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.
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
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.
Level
Floor
Level
Floor
Level
Floor
Level
Floor
Level
Floor
1
1
3
2
5
3
7
4
9
5
11
6
13
7
15
8
17
9
19
10
21
11
23
12
25
13
27
14
29
15
31
16
33
17
35
18
37
19
39
20
41
21
43
22
45
23
47
24
49
25
51
26
53
27
55
28
57
29
59
30
61
31
63
32
65
33
67
34
69
35
71
36
73
37
75
38
77
39
79
40
81
41
83
42
85
43
87
44
89
45
91
46
93
47
95
48
97
49
99
50
101
51
103
52
105
53
107
54
109
55
111
56
113
57
115
58
117
59
119
60
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.
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.
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.
Door
Description
Item Needed
Door
Can be opened freely
N/A
Guardian door
Requires all monsters in the room to be slain to open (excludes Bovimastyx creatures)
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:
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.
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.
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.
Title
Description
M.V.P
The most valuable player.
Leecher
Didn't contribute at all.
Berserker
Most melee damage dealt.
Sharpshooter
Most ranged damage dealt.
Battle-mage
Most magic damage dealt.
Against All Odds
Dealt the killing blow to a boss while on less than 10 life points.
Least Harmful
Dealt the least damage.
Nine Lives
Died eight times, no more or less.
Spontaneous Combustion
Experienced an unfortunate end by fire.
Crafting Catastrophe
Got killed by a chisel.
D.I.Y. Disaster
Victim of an unfortunate construction disaster.
Fishing Folly
Lost a fight with a fishing rod.
Meat-shield
Most damage taken.
Survivor
Didn't die at all.
Most Deaths
Exactly 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-trades
Completed the greatest variety of tasks.
Kill Stealer
Stole the most killing blows.
Knuckle Sandwich
Dealt out damage, but never with weapons or spells.
Gatherer
Gathered the most resources.
David
Vanquished a superior foe.
Goliath
Fell victim to a vastly inferior foe.
Master-of-none
Failed the most skill tasks.
Untouchable
The only player to deal damage, but not take any.
Glutton
Wasted the most food by over-eating.
Master Chef
Cooked the most life points' worth of food.
Party Magician
Cast non-combat spells but, otherwise, dealt no damage.
'A' for Effort
Attempted a number of skill tasks but didn't complete a single one.
Culinary Disaster
Burned the most food.
Uneconomical Alcher
Wasted the most money through alchemy spells.
Pickaxe Alcher
Alch-ed the last pickaxe.
Nothing Special
Did nothing to deserve any titles - except this one.
Clever Girl
You let a Bovimastyx kill you.
Handyman
Carried 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 Peace
Laid at least 10 bones to rest on an altar.
Tele-fail
Most people teleport away their current location. Not you.
Too Little, Too Late
You need to use a piece of food on a teammate after their lifepoints reach 0.
Least I Ain't Chicken
Enter the boss room on your own with everyone else in the starting room.
The Gate Escape
You 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 Mode
You displayed Mod_Mark's persistence by exhausting every resource on the critical path.
The Chief
You 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.
Cooking in Daemonheim relies heavily on Firemaking to provide either an open fire with lit logs or a heated range in which to cook food on. Fish is mainly used as food, but these can be used on Cave potatoes and a mushroom (Gissel or Edicap) to allow it to heal more life points per bite. To cook any food, use it on a fire or lit range and choose the amount you would like to cook.
Cave potatoes and both Gissel and Edicap mushrooms may only be harvested from farming patches through the Farming skill (section 3.3). To make fish-topped potatoes, cook the Cave potato, then use a mushroom on it, and finally use any kind of cooked fish with the potato.
In the starting room, players are now able to access the Construction hotspot, allowing them to build various features depending on their Construction level. Only one feature can be built, and once they are replaced, they cannot be recovered. The following table will outline the features that can currently be built.
