. Depending on the complexity level chosen, it may also contain a Furnace, several Anvils, a Water trough (for filling Vials), a Runecrafting altar, and a Spinning wheel.

Zybez Runescape Help's Screenshot of a Dungeoneering Base Room

The Smuggler

The Smuggler is your ally and will always be in the base room in every dungeon. Use any item on him to get an explanation of its use. After you discover who the boss of your dungeon is, talk to him and he will give you tips on how to defeat it. He also runs a shop, selling ores, fabrics, Bovimastyx hides, herb seeds, low-level tools and weapons, Toolkits, potion ingredients etc. The variety of items he sells depends on the complexity level; in dungeons of complexity 1, his shop is not available, and in complexity level 6, he sells the full range of items.

Rooms and monsters

In the dungeons, there are many different types of rooms, most of which are puzzles for you or your team to solve. Typically, they contain monsters of different combat levels. You might also find some resources by the walls of the rooms, for example ore or trees. Most rooms will have doors that lead to other rooms. There are different kinds of doors: key, skill, guardian and regular doors. Key doors will require a key of a colour and shape which can be picked up from the floor of the rooms in the dungeon. Skill doors will need certain skills and sometimes tools to open. Guardian doors can only be opened if every monster (except for Bovimastyx creatures) in the room is killed. Regular doors can be opened regardless except when there is a puzzle in that room that needs solving.

Monsters in the room may use any combat style, whether it be melee, Ranged, or Magic. The leader can "mark" a monster by right-clicking on it and selecting 'Mark'. This will make a flashing arrow appear above it, which is visible to everyone on your team. This is an excellent way of communicating to your team members which monster to attack. Almost every time, they will drop an assortment of items like food, herbs, potion ingredients, resources, tools, and sometimes equipment. Forgotten warriors, rangers, or mages have a chance of dropping parts of their worn equipment, except for those wearing tier 11 equipment who will only drop tier 10.

All floors contain the same monsters and threats, while some are exclusive to certain floors. Below shows all the monsters that you can encounter on each floor.


Floors Monsters
All Mysterious shade, Forgotten warrior, Forgotten mage, Forgotten ranger
Frozen Ice spider, Ice elemental, Ice giant, Ice warrior, Ice troll, Thrower troll
Abandoned Zombie, Skeleton, Dungeon spider, Earth warrior, Animated pickaxe, Hobgoblin
Furnished Brute, Guard dog, Dungeon spider
Occult Zombie, Skeleton, Necromancer, Animated book, Dungeon spider
Warped Zombie, Skeleton, Animated book, Dungeon spider, Reborn mage

Doors

Other doors will need certain requirements, skills and/or items to open and give a batch of experience when unlocked, depending on the level required. All skill-based doors can be failed, resulting in hefty damage being taken. The damage can be reduced by switching to a Gatherer or Artisan class Ring of kinship. Below shows all of the possible skill doors that you can get.


DoorDescriptionItem Needed
DoorCan be opened freelyN/A
Guardian doorRequires all monsters in the room to be slain to open (excludes Bovimastyx creatures)N/A
Locked doorDisarm the trap on the locked door using AgilityN/A
Padlocked doorPicklock the padlocked door using ThievingN/A
Runed doorImbue the door with rune energy using RunecraftingN/A
Pile of rocksDestroy the rock that is preventing you from entering using MiningPickaxe
Plank doorForcibly lift a bar that is blocking the door using StrengthN/A
Flammable debrisBurn the flammable debris covering the door using FiremakingTinderbox
Magical barrierDispel a magical barrier on the door using MagicN/A
Dark spiritExorcise the dark spirit blocking the door using PrayerN/A
VinesCut away overgrown vines blocking the door using FarmingKnife
BarricadesCut down a barricaded door using WoodcuttingHatchet
Broken keyRepair a broken key on the door using Smithing in order to unlock itHammer
Ramokee exileDismiss a Ramokee exile who is blocking the door using SummoningN/A
Chemical mechanismMix the compound using Herblore to open the doorVial
PulleyFix a pulley mechanism using CraftingN/A

Item tiers

You will encounter many different kinds of items in the dungeons, most importantly the resources and equipment. It is fairly difficult to remember the names of the different tiers. The spectrums of items categorised by tiers are:

  • Ores/metals - Novite < Bathus < Marmaros < Kratonite < Fractite < Zephyrium < Argonite < Katagon < Gorgonite < Promethium < Primal
  • Fabrics/cloth - Salve < Wildercress < Blightleaf < Roseblood < Bryll < Duskweed < Soulbell < Ectograss < Runeleaf < Spiritbloom < Celestial
  • Hides/leather/bags - Protoleather < Subleather < Paraleather < Archleather < Dromoleather < Spinoleather < Gallileather < Stegoleather < Megaleather < < Tyrannoleather < Sagittarian
  • Wood/bows - Tangle gum < Seeping elm < Blood spindle < Utuku < Spinebeam < Bovistrangler < Thigat < Corpsethorn < Entgallow < Grave creeper < Sagittarian
  • Fish - Heim crab < Red-eye < Dusk eel < Giant flatfish < Short-finned eel < Web snipper < Bouldabass < Salve eel < Blue crab < Cave moray
  • Restorative herbs - Aloe < Featherfoil < Buckthorn (makes Defence, Stat restore, Cure, and Rejuvenation potions)
  • Melee/ranged herbs - Valerian < Magebane < Lycopus (makes Ranged, Melee, Artisan's, and Survivalist's potions)
  • Magic herbs - Sagewort < Wormwood < Winter's grip (makes Magic, Poison, Gatherer's, and Naturalist's potions)

Small dungeons can contain up to 16 rooms, medium ones up to 32 and large ones up to 64. Below, typical completed dungeons are illustrated. It is worth taking note of the dungeon size in order to decide on a strategy.

Zybez Runescape Help's screenshot of a completed small dungeon Zybez Runescape Help's screenshot of a completed large dungeon

All dungeons will contain a room with a boss that the team must defeat in order to complete. See section 4.1 of this guide for more details on how to defeat the different bosses that you will encounter.