Crafting is used to create leather armour for rangers to use, or cloth armour which are suitable for mages. To make any armour, a Needle is required, along with Thread. For each piece of armour made, one reel of Thread is used. Unlike outside of Daemonheim, hides from Mastyx creatures that are used to make Ranged armour do not need to be cured in any way. Fabrics for cloth armour need to be woven into cloth with a Spinning wheel (one can be found in the base).
Farming has two purposes: one is to grow produce from seeds that can either be found as monster drops or bought from the Smuggler, and the other is to pick fabrics from plants which can be used to make cloth armour with the Crafting skill (section 3.2). Seeds can be planted in farming patches which can be found in various rooms. No tools for farming are needed at all; simply use a seed on a patch and it will grow within 1 to 2 minutes, where it can be harvested.
Potatoes and mushrooms are used in Cooking, and herbs are used in Herblore.
Firemaking is used to create fires that are classed by tiers, which can be used to cook food on using the Cooking skill. Depending on the branches used for the fire, they may be of tiers 1-10. Graphically, all tier fires look exactly the same, but you can examine them to know what tier they are of. A higher tier fire reduces the chances of food being burned, so be careful if you decide to use a low-tier fire to save money; you may end up with less than you bargained for!
The chances of burning food can be reduced further if you choose to light a Cooking range with branches and cook food on it instead. Use the logs on the range and then use a Tinderbox on it. This will take up slightly more time than simply lighting a fire, although a Cooking range can be built on the Construction hotspot to aid the process.
Around the rooms, you may find pools of water and occasionally fishing spots within them. To fish from them, you will need a Fly fishing rod and Feathers. One feather is used to catch one fish. Choose to fish from the spots, and you will start to catch them. These raw fish can be cooked with the Cooking skill, otherwise they have no other use.
The process of Fletching within the Dungeoneering skill is almost the exact same as outside of Daemonheim (cut a tree down via the Woodcutting skill, use a knife on the logs to get arrow shafts and/or bows). In order to start Fletching in Daemonheim, you need to set the dungeon's Complexity level to 3.
Arrow shafts, bows, animal traps, and uncharged staves can all be fletched from branches obtained either from the Smuggler or through cutting trees with the Woodcutting skill. Arrow shafts can be attached with Feathers, which can be bought from the Smuggler for a low price, to create Headless arrows, and metal arrowheads can be used on these to create usable ammunition. Unstrung bows can be used with Bow strings to create bows for Ranged, animal traps can be laid near a Mastyx creature to trap them, and uncharged staves can be imbued using the Runecrafting skill.
The process of Herblore within the Dungeoneering skill is more or less the same on the outside of Daemonheim (find a grimy herb, and if you have the specified level, clean it). In order to start making potions in Daemonheim, you need to be in a dungeon of Complexity level 5.
Name
Level
Experience
Sagewort
3
2.1
Valerian
4
3.2
Aloe
8
4
Wormwood leaf
34
7.2
Magebane
37
7.7
Featherfoil
41
8.6
Winter's grip
67
12.7
Lycopus
71
13.1
Buckthorn
74
13.8
Potions
Vials and secondary ingredients can be bought from the Smuggler who is situated in the starting room. Herbs, however, can only be obtained by growing them via seeds and located farming patches in the dungeon rooms, or by monster drops. You can fill vials in the dungeons where there is a water source. To create a potion, use a Water-filled vial with a herb, and finally use it with a secondary ingredient to complete a potion.
Attackable Bovimastyx creatures are a common sight when exploring dungeons. Their appearance resembles a fat dinosaur with a small head. Hunter is used to trap these creatures with any wooden trap which is made from the Fletching skill (section 3.6). When they are successfully caught, a corpse is left behind which can be skinned with a Knife. Hides are obtained from skinning caught Bovimastyx which are used to make leather armour through Crafting or to make Hoardstalker pouches with the Summoning skill (section 3.15.
It is highly recommended not to attack the Bovimastyx as this will only yield at most one hide, while trapping them gives far more.