Zybez Runescape Help's Screenshot of a Dungeoneering Scorecard

Upon completing a dungeon, a batch of experience is rewarded and modified by a percentage based on the following criteria:

  • The floor that was completed - the further down the level, or the higher up the floor, the higher the experience
  • If the floor was unexplored when it was completed, known on the interface as "Prestige"
  • Dungeon size bonus - small dungeons give +0%, medium gives +8%, and large gives +16%
  • Difficulty - depending on how many players were in the party and how many players the dungeon was designed for, this is shown in the form of a ratio. 5:5 (5 players in party, dungeon was designed for 5 players) grants the most experience, while 5:1 grants the least.
  • Level mod - a percentage based on how many monsters were left undefeated when the dungeon was completed; the more monsters, the lower the bonus. This can contribute as low as -20% and 10% at most.
  • Bonus rooms - how many additional rooms were explored (rooms that were not needed to reach the boss)
  • Complexity - the level of complexity that was chosen (see section 2.2)
  • Guide mode - if Guide mode was switched on, this will contribute -5% to the modifier
  • Deaths - how many times the player has died; each death contributes around -11% of the modifier. This cannot go above 0%
A total modifier at the end will be applied to the base experience that consists of the average of the floor and Prestige experience to give the final experience earned in the dungeon.
2.5 - Titles

Players may also receive titles based on their actions in the dungeon. These are just for show and do not affect anything else.

TitleDescription
M.V.PThe most valuable player.
LeecherDidn't contribute at all.
BerserkerMost melee damage dealt.
SharpshooterMost ranged damage dealt.
Battle-mageMost magic damage dealt.
Against All OddsDealt the killing blow to a boss while on less than 10 life points.
Least HarmfulDealt the least damage.
Nine LivesDied eight times, no more or less.
Spontaneous CombustionExperienced an unfortunate end by fire.
Crafting CatastropheGot killed by a chisel.
D.I.Y. DisasterVictim of an unfortunate construction disaster.
Fishing FollyLost a fight with a fishing rod.
Meat-shieldMost damage taken.
SurvivorDidn't die at all.
Most DeathsExactly what it says on the tin.
Vengeance is Mine!Killed a boss with Vengeance.
Double K.O.Killed a boss with Retribution.
Jack-of-all-tradesCompleted the greatest variety of tasks.
Kill StealerStole the most killing blows.
Knuckle SandwichDealt out damage, but never with weapons or spells.
GathererGathered the most resources.
DavidVanquished a superior foe.
GoliathFell victim to a vastly inferior foe.
Master-of-noneFailed the most skill tasks.
UntouchableThe only player to deal damage, but not take any.
GluttonWasted the most food by over-eating.
Master ChefCooked the most life points' worth of food.
Party MagicianCast non-combat spells but, otherwise, dealt no damage.
'A' for EffortAttempted a number of skill tasks but didn't complete a single one.
Culinary DisasterBurned the most food.
Uneconomical AlcherWasted the most money through alchemy spells.
Pickaxe AlcherAlch-ed the last pickaxe.
Nothing SpecialDid nothing to deserve any titles - except this one.
Clever GirlYou let a Bovimastyx kill you.
HandymanCarried useful equipment from start to finish.
I Can Has Heim Crab?You only ate heim crab throughout the dungeon.
It's a Trap!You teleported to the group gatestone, but died shortly after.
Medic!You healed your team mates for the most total life points.
Rest in PeaceLaid at least 10 bones to rest on an altar.
Tele-failMost people teleport away their current location. Not you.
Too Little, Too LateYou need to use a piece of food on a teammate after their lifepoints reach 0.
Least I Ain't ChickenEnter the boss room on your own with everyone else in the starting room.
The Gate EscapeYou used all the food in your inventory while fighting the boss, and quickly teleported to the gatestone.
Balanced!You killed the boss while close to death with plenty of food in your inventory.
Ha-Trick!You matched Mod_Trick's epic performance by getting 'Nothing Special' three times in a row.
I Choose You!You summoned six or more familiars while in the dungeon.
Beast ModeYou displayed Mod_Mark's persistence by exhausting every resource on the critical path.
The ChiefYou gained Mod_Hulme's green fingers by harvesting at least 25 potatoes...but doing the least damage.
WoopWoopWoop!You kept up with Mod_Chris_L, blitzing your way through the entire dungeon and entering new rooms without fear.
It's Too Easy!You equalled Mod_Benny's love of carnage by doing plenty of damage with melee, ranged and magic.

2.6 - Item Binding

Any items made in one dungeon can not be carried over to another except for items that are bound to a player. Binding items in the dungeon will allow you to keep them with you for every dungeon that you go into. This is extremely helpful when you obtain a very powerful piece of equipment that you do not want to lose. As your level increases, you will be able to use more than one of your bound items.

Ammo and runes can be bound separately from equipment, and only one type of ammo or rune can be bound. Up to 125 may be kept in this way. Completion of Salt in the Wound will increase this to 225.

  • Level 1 - Use one bound item
  • Level 1 - Bind 125 arrows/runes.
  • Level 20 - Use two bound items
  • Level 50 - Use three bound items
  • Level 90 - Use four bound items
  • Level 120 - Use five bound items
You can access your bind setup by right-clicking on the smuggler in the starting room of your dungeon. An interface such as the one to your left will open up. The top ten squares are your current bound items. The boxes on the bottom display three load outs that you can use. If you are level one you can only have one item in each of the load out rows, and as your levels increase as per the list above you'll be able to add the appropriate amount of items to that row.

To use the load out automatically upon the start of each dungeon make sure the check box is selected to the left of the row. If you want to switch to another load out while you're in the dungeon just click the arrow to the right and you will equip that load out. This is useful for if a boss requires a different style than your preferred method.

2.7 - Prestige

You will notice that your base experience from completing a dungeon is calculated from Floor and Prestige experience. Prestige is awarded only when an unexplored dungeon is completed (you can tell when a "tick" appears on a floor that is completed when clicking on the "Floor" button from your party interface). This is built up by progressing through as many floors as possible and is calculated based on your ‘Previous progress’ number. Prestige is calculated from your Previous progress number or the number of the floor you are currently on.

Once you reach a point where you will barely be unlocking new floors, reset your progress. To reset your progress, open your Party interface with the Ring of kinship you have and select the ‘Reset’ button. Once reset, all floors that you have completed before will now be marked as incomplete.

You will notice that your ‘Current progress’ number will be reset to 0, and your ‘Previous progress’ will be however many floors you have completed before you reset.