Magic in Daemonheim is different in that base experience for every spell is reduced to a tenth of what they normally are outside, although experience for dealing damage remains the same (2 in Magic and 1.33 in Constitution per 10 damage). The runes required for each spell is the same, and there are four new spells that can be used: Dungeon Home teleport, Create Gatestone, Teleport Gatestone, and Group Gatestone teleport. A unique spellbook is also provided which gives a mixture of some regular and Lunar spellbook spells. This spellbook is used regardless, so Ancient Magicks cannot be used. Below lists all of the spells that you can only use while inside Daemonheim.
Picture
Level
Spell (Max Hit)
Effects
Runes Required
Base Exp
0
Dungeon Home Teleport
Teleports to the base room and does not require recharging - you cannot use this spell when in combat
Rocks around the dungeons can be mined for ores. These can appear anywhere; in corners, by walls, and even in the middle of a room. They can be smelted using a furnace to produce bars, which can then be processed into useful metal items using the Smithing skill. Another use for ores is to use them as an ingredient for Bloodrager Summoning pouches.
Different bones are dropped by various monsters, which can be buried for Prayer experience. They can also be saved for use with a Prayer altar, where by using them with the altar, four times the experience compared to burying them is given. This is not recommended since altars are somewhat rare to find unless the team manages to gather enough resources to build one themselves.
Rangers have access to shortbows and longbows in Daemonheim, and are able to wear armour crafted from the hides of Mastyx creatures. The Crafting skill is used to craft the armour, while the Hunter skill is used to obtain the hides, which can also be bought from the Smuggler at fairly high prices.
Rune essence can be converted into runes using Runecrafting altars which can be found anywhere, although one is always provided at the base depending on the complexity level. Unlike outside of Daemonheim, Rune essence comes in a stackable form, and the altars can be used to craft any rune of the player's choice. They can also be used to imbue staves made with the Fletching skill, which are weapons for mages.
An Artisan-class Ring of kinship can be used to boost a player's Runecrafting level for crafting multiple runes only, potentially creating more runes from each essence.
Sometimes, rooms will contain monsters that require a certain Slayer level to kill. Some of the monsters exist outside of Daemonheim, while others are unique to the dungeons. If you are assigned any of these monsters as a Slayer task, killing them in Daemonheim will count as part of your task (e.g. Spiritual guardians count as part of a Spiritual warrior task). It is very rare to encounter the ones that require a higher level to slay, such as Edimmus or Soulgazers. Each of them can drop equipment that cannot be obtained other than slaying them. As of February 6th, "Slayer-specific drops in Dungeoneering can now only be picked up by the player who dealt the most damage to the creature for the first 30 seconds," meaning slayer drops can no longer be "sniped" or stolen by people with less than the required level for that particular creature.
The process of Smithing in Dungeoneering is similar to when you do it outside of Daemonheim (find ore, and if you have the specified level, use the ore with a Furnace to make it into a bar, which you can later make into armour and weapons). The complexity level required for Smithing is 4.
Bar received
Level required
Ore
Experience gained
Novite bar
1
Novite ore
7
Bathus bar
10
Bathus ore
13.3
Marmaros bar
20
Marmaros ore
19.6
Kratonite bar
30
Kratonite ore
25.9
Fractite bar
40
Fractite ore
32.2
Zephyrium bar
50
Zephyrium ore
38.5
Argonite bar
60
Argonite ore
44.8
Katagon bar
70
Katagon ore
51.1
Gorgonite bar
80
Gorgonite ore
57.4
Promethium bar
90
Promethium ore
63.7
Using these bars along with a Hammer on an anvil, you will be able to create various tools, armour, and weapons. Each item requires a specific number of bars, and they give a certain amount of experience. In general, the higher tier the metal, the more experience they will give when manufactured.