The next time you complete more unexplored dungeons, the Prestige experience will be considerably bigger for the lower-end floors depending on the number of floors you completed before you reset.

Taking an example, if a player completes floors 1-10 for the first time, his Current progress number will be 10 and his Previous progress number will be 0. The Prestige he will have gotten from the first floor will be 1, and for the second, it will be 2. If he decides to reset his progress at this point, his Previous progress number will now become 10, and his Current progress number will be set to 0. For floors 1-9, his Prestige will now be 10, and completing floor 14 will allow his Prestige to be 14.

3.0 - Skills
3.1 - Cooking Show/Hide
3.2 - Construction Show/Hide
3.3 - Crafting Show/Hide
3.4 - Farming Show/Hide
3.5 - Firemaking Show/Hide
3.6 - Fishing Show/Hide
3.7 - Fletching Show/Hide
3.8 - Herblore Show/Hide
3.9 - Hunter Show/Hide
3.10 - Magic Show/Hide
3.11 - Mining Show/Hide
3.12 - Prayer Show/Hide
3.13 - Ranged Show/Hide
3.14 - Runecrafting Show/Hide
3.15 - Slayer Show/Hide
3.16 - Smithing Show/Hide
3.17 - Summoning Show/Hide
3.18 - Thieving Show/Hide
3.19 - Woodcutting Show/Hide

4.0 - Strategies

Due to the varying nature of the dungeons, it is very hard to come up with a single strategy that will always work for every dungeon. However, there are several tips that can help you on your journeys.

Home teleport

If you would like to get back to your base safely, the Dungeon home teleport spell can take you directly there. This spell takes the same time as the other home teleport spells, except it can be cast an infinite amount of times. This is handy when you are far away from the base or the way back is too dangerous.


Bind items

At any Dungeoneering level, you may bind one item (you keep bound items for every dungeon). When starting Dungeoneering, you will only be able to bind one item, so binding a weapon is a must because you will need to fight efficiently. When you reach level 50 Dungeoneering and are able to bind two items, you can bind either a good piece of armour like a platebody, or a Shadow silk hood which prevents monsters like Forgotten warriors, rangers, Zombies, and warrior and ranger Skeletons from seeing you, potentially making your dungeons a lot safer.

Finally, bind up to 125 arrows if you use Ranged attacks, 125 useful runes if you cannot make them easily, or either a Magical blastbox or Celestial surgebox containing up to 125 spell charges if you use Magic attacks.


Group and regular Gatestones

For players with level 32 Magic or higher, they have the ability to cast the Create Gatestone spell, which requires 3 Cosmic runes. Casting it will create a Gatestone in your inventory, which can be dropped anywhere. This will activate the Teleport Gatestone spell which costs no runes. When cast, you will teleport to where you dropped your Gatestone, and your Gatestone will be destroyed.

Group gatestones are now available for every party in a dungeon. Whether the Group gatestone is dropped on the floor or carried by a player, either teleporting through the Gatestone portal (built on the base's Construction hotspot by default) or using the Teleport to Group Gatestone spell (requires 3 Law runes and 64 Magic) will take a player directly there. It is recommended for a team to appoint one player to carry the Group gatestone to let the team progress faster. If a player dies while he/she is carrying the gatestone, it will be dropped, so be careful not to die in a dangerous room with the Group gatestone as it may be difficult to retrieve it.

Combined with the home teleport spell, these two features allows you to fetch required items for obstacles while barely moving anywhere. It is recommended to get a stockpile of runes for this spell as soon as possible when in a dungeon, especially when the size of the dungeon is large.


High-level alchemy

Usually, monsters will drop a range of loot that will be of some value. Some things have a fairly large high-alchemy value, for example, charms or torn bags. You may wish to bring a pile of runes for High-level alchemy to convert these items into coins, which can be used to purchase materials later.


Upgradable pickaxe and hatchet

As of 12th April 2012, players in the dungeons now have a toolbelt to store a pickaxe and a hatchet. All players start with a Novite pickaxe and a Novite hatchet. These two tools can be upgraded simply by finding higher level pickaxes or hatchets (e.g. a Bathus pickaxe or Bathus hatchet) and placing them in the toolbelt by right-clicking and selecting "Add to toolbelt". These will be kept throughout all the dungeons you enter in the future.

If you do not have the level to use it yet, it will serve as the highest level tool you can use until you finally get the level required to use it. For example, if a player has level 90 Mining and has a Primal pickaxe stored in their toolbelt, it will act as a Promethium pickaxe instead (which can be used with 90 Mining).



Other tips
  • Before you discover what boss you will be fighting for your dungeon, it is wise to keep equipment for every combat style so you will be properly equipped for the fight.
  • After discovering your boss, the Smuggler can provide tips on how to defeat it.
  • Look out for resources which are usually tucked away in corners or by walls. They are generally very expensive when bought from the Smuggler, so it would be best to gather them and save your cash for later when you have other things to buy.
  • Try to obtain some armour as soon as possible. Prayer will help you survive, but it is uncommon to find an Altar in the dungeons. Furthermore, they only recover a limited amount of Prayer points.
  • If you have the Summoning level, summon a familiar for certain boss fights. They will be able to take some damage for you once in a while.
  • Pick up door keys as soon as possible when you see them in a room. It is very easy to forget them!

4.1 - Boss Monsters

In every floor that you attempt, there will always be a boss monster guarding the exit, and it must be defeated in order to end the dungeon you are in. They are usually harder than the other monsters found around the dungeon and take more preparation to combat, although depending on the dungeon settings, they can actually be fairly easy at times. Their combat styles and weaknesses vary greatly, some have their special arena, and most have special attacks that need to be taken caution of. Below lists all the bosses in Daemonheim and the floors they can appear in.


Boss Level required Floors Style Weakness
Gluttonous Behemoth11-7Melee, Ranged, MagicMelee
Astea Frostweb11-9Melee, MagicRanged
Icy bones11-11MeleeCrush
Luminescent icefiend53-8Ranged, MagicStab
Plane-freezer Lakhrahnaz116-11Ranged, MagicMelee
To'kash the Bloodchiller179-11Melee, MagicSlash, Magic
Divine skinweaver (Skeletal horde)2312-15Melee, Ranged, MagicCrush, Magic
Hobgoblin geomancer2312-14Melee, MagicRanged, Slash
Bulwark beast2312-14Melee, Ranged, MagicCrush
Unholy cursebearer2915-17Melee, MagicCrush
Rammernaut3518-29MeleeMagic
Stomp3518-29Melee, Ranged, MagicMelee
Har'lakk the Riftsplitter3518-29Melee, MagicStab, Magic
Lexicus Runewright3920-29Melee, MagicRanged
Sagittare4523-29Ranged, MagicMelee
Night-gazer Khighorahk5126-29Ranged, MagicMelee
Shadow-forger Ihlakhizan5930-35Melee, MagicSlash, Magic
Bal'lak the Pummeller6533-35Melee, MagicCrush, Magic
Skeletal Trio7136-47Melee, Ranged, MagicVaries
Runebound behemoth7136-47Ranged, MagicCrush, Ranged
Gravecreeper7136-47Melee, RangedSlash, Magic
Necrolord7739-47MagicRanged
Flesh-spoiler Haasghenahk8342-47Melee, MagicMelee
Yk'Lagor the Thunderous8945-47Melee, MagicCrush, Magic
Blink9548-60Melee, RangedSlash
Warped Gulega9548-60Melee, MagicSlash
Dreadnaut9548-60MeleeMagic
Hope devourer10151-60MeleeCrush
World-gorger Shukarhazh10754-60MeleeSlash
Kal'Ger the Warmonger11357-60VariesVaries

4.2 - Puzzles

At any point during your venture into a dungeon, you will encounter a room with a puzzle. There are many different puzzles that rely on skills or tools. Some are straightforward and don't take long to complete, while some depend on concentration and are more difficult. Here is a complete list of all of the puzzles you may get:


Agility traps (Show/Hide)
Barrels (Show/Hide)
Blocked Alleyways (Show/Hide)
Catch the Pondskater (Show/Hide)
Charging the Monolith (Show/Hide)
Colour potions and pillars (Show/Hide)
Coloured ferrets (Show/Hide)
Emote statues (Show/Hide)
Ferret Hunter area (Show/Hide)
Ferret on an Island (Show/Hide)
Five Switches (Show/Hide)
Flip tiles (Show/Hide)
Flowers and vines (Show/Hide)
Four Coloured Lodestones (Show/Hide)
Fremennik scout (Show/Hide)
Grapples and ropes (Show/Hide)
Grid of sliding tiles (Show/Hide)
Ice floor and buttons (Show/Hide)
Invincible ghosts (Show/Hide)
Lodestone and Guardian Spheres (Show/Hide)
The Magical Construct (Show/Hide)
Mercenary group (Show/Hide)
Poltergeist (Show/Hide)
Ramokee group (Show/Hide)
Repair the bridge (Show/Hide)
Repair two broken statues (Show/Hide)
Riddler (Show/Hide)
Rotating bookshelves (Show/Hide)
The Seeker (Show/Hide)
Sleeping guards (Show/Hide)
Sliding statues (Show/Hide)
Streams from the pillars (Show/Hide)
Suspicious grooves (Show/Hide)
Ten Statue Weapon Puzzle (Show/Hide)
Three Statue Weapon Puzzle (Show/Hide)
Toxin Maze (Show/Hide)
Warped Portals (Show/Hide)
5.0 - Training Methods

At any point, you may train with other players by forming a party with them. It is encouraged that you do this because it makes the training process far more enjoyable than going by yourself.

Level 1-19

At first, the only complexity level you will be able to access is the first one, and you will only be able to access floor 1 at only level 1 Dungeoneering. Finding someone else who is at the same stage as you is virtually impossible, so it is recommended that you begin by yourself for now.

Getting through this first dungeon is relatively simple; the only thing you will need to do to get past the rooms is fight. Equipment will also be provided to aid you. Since it will be difficult to get hold of decent weapons afterwards, binding a weapon to you now will be almost essential. Without a good weapon, you will not be able to complete dungeons as fast, which is the key to training this skill.

Completing the first dungeon will grant you bonus experience for completing a dungeon at complexity level 1 for the first time, which guarantees a level up to 2 Dungeoneering.

Bonus experience is also granted for completing dungeons of complexity levels 2, 3, 4, and 5 for the first time, so continue to do this for all complexity levels, and you will achieve level 6 Dungeoneering. From this point onwards, continue completing dungeons that are set on the highest complexity level, making sure that you always pick the floors that are unexplored first.

When you complete all floors that are currently available to you, reset your progress (press the 'Reset' button on your party interface) and start from floor 1 again. Keep doing this until you reach higher levels.

The bonus experience received from exploring the Edgeville and Dwarven mine dungeons will assist you hugely in gaining experience and increasing your Prestige. Discover these as soon as possible since it is not difficult to reach them.

Level 21-93

The general strategy of training when reaching the higher levels is to keep completing the floors available to you and resetting your progress when all unexplored dungeons have been completed. This will increase your Previous progress number every time you decide to reset.

Tip: If you want to complete the lower-level floors quickly in order to gain progress faster, set your complexity level to 1. This lets you complete floors faster since you will be provided with equipment at the start, and the dungeons will be smaller. A disadvantage is that the experience you get is heavily reduced.

As you get to higher levels and floors, you will realise that gaining access to new floors will become more difficult. Activating your Prestige experience build-up at this point will be a good decision to maximise experience earned. As with before, it is crucial to set your complexity level to 6 when completing the highest level floor that you can do to minimise the penalty in experience.

There are a number of different ways of completing dungeons for experience at this point:

  • Solo rush - rush the dungeons by yourself either on complexity level 1 or 6, discovering every room and leaving out as many monsters as possible. Only recommended if you only need to complete one or two floors in a row. Setting dungeons on complexity 1 offers the advantage of completing floors in minimal time, while complexity 6 lets you rush floors while gaining large amounts of experience in a Prestige run
  • Duo/team rush - gather a group of people to quickly complete the lower floors on either complexity level 1 or 6, leaving any dead-ends alone, unlocking every room and reaching the boss in as little time as possible. Each of these dungeons should only take 10 minutes at most
  • 4 or 5-man large dungeons - preferably done on higher floors, large dungeons offer the most efficient experience by far. Leave dead-ends if the monsters in there are too strong, but kill as many as possible. Try to unlock as many rooms as you can. It is very important that you do not die in these dungeons as you may lose a lot of potential experience!