There are currently 6 types of familiars you can summon: Bloodrager, Deathslinger, Stormbringer, Hoardstalker, Worldbearer, and Skinweaver. Each of them have a different focus, whether it helps you in combat, heals life points, gives an invisible skill boost, or even holds items for you. All familiars require a charm (Gold, Green, Crimson, or Blue) and a tertiary ingredient. If you ever need some assistance while Dungeoneering, you may create familiars to aid you.
Summon
Skill focus
Scroll
Other Abilities
Bloodrager
Combat - Melee
Sundering strike - A 50% higher accuracy attack which deals extra damage and reduces opponent's Defence.
Aptitude - An invisible skill boost of +1 – +10 (depending on the tier).
None
Worldbearer
Beast of burden (12–30 Slots)
Second wind - Restores 20–40% run energy depending on the tier of the familiar.
None
Skinweaver
Healer (food heals +10 – +100 more Life points
Glimmer of light - Heals 10–100 life points
None
Pouches
For each class, there are many pouches you can create, provided you have the Summoning level for it. The higher level required for summoning a pouch, the higher the tier is.
Bloodrager
Bloodragers require an ore for each summoning.
Summon
Level
Experience
Materials
XP for summoning
Charm
Seconds
Cub bloodrager
1
5
Gold
Novite ore
0.5
Little bloodrager
11
19.5
Gold
Bathus ore
1
Naive bloodrager
21
43
Gold
Marmaros ore
1.5
Keen bloodrager
31
68.5
Green
Kratonite ore
2
Brave bloodrager
41
99.5
Green
Fractite ore
2.5
Brah bloodrager
51
157
Green
Zephyrium ore
3
Naabe bloodrager
61
220
Crimson
Argonite ore
3.5
Wise bloodrager
71
325
Crimson
Katagon ore
4
Adept bloodrager
81
517.5
Blue
Gorgonite ore
4.5
Sachem bloodrager
91
810
Blue
Promethium ore
5
Deathslinger
Deathslingers require branches for each summoning.
Summon
Level
Experience
Materials
XP for summoning
Charm
Seconds
Cub deathslinger
2
5.7
Gold
Tangle gum branches
0.6
Little deathslinger
12
20.5
Gold
Seeping elm branches
1.1
Naive deathslinger
22
44.4
Gold
Blood spindle branches
1.6
Keen deathslinger
32
70.4
Green
Utuku branches
2.1
Brave deathslinger
42
102
Green
Spinebeam branches
2.6
Brah deathslinger
52
160.5
Green
Bovistrangler branches
3.1
Naabe deathslinger
62
224.6
Crimson
Thigat branches
3.6
Wise deathslinger
72
330.8
Crimson
Corpsethorn branches
4.1
Adept deathslinger
82
524.6
Blue
Entgallow branches
4.6
Sachem deathslinger
92
818.5
Blue
Grave creeper branches
5.1
Stormbringer
Stormbringers require fabrics gathered by Farming for each summoning.
Summon
Level
Experience
Materials
XP for summoning
Charm
Seconds
Cub stormbringer
3
6.4
Gold
Salve nettles
0.7
Little stormbringer
13
21.5
Gold
Wildercress stems
1.2
Naive stormbringer
23
45.8
Gold
Blightleaf gauze
1.7
Keen stormbringer
33
72.3
Green
Roseblood stems
2.2
Brave stormbringer
43
104.5
Green
Bryll reeds
2.7
Brah stormbringer
53
164
Green
Duskweed sproutings
3.2
Naabe stormbringer
63
229.2
Crimson
Soulbell roots
3.7
Wise stormbringer
73
336.6
Crimson
Ectograss blades
4.2
Adept stormbringer
83
531.7
Blue
Runeleaf fibres
4.7
Sachem stormbringer
93
827
Blue
Spiritbloom fibres
5.2
Hoardstalker
Hoardstalkers require hides for each summoning.