Because the experience you get for completing floors is accelerated, it will not take very long before you reach the average levels of 40 to 50, and perhaps to the higher levels of 60+. As with before, discover any new bonus dungeons that you gain access to as soon as possible to maximise experience.

Level 119+

Congratulations, you have now unlocked every floor that is currently available to you! This is the point where you will be earning the highest experience that you can, and this is where you can start earning tokens for reward items. As previously mentioned, keep completing the higher-level floors on complexity level 6, and use a strategy of completing the lower-level floors that you feel comfortable with. Good luck with 120 for true skill mastery.

Prestige explanation

You will notice that your base experience from completing a dungeon is calculated from Floor and Prestige experience. Prestige is awarded only when an unexplored dungeon is completed (you can tell when a "tick" appears on a floor that is completed when clicking on the "Floor" button from your party interface). This is built up by progressing through as many floors as possible and is calculated based on your ‘Previous progress’ number. Prestige is calculated from your Previous progress number or the number of the floor you are currently on.

Once you reach a point where you will barely be unlocking new floors, reset your progress. To reset your progress, open your Party interface with the Ring of kinship you have and select the ‘Reset’ button. Once reset, all floors that you have completed before will now be marked as incomplete.

You will notice that your ‘Current progress’ number will be reset to 0, and your ‘Previous progress’ will be however many floors you have completed before you reset.

The next time you complete more unexplored dungeons, the Prestige experience will be considerably bigger for the lower-end floors depending on the number of floors you completed before you reset.

Taking an example, if a player completes floors 1-10 for the first time, his Current progress number will be 10 and his Previous progress number will be 0. The Prestige he will have gotten from the first floor will be 1, and for the second, it will be 2. If he decides to reset his progress at this point, his Previous progress number will now become 10, and his Current progress number will be set to 0. For floors 1-9, his Prestige will now be 10, and completing floor 14 will allow his Prestige to be 14.

6.0 - Extra Features
6.1 - Resource Dungeons

Scattered across the globe, you will notice mysterious entrances. These lead to the bonus dungeons, and each of them require a specific Dungeoneering level to enter. All of them will give a one-off batch of Dungeoneering experience when a player enters it for the first time, making them a great way to get the extra experience to provide the extra levels. Below lists all of the available dungeons, their exact locations, and what they all contain.

Chaos Druids - Edgeville Dungeon [M]
Zybez RuneScape Help's Map of
Level 10
Resource Marrentill, Harralander, Irit and Ranarr
NPCs Chaos druid
This dungeon contains multiple Chaos druids as well as four herb spawns: Marrentill, harralander, irit, and ranarr weed, all of which are grimy. The respawn time is anywhere between 45–60 seconds depending on server population. Players receive 1,100 Dungeoneering XP for locating the dungeon for the first time.
Dwarven Mines
Zybez RuneScape Help's Map of
Level 15
Resource Mithril, Silver and Coal rocks
NPCs Dwarf
A bank deposit box is located near the entrance, making this very convenient for anyone who wishes to mine Coal and the rocks inside this dungeon. Players will gain 1,500 Dungeoneering XP for finding the dungeon for the first time.

Edgeville Dungeon - Hill giants
Zybez RuneScape Help's Map of
Level 20
Resource Limpwurt root
NPCs Hill giant
This dungeon contains four Limpwurt root spawns that take 30–55 seconds to respawn. Players will receive 1,600 Dungeoneering XP on the first time they enter the dungeon.
Karamja Volcano
Zybez RuneScape Help's Map of
Level 25
Resource Imps
NPCs Lesser demon
This dungeon makes a great alternative for training on Lesser demons, as it contains several safe spots for Ranged and Magic training. Players will receive 2,100 Dungeoneering XP for locating this dungeon.

Daemonheim Peninsula
Zybez RuneScape Help's Map of
Level 30
Resource Maple and Willow trees
NPCs None
This dungeon is located on the south-east corner of the Daemonheim peninsula and is the first and only place free-to-play players will have access to Maple trees. Along with the Ring of kinship teleport, this will make an excellent training spot. Players will receive 2,400 Dungeoneering XP for locating this dungeon.
Baxtorian Falls [M]
Zybez RuneScape Help's Map of the Baxtorian Falls Resource Dungeon
Level 35
Resource None
NPCs Fire giant
This dungeon makes a good alternative to train on Fire giants, as opposed to the usually crowded spots outside of the dungeon. Players must have a Glarial's amulet and a Rope to enter this dungeon. Players will receive 3,000 Dungeoneering XP for finding this dungeon for the first time.

Mining guild
Zybez RuneScape Help's Map of the Mining Guild Resource Dungeon
Level 45
Resource Mithril, Adamantite, and Runite rocks
NPCs None
The Runite rocks makes this dungeon attractive for miners, since it is located in a safe area and is fairly close to a bank. Players will receive 4,400 Dungeoneering XP for entering this for the first time.
Taverley Dungeon - Hellhounds [M]
Zybez RuneScape Help's Map of the Taverley Dungeon Resource Dungeon
Level 55
Resource None
NPCs Hellhound
This dungeon is a multi-combat area, so be prepared to survive an onslaught of Hellhounds or you may die within a matter of seconds. Players will receive 6,200 Dungeoneering XP for entering this for the first time.

Taverley Dungeon - Blue dragons [M]
Zybez RuneScape Help's Map of the Taverley Dungeon Resource Dungeon
Level 60
Resource Blue dragon scales
NPCs Blue dragon
Players will receive 7,000 Dungeoneering XP for entering this for the first time.
Varrock Sewers - Moss giants [M]
Zybez RuneScape Help's Map of the Varrock Sewers Resource Dungeon
Level 65
Resource Limpwurt roots, Magic trees
NPCs Moss giant
This dungeon is located in the south-west corner of Varrock Sewers, south of the cauldron room. Six Magic trees are located in one compact spot, making this a great spot for gathering Magic logs without much competition. Players will receive 8,500 Dungeoneering XP for entering this for the first time.

Chaos Tunnels - Black demons [M]
Zybez RuneScape Help's Map of the Chaos Tunnels Resource Dungeon
Level 70
Resource None
NPCs Black demon
Like the Chaos Tunnels, this dungeon is a multi-combat area. Several safespots are available in the room, and there is even a Black demon trapped on an island. Players will receive 9,600 Dungeoneering XP for entering this for the first time.
Al-Kharid Scorpion Mines [M]
Zybez RuneScape Help's Map of the Al-Kharid Scorpion Mine Resource Dungeon
Level 75
Resource Gem rocks, Impling spawns, Gold and Silver rocks
NPCs None
This dungeon is an alternative location for mining gold and silver, compared to the Scorpion mines, which can get crowded. It is also a great location for hunting Implings since they will not be able to escape the dungeon. Players will receive 11,400 Dungeoneering XP for entering this for the first time.

Brimhaven Dungeon - Steel/Iron Dragon area[M]
Zybez RuneScape Help's Map of the Brimhaven Dungeon Resource Dungeon
Level 80
Resource Hammer and Anvil
NPCs Iron dragon, Steel dragon
This dungeon is found in the west side of the Iron/Steel dragon room and contains a fair amount of Steel and Iron dragons, along with a nice Hammer and anvil spawn to smith the bars you get from the metal dragons. Players will receive 12,800 Dungeoneering XP for entering this for the first time.
Asgarnian Ice Dungeon - South of Port Sarim [M]
Zybez RuneScape Help's Map of the Asgarnian Ice Dungeon Resource Dungeon
Level 85
Resource None
NPCs Frost dragon
This dungeon contains 12 Frost dragons which drop valuable Frost dragon bones. Players will receive 15,000 Dungeoneering XP for entering this for the first time.
6.2 - Ring of Kinship Classes

There is the ability to customise your Ring of kinship to provide you with bonuses in the form of classes, which can be upgraded up to tiers 1 to 10. To open up the Customise interface, you must be inside Daemonheim. Right-click your Ring of kinship and select "Customise". An interface will appear which allows you to view each class, which are organised into four tabs: Melee, Ranged, Magic, and Skiller. Upgrading a class to a tier will require Dungeoneering tokens which can be earned as you gain experience exclusively through completing dungeons.

Zybez Runescape Help's screenshot of the Ring of kinship customisation interface

Melee
  • Berserker - invisibly increases Strength levels when in Aggressive mode
  • Tank - damage reduction when wielding a shield
  • Tactician - increased chance of hitting on an Accurate combat style
Ranged
  • Keen-eye - increased chance of reducing an enemy's Defence when on an Accurate combat style
  • Sniper - increased chance of hitting a maximum hit when on a Long-range combat style
  • Desperado - invisibly increases Ranged levels when on a Rapid combat style
Magic
  • Blazer - chance of 50% extra damage which is dealt over time
  • Blaster - chance of slowing down enemy attacks and binding them to the spot
  • Blitzer - chance of increased speed when using Magic
Skiller
  • Medic - increases health healed when healing other players
  • Gatherer - chance to gain extra resources when gathering them and reduces damage from failing skill tasks
  • Artisan - chance to save resources, reduces damage from failing skill tasks, and invisibly increases Runecrafting levels to create multiple runes. The resource-saving effect only activates when items requiring more than one type of item are crafted, e.g. a Katagon full helm that requires two bars, and never works on items that require only one of an item. The first resource will always be used up, but for every resource after the first, there is a chance that it will not be used up. For items that require 5 resources to create (e.g. Katagon platebody), it is entirely possible for it to be made with only 1 using this class!

The bonuses of each tier of each class are as follows:

Class Tier
1 2 3 4 5 6 7 8 9 10

Tactician
+11% chance of hitting on an Accurate style +12% +13% +14% +15% +16% +17% +18% +19% +20%

Tank
Damage reduced by 6% when wielding a shield -7% -8% -9% -10% -11% -12% -13% -14% -15%

Berserker
+11% Strength on an Aggressive style +12% +13% +14% +15% +16% +17% +18% +19% +20%

Keen-eye
40% chance of reducing 1 Defence level
from enemy on an Accurate style
47% 53% 60% 67% 73% 80% 87% 93% 100%

Desperado
+11% Ranged on a Rapid style +12% +13% +14% +15% +16% +17% +18% +19% +20%

Sniper
20% chance of a maximum hit on a Long-range style +23% +27% +30% +33% +37% +40% +43% +47% +50%

Blazer
5% chance of spells dealing +50% damage over time 10% 15% 20% 25% 30% 35% 40% 45% 50%

Blaster
12% chance of slowing enemy's attack speed and snaring them 14% 16% 18% 20% 22% 24% 26% 28% 30%

Blitzer
10% chance of increased casting speed 20% 30% 40% 50% 60% 70% 80% 90% 100%

Medic
+20% health healed when healing others +23% +27% +30% +33% +37% +40% +43% +47% +50%

Gatherer
20% chance of gathering extra resources
20% damage reduction when failing skill tasks
23%
23%
27%
27%
30%
30%
33%
33%
37%
37%
40%
40%
43%
43%
47%
47%
50%
50%

Artisan
20% chance of saving resources
20% damage reduction when failing skill tasks
+1 Runecrafting for multiple runes
23%
23%
+2
27%
27%
+3
30%
30%
+4
33%
33%
+5
37%
37%
+6
40%
40%
+7
43%
43%
+8
47%
47%
+9
50%
50%
+10

The cost of upgrading each class to a particular tier is constant. Below shows how many tokens are required for each tier and the total of tokens needed altogether.

Tier 1 2 3 4 5 6 7 8 9 10
Cost (tokens) 135 175 335 660 1,360 3,400 6,800 18,750 58,600 233,000
Total cost 135 310 645 1,305 2,665 6,065 12,865 31,615 90,215 323,215
7.0 - Fremennik Sagas
Zybez Runescape Help's screenshot of a frozen figure

Not only have the players been exploring the depths of Daemonheim in hopes of rewards, other characters have their own stories to tell and even for you to relive. Their stories take the form of playable sagas where you take control of people other than yourself. Each saga has an abridged version which only needs a Dungeoneering level requirement, and an unabridged version which requires additional skills. Even though your avatar does not directly participate in the adventures, you will receive one-off Dungeoneering experience for completing abridged sagas for the first time, plus bonus experience in other skills for unabridged ones.