Summon
Level
Experience
Materials
XP for summoning
Charm
Seconds
Cub hoardstalker
5
7.1
Gold
Protomastyx hide
0.8
Little hoardstalker
15
22.5
Gold
Submastyx hide
1.3
Naive hoardstalker
25
47.2
Gold
Paramastyx hide
1.8
Keen hoardstalker
35
74.2
Green
Archaemastyx hide
2.3
Brave hoardstalker
45
107
Green
Dromomastyx hide
2.8
Brah hoardstalker
55
167.5
Green
Spinomastyx hide
3.3
Naabe hoardstalker
65
233.8
Crimson
Gallimastyx hide
3.8
Wise hoardstalker
75
342.4
Crimson
Stegomastyx hide
4.3
Adept hoardstalker
85
538.8
Blue
Megamastyx hide
4.8
Sachem hoardstalker
95
835.5
Blue
Tyrannomastyx hide
5.3
Worldbearer
Worldbearers require torn bags for each summoning.
Summon
Level
Experience
Materials
XP for summoning
Charm
Seconds
Cub worldbearer
7
7.8
Gold
Protomastyx torn bag
0.9
Little worldbearer
17
23.5
Gold
Submastyx torn bag
1.4
Naive worldbearer
27
48.6
Gold
Paramastyx torn bag
1.9
Keen worldbearer
37
76.1
Green
Archaemastyx torn bag
2.4
Brave worldbearer
47
109.5
Green
Dromomastyx torn bag
2.9
Brah worldbearer
57
171
Green
Spinomastyx torn bag
3.4
Naabe worldbearer
67
238.4
Crimson
Gallileather torn bag
3.9
Wise worldbearer
77
348.2
Crimson
Stegomastyx torn bag
4.4
Adept worldbearer
87
545.9
Blue
Megamastyx torn bag
4.9
Sachem worldbearer
97
844
Blue
Tyrannomastyx torn bag
5.4
Skinweaver
Skinweavers require cooked fish for each summoning.
In random rooms, you may notice certain locked chests around corners or by the walls. These will require a certain Thieving level to open. The higher the level required, the more valuable the loot obtained from it. Typically, the loot will include coins, grimy herbs, arrows, occasionally weapons, and Summoning charms. Since money can be obtained with extreme ease from these chests, players who require some should open them as soon as possible.
Hatchets are required to harvest branches from trees. These trees grow on the walls in the dungeons and can be harder to notice. The branches can be used with a tinderbox to light a fire, placed into a Cooking range before being lit, fletched into bows, animal traps, or Arrow shafts, and specific types of branches can be used to build features on the base's Construction hotspot.
Hatchet
Level
Novite hatchet
1
Bathus hatchet
10
Marmaros hatchet
20
Kratonite hatchet
30
Fractite hatchet
40
Zephyrium hatchet
50
Argonite hatchet
60
Katagon hatchet
70
Gorgonite hatchet
80
Promethium hatchet
90
Primal hatchet
99
Vegetation
Level required
Experience gained
Tangle gum
1
35
Seeping elm
10
60
Blood spindle
20
85
Utuku
30
115
Spinebeam
40
145
Bovistrangler
50
175
Thigat
60
210
Corpsethorn
70
245
Entgallow
80
285
Grave creeper
90
330
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.
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:
The room is arranged to resemble an obstacle course, with a mixture of traps to tackle. In this puzzle, there will always be some contortion bars at the start that will need to be clicked on to bypass. There will be a door which can only be opened from the other side. The only way to get there is by getting through the obstacle course.
Tip: The contortion bars are the only obstacle that requires the Agility level you need; the rest will not, so it is a good idea to drop the Group gatestone just past the bars in case your team had to make a potion in order to boost a stat to get across. A normal Gatestone also works fine, although only the person who made it can use it.
The rest of the obstacles can be walked through except for the spinning blades which will have to be walked around. Running into it will cause extreme damage, so turn auto-retaliate off when getting through this obstacle to prevent yourself constantly hitting the blades from trying to fight an attacking monster. Once you get past the entire course, the doors on the other side can be opened to let the rest of your team members in. From this point on, you will not need to use the obstacle course anymore.
This puzzle relies on Strength and Construction to complete, and requires the player to bring a Hammer.
The whole room is filled with barrels, and two of them must be pushed in order to progress into the middle of the room. It is straightforward to see which ones must be pushed. Once inside, push either one of the barrels on each side of the wall and take the Broken barrel bits that lie on the floor past the wall (sometimes a key will be on top of it).
Note: Only attempt to push barrels on one side of the wall and not both since there are locked chests in the back of the room which can be opened for treasure.
A barrel just before the wall will need fixing with the barrel parts that you picked up earlier. Click on the barrel to fix it, and start to fill the barrel up by pushing it towards the stream of water depending on where it is.
You will notice a gauge at the top to show the water capacity of the barrel, or how full it is. Water can flow in any one of the four spots on the wall. As long as the barrel is not underneath the water, it will carry on draining until it's empty. When it is full, it will stop lowering altogether and you will need to push it onto the pressure pad to unlock all of the doors in the room. This part is best done with two people, one person on each side of the barrel to make it easier to push the barrel in either direction.
This puzzle relies on Mining to complete, and can be done without the aid of Construction, although it is needed if you need team members to get past the puzzle with you. It requires the player to bring any Pickaxe and possibly a Hammer.
This room is very different from the others; it is shaped like a thin cross, and the alleyways are blocked by piles of rocks. The frames around them are very weak and will need to be fixed if they need to be stopped from collapsing. Click on the rocks to clear them out of the way, and repair them by clicking on the struts on the side of the wall where the rocks were. If you do not have the Construction level for this, run past them before you get damaged by more rocks that fall from the ceiling. The rocks will keep on coming back until the frames around them have been repaired.
Tip: The rocks and struts here warrant extremely easy experience. Clearing each rock for the first time gives a bulk of Mining experience (usually around 200 per) and repairing each strut gives easy yet free Construction experience.
This puzzle relies on Fishing to complete, and requires the player to bring a Fly fishing rod and some Feathers.
The objective of this puzzle is to catch the pondskater. There will be four of them swimming in a small pool in the center. Every few seconds, they will swim around, and meet together in the middle of the pool and open their mouths. Watch carefully as one of them has a key in its mouth. Chase it to where it stops to rest on the edge of the pool, and attempt to catch it. When you do, the key will be automatically used to unlock the doors.
In the center of the room is a Monolith. It must be fully charged before the doors will be unlocked. Nothing will happen until you activate it by clicking on it, at which point it will start to charge up through time. Mysterious shades of various combat levels will start to discharge the Monolith. As soon as they are attacked, they will stop discharging it and focus their attacks on the player who attacked it. The best way to complete this puzzle, then, is to attack a shade as soon as it appears and carry on killing it. When the Monolith is fully charged, all remaining shades in the room will automatically die.
This is considered to be one of the hardest puzzles by many players because the Shades are extremely damaging, especially in a high-difficulty dungeon, so it is typical of a team to require every member to tackle this puzzle.
A strange mechanism is in the center of the room, featuring a multi-coloured pad and coloured streams flowing into it. There are 4 moveable pillars which can either be pushed (left-click option) or pulled (right-click and select "Pull"). In the wall is a shelf of vials that can be mixed to produce colour vials, and the player can make a purple, blue, yellow, and green vial. The aim is to push the pillars onto the pads where the coloured streams are flowing from, then use a coloured vial on that pillar to match the colour of the stream, e.g. if the stream underneath the pillar is green, use a green vial on it. The door will unlock once this is repeated for all the pillars.
Several coloured pads and ferrets are scattered across the room. These ferrets need to be placed back into their pads for the doors to be unlocked. The only way to do this is to herd them into the pads, but this is usually not easily done. Standing two squares from a ferret will cause it to move one square away from you, and standing one square from a ferret will make it move two squares. If a ferret gets stuck in a corner or by a wall, scare it by clicking on it. It will then move one square in a random direction, which will hopefully get it out.