In order to begin these sagas, you must first find an old man called Skaldrun in the Frozen floors who has been trapped for centuries. He can only be found by players with level 6 Dungeoneering. Begin any dungeon which has a complexity level of at least 2, continue exploring, and you will find in any room an ice block with a man inside. Either cast a fire spell with the right runes using Magic, or choose to melt the ice using a fire by lighting some branches with Firemaking. After rescuing him, end the conversation and let him return to the surface. He will now be found just west of where Thok is.

Each saga can be unlocked by finding their memory fragments, or objects found in the floors of Daemonheim. These fragments are found in specific floors which are described in each of the sections below. After you find them, recover them and talk to Skaldrun about them. You must talk to him before you unlock the saga; they are not unlocked as you recover the fragments.

7.1 - Three's Company

In order to start, you must have level 11 Dungeoneering and found the bear skin in floors 1-11 (any Frozen floor). The unabridged version also requires level 30 in Attack, Magic and Ranged.

Three signature heroes Ozan, Owen, and Ariane have tracked down a criminal by the name of Carn in a Frozen floor. He appears to have possessed control of creatures around the dungeon and allowed bandits to guard the dungeon rooms. Taking control of all three characters and using their skills to solve puzzles, the objective is to pursue Carn and confront him.

You are in control of three characters, and each of them can be switched to so you can control them. They can be told to wait if you do not want them to follow you. Right-click on monsters and mark them to make your allies focus their attacks on them. At the top-left, their life points can be seen. Use an item on any one of the characters you are not controlling to give it to them. They must all survive or the mission will fail.

Walkthrough (Show/Hide)

Reward: 750 Dungeoneering experience and 75 Dungeoneering tokens for the abridged version, and additionally 3,750 Attack, Magic, and Ranged experience for the unabridged version.

7.2 - Vengeance

In order to start, you must have level 23 Dungeoneering and found the collection of swords in floors 12-17 . The unabridged version also requires level 55 Agility and Thieving.

An adventuring party raid a floor and slaughter a band of forgotten warriors, leaving all but one of them dead. As they left her injured and weakened by the poison inside of her, she discovers the death of her little brother and thirsts for vengeance against the group of adventurers. Survive the damaging poison as you take control of her and kill the entire party who have wandered into their own paths within the dungeon.

The saga starts with you taking control of the party. Start by heading through the door and killing the warriors inside, which should be straightforward. A cutscene will then play and you will play as the forgotten warrior. Follow these steps as quickly as possible as the poison will deal damage constantly throughout.

Walkthrough (Show/Hide)

Reward: 2,410 Dungeoneering experience and 241 Dungeoneering tokens for the abridged version, and additionally 25,415 Agility or Thieving experience for the unabridged version.

7.3 - Thok it to 'em

In order to start, you must have level 59 Dungeoneering and found the scribbled notes in floors 30-35. The unabridged version also requires level 70 Strength.

This is the third of the three sagas and has the highest level requirement. Step in the shoes of Thok, the self-proclaimed master of Dungeoneering, and smash and bash your way through the various puzzles as you come across many humorous dialogues and search for aid for his brother, Daemonheim's rewards trader Marmaros.

Note: This saga is extremely easy and can be done easily without the aid of a guide.

Walkthrough (Show/Hide)

Reward: 37,080 Dungeoneering experience and 3,708 Dungeoneering tokens for the abridged version, and additionally 75,765 Strength experience for the unabridged version.

7.4 - Nadir

In order to start, you must have level 30 Dungeoneering and found the damaged device in floors 18-22 (Furnished floors). The unabridged version also requires level 55 Dungeoneering, 45 Thieving, and 60 Attack.

This saga dwells on the story of Mahjarrat. Moia, Lucien's daughter, is sent to investigate the whereabouts of a fellow Mahjarrat named Bilrach, who Lucien wants to participate in the next Mahjarrat ritual. After centuries of searching, Moia arrives at Daemonheim and overhears that her target Bilrach is lurking deep inside the dungeons...

Walkthrough (Show/Hide)

Reward: 3,750 Dungeoneering experience and 375 Dungeoneering tokens for the abridged version, and additionally 21,670 Dungeoneering experience, 2167 Dungeoneering tokens, and a choice of either 11,660 Thieving or 37,080 Attack experience for the unabridged version.

8.0 - Rewards

For every 10 experience you gain in the dungeons, you will get 1 Dungeoneering token. With the exception of Chaotic or Gravite equipment, all items will not degrade. Here are a list of possible rewards you can earn.