Tip: The more people that are in the room, the clumsier it will get. Only let around two people complete this puzzle as there will be a lot of interfering if there are too many people.
This puzzle closely resembles the Mime random event, but this time, the player will need to copy the emote that the statue opposite of him/her is doing. There are only five emotes to pick from, being 'Yes' (Nod head), 'No' (Shake head), Wave, Laugh, and Cry. This puzzle is fairly easy but will require all players in a team to guess the emote correctly, otherwise all team members will take damage. If there are less members in the team left than the number of statues that are not broken in the room, it is impossible to complete the puzzle and the room must be left.
This puzzle is mainly Hunter-based, but can be done without the aid of Hunter equipment.
The aim of completing this puzzle is to catch the Ferret who will run away towards a hole in the wall as soon as it sees you, and it will re-appear randomly in one of the holes that come from the ground. There are a few methods of catching it. The easiest method which is available to members only is to chop some dry branches from the wall, fletch it into a trap and lay it where the Ferret is likely to go, e.g. right next to the holes in the walls. The Ferret will then be caught and all doors in the room will be unlocked.
The second method is to watch where the Ferret stops as soon as nobody can see it, plant a Gatestone there and wait for it to stop again, before quickly teleporting to the Gatestone and catching it. The final method is to simply wait for the Ferret to appear from a hole and quickly catching it, although it will take some luck since the Ferret can appear at any of the other holes.
When trying to catch it barehand, sometimes you will not successfully catch it, and will end up being bitten and stunned by it, so it may take a few attempts.
This puzzle relies on Fishing, Cooking, and Ranged to complete, and requires the player to bring a Fly fishing rod, and Feathers. (around 10 is enough)
Cooked vile fish need to be thrown onto the tiles in the island to lead the Ferret to the pressure pad. Wherever they are thrown, the Ferret will move towards. To get the fish needed, catch some Vile fish from the fishing spot in the pool around the island (there is only one spot to fish from). Cook them on the fire that is provided in the room, and use the fish on the tiles where you want the Ferret to step, and keep throwing them until the Ferret has reached the plate. All doors in the room will then be unlocked.
Around the room will be five switches that are spread out by the walls. The objective is to pull every switch as fast as you can before the time runs out. This is fairly easy to do if the dungeon is designed for one person, but will take more preparation for dungeons designed for more than one person. If players aren't fast enough in pulling all the switches, they will all turn back off and anyone standing by a lever will be damaged.
On the floor will be a grid of yellow and green tiles, and the aim of the puzzle is to flip every tile so that they are all yellow or green. Choosing to imbue any one tile will cause that tile and all tiles next to it to flip over. Any yellow tile will then become green, and any green tile will become yellow. The general strategy is to attempt to create a group of green or yellow tiles and flip them all over to turn them yellow or green.
You can force any single tile to flip over by right-clicking on it and choosing to 'Force' it. You will take damage from doing this on each tile, although you will only take about 150 damage, so if you have life points to spare and plenty of food, you may choose to do this to a few tiles to reduce time spent in a dungeon.
This puzzle relies on Woodcutting and Farming to complete, and requires the player to bring any Hatchet.
There are many coloured flowers around the room that block your way and prevent you from getting any further through the room. There is also a larger one which should be easy to spot. The key is to cut the flowers with the hatchet when the colour of the large flower and the one you are trying to cut matches. If the colours are different, you will fail and take small damage. Watch the flowers carefully as they revolve around different colours every few seconds.
You must do this until you cut your way through to the largest flower where you will use your Farming skills to uproot and kill it. Once you do, all the flowers around the room and vines blocking the doors will wither and die, clearing the passageways.
This puzzle relies on Magic to activate the lodestones.
On the side of the room will be four lodestones, some of which will be inactive. Activate them to allow all of the colours on the floor to start flashing. The aim of this puzzle is to get all four of the colours reaching the center at the same time. Stepping on the pressure pads before each colour stops that colour from flashing, i.e. it pauses them. The best way to complete this puzzle is to pause one colour and step off the pad when another colour is in line with the one that you have paused, then repeat with the other two to get all four colours in line. If you have at least three people in your team, another way to do this is to pause three of the colours so that no colours show on the pads. This causes the door to automatically unlock.