Item Requirements Cost (in Tokens) Notes
Bonecrusher 21 Dungeoneering, 21 Prayer 34,000 When in your inventory, any bones dropped by monsters you have killed are converted into Prayer experience. This also works for any Hunter creatures that drop bones
Herbicide 21 Dungeoneering, 21 Herblore 34,000 When in your inventory, herb drops will be destroyed for double the Herblore experience you would have gained from cleaning them. Herbs to destroy can be selected through the Herbicide's interface
Gem bag 25 Dungeoneering, 25 Crafting 2,000 Can hold a total of 100 uncut gems, being uncut sapphires, emeralds, rubies or diamonds
Scroll of life 25 Dungeoneering, 25 Farming 10,000 Grants the Farming conservation ability. There is a 10% chance you will get the seeds back when harvesting herbs, allotments or flowers, and a 5% chance when digging up fruit and wood trees.
Arcane pulse necklace 30 Dungeoneering, 30 Magic 6,500 Magic amulet that boosts your critical hit chance by 2.9%
Longbow sight 30 Dungeoneering 10,000 When attached to a Maple or Magic longbow, the Longbow sight increases the Range attack bonus of each. You need 45 Ranged to wield the Maple longbow (sighted) and 55 Ranged to wield the Magic longbow (sighted).
Twisted bird skull necklace 30 Dungeoneering, 30 Prayer 8,500 When worn, Bones, Burnt bones, and Bat bones restore 1 Prayer point when buried
Coal bag 35 Dungeoneering, 35 Mining 4,000 Stores up to 27 Coal. When smelting or superheating, Coal from this bag will be used before ones in your inventory.
Law staff 45 Dungeoneering, 45 Magic
40 Attack
10,000 Holds up to 1,000 Law runes. When casting a spell while wielding the staff, there is a 1/10 chance that a Law rune will not be used.
Gravite rapier 45 Dungeoneering, 45 Attack 40,000 This weapon starts at only a 20% charge when bought. A fully charged weapon lasts for 10 hours of combat before it needs to be recharged by the Rewards trader. A full charge will cost either 1,000,000 gp or up to 100,000 gp plus 10,000 Dungeoneering tokens.
Gravite longsword 45 Dungeoneering, 45 Attack 40,000
Gravite 2h sword 45 Dungeoneering, 45 Attack 40,000
Gravite staff 45 Dungeoneering, 45 Magic 40,000
Gravite shortbow 45 Dungeoneering, 45 Ranged 40,000
Tome of frost 48 Dungeoneering, 48 Magic 43,000 Worn in shield slot, and acts as an infinite supply of Water runes
Amulet of zealots 48 Dungeoneering, 48 Prayer 40,000 Increases the attack bonus of prayers/curses that boost only one stat by +5%. For example, Ultimate strength will give +20% instead of +15% with the amulet worn, while Piety is not affected.
Arcane blast necklace 50 Dungeoneering, 50 Magic 15,500 Magic amulet that boosts your critical hit chance by 3.5%
Spirit cape 50 Dungeoneering, 50 Summoning, 50 Defence 45,000 Reduces the cost of familiars' special moves by 20% when worn
Nature staff 53 Dungeoneering, 53 Magic
40 Attack
12,500 Holds up to 1,000 Nature runes. When casting a spell while wielding the staff, there is a 1/10 chance that a Nature rune will not be used.
Scroll of efficency 55 Dungeoneering, 55 Smithing 20,000 Grants the Wasteless smithing ability. When smithing items that require 3 bars or more, there is a chance that you will retain one bar. 50% chance for bronze, 25% for iron, 20% for steel, 10% for mithril, 8% for adamantite, and 5% for runite.
Scroll of cleansing 55 Dungeoneering, 49 Herblore 20,000 Read to gain the Wasteless Herblore ability. There will be a 1 in 8 chance that you will make potions twice as fast, and a 1 in 10 chance that you will save the secondary ingredient of a mixed potion.
Anti-poison totem 60 Dungeoneering, 60 Defence
70 Herblore
44,000 Worn in shield slot. When wielded, you cannot be poisoned. Note that existing poison effects will not be removed.
Split dragontooth necklace 60 Dungeoneering, 60 Prayer 17,000 When worn, Big, Baby dragon, and Wyvern bones restore 2 Prayer points when buried
Ring of vigour 62 Dungeoneering, 62 Attack 50,000 After using an Ultimate ability, the user will have 10% adrenaline remaining instead of 0%
Scroll of renewal 65 Dungeoneering, 65 Prayer 107,000 Read to gain the ability to use the Rapid Renewal prayer, which restores life points 5 times faster
Arcane stream necklace 70 Dungeoneering, 70 Magic 30,500 Magic amulet that boosts your critical hit chance by 4.9%
Mercenary's gloves 73 Dungeoneering, 73 Ranged 48,000 Gloves for a ranger
Chaotic rapier 80 Dungeoneering, 80 Attack 200,000 This weapon starts at only a 20% charge. A fully charged weapon lasts for 10 hours of combat before it needs to be recharged at the Rewards trader. A full charge will cost either 2,000,000 gp or up to 200,000 gp plus 20,000 Dungeoneering tokens.
Chaotic longsword 80 Dungeoneering, 80 Attack 200,000
Chaotic maul 80 Dungeoneering, 80 Attack 200,000
Chaotic staff 80 Dungeoneering, 80 Magic 200,000
Chaotic crossbow 80 Dungeoneering, 80 Ranged 200,000
Chaotic kiteshield 80 Dungeoneering, 80 Defence 200,000 This shield starts at only a 20% charge. A fully charged shield lasts for 10 hours of combat before it needs to be recharged at the Rewards trader. A full charge will cost either 2,000,000 gp or up to 200,000 gp plus 20,000 Dungeoneering tokens.
Eagle-eye kiteshield 80 Dungeoneering, 80 Defence 200,000
Farseer kiteshield 80 Dungeoneering, 80 Defence 200,000
Sneakerpeeper spawn 85 Dungeoneering, 85 Summoning 85,000 A pet stalker that eats Eye of newt, and can grow into an adult version
Demon horn necklace 90 Dungeoneering, 90 Prayer 35,000 When worn, Dragon, Ourg, and Frost dragon bones that are buried restore 3 Prayer points
Experience - 1 Tokens can be spent on Dungeoneering experience at the rate of 1 experience point per token.
9.0 - True Skill Mastery - Level 120
Zybez Runescape Help's Screenshot of the Level 120 Dungeoneering Cape

Dungeoneering is like no other skill in RuneScape and has a level cap that ends at not level 99, but level 120!

If you can reach level 120 in this skill, you have surely proven yourself worthy enough to call yourself not only a master of the skill, but a true master. Along with this new title for the level, you also have access to a brand new skillcape to prove your massive dedication to this skill, which only comes in the form of the Dungeoneering master cape.

This cape, unlike that of the level 99 skillcape comes with a completely different look, an amazing emote and a permanent animation of the cape itself! The animation of the cape shows a "Smoke" effect to the bottom of the cape which looks like a black trail of smoke which follows the cape as the player moves around.

The Dungeoneering master cape also differs from the Dungeoneering cape as it does not come with a hood, instead the cape has what appears to be a hood attached to the back of the cape, however the player is not able to wear it.

10.0 - Tokens Calculator

Input the goal amount of Dungeoneering tokens to reach and receive the amount of experience needed to reach your goal amount.

11.0 - Frequently Asked Questions
Q: What happens when I disconnect or accidentally close my RuneScape window? Will I lose my progress?

A: No. As of July 19th, 2010, Jagex has added a 10 minute timer. If you can log in during that 10 minutes after a disconnect, you will not lose your progress. This only applies for players who play Solo.

Q: If I am progressing through a dungeon with a team of two or more, and a system update occurs, will I lose my dungeon?

A: Unfortunately, yes. Every person will be expelled from the dungeon and your progress will not be saved.

Q: Because I now have level 120 in Dungeoneering, does this mean I can no longer purchase the regular Dungeoneering Cape?

A: Certainly not! Thok, Master of Dungeoneering can feel your true mastery of the skill and now offers you the chance to purchase either cape, which can be seen when speaking to him.

Zybez Runescape Help's Screenshot of purchasing a Dungeoneering Master Cape

12.0 - Related Guides and Tips
Related Guides
Related Tips

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