This puzzle relies on Cooking, Fletching, and Smithing to complete. The player can bring his/her own Hammer and Knife, or borrow the tools from the scout in the room.
A Fremennik scout needs your help to smith the battleaxes, fletch the bows, and cook the fish. This is easy to accomplish; simply click on the crate of fish, logs, and bars in the room to complete the tasks. Sometimes they can be hard to see, so search for the crates carefully when you complete this puzzle.
Tip: The furnace and anvils in this room are usable. Using a Hammer, you can create equipment from ores on the spot.
This puzzle relies on Crafting, Smithing, Ranged, and Agility to complete, and requires the player to bring a Hammer.
There is a chasm in the room separating two platforms, and the only way to get across is to make a grapple and rope to get across. To make the rope, take some Meatcorn from the crate containing them, and spin it into rope using the Spinning wheel nearby. Next, take a grapple from another crate, and use it on the rope to make a rope-attached grapple. Finally, use it on a grappling spot on the other side of the chasm to throw it, and let someone who has the appropriate Agility level cross over. When the rope is travelled on once, the Agility requirement is no longer needed and everyone may get over.
A giant sliding tile puzzle consisting of eight tiles will be in the center, and there is a gap for the tiles to slide on. To move a tile into the gap, simply click on it. It is possible to fail every time an attempt to move a tile is made, dealing around 150 damage. The final completed puzzle should look like an ornate symbol of Daemonheim.
This puzzle only takes place in the Frozen floors of Daemonheim. Much of the floor in this room will be covered in ice. When you step on the ice in any direction, you will continue to slide in that direction until you hit an obstacle or wall. To unlock the door, each of the four tiles in the room must be stepped on at least once. The best way to figure out how to get to the four tiles is to work your way backwards from them and decide on a route to take to reach the tiles.
Several unaggressive Ghosts will be in this room, along with a spirit that will jump from one to another. They must all be defeated as the doors in the room will always be Guardian doors. The Ghost which the spirit goes into will be vulnerable to attacks, while the rest will be almost invincible, so the key is to watch where the spirit goes and attack the Ghost that contains it. After the first one is killed, it will jump to another Ghost which you will need to kill as well. This is repeated until the room is cleared.
Just before the gaps, there will be a Power crystal which will need to be placed on the Inactive lodestone on the opposite side. As soon as you jump over the first gap, a Guardian sphere will appear two pillars ahead of you, which will follow you through moving through adjacent pillars for every gap that you jump over.
The screenshot above shows the path to take that will always work. If you happen to stumble at any time, jump back over to the start and try again. This may take several tries and it is possible to take hefty damage from failing, so ensure that you have enough life points remaining before attempting this.
This puzzle relies on Crafting, Runecrafting, and Magic to complete it, and requires a player to bring a Hammer.
A Magical construct will be lying on the floor lifelessly with either its head, arm, or leg missing which will need to be replaced. In the same room, a Chisel will be on the floor (it is fairly hard to see) and a box of rocks will be next to the Chisel.
Take a rock from the box, check the Magical construct to see which part is missing (examine it), and click on it to choose whether to craft a head, arm, or leg. Afterwards, click on the newly crafted part to imbue it with rune energy, and click on the Magical construct to fit the part in. Finally, click on it again to charge it with magical energy to bring it to life. It will now walk around the room, opening all doors that previously blocked the way.
Inside this room, all of the doors will always be Guardian doors and a Mercenary leader (who is a mage) will be alone. Once you step inside, however, he will begin to summon the rest of his group who are Forgotten warriors, rangers, and mages. Soon enough, the room will be filling up with them constantly. They teleport away from the room after a short amount of time, so focus on killing the leader since he is the one who summons the group members, and they will simply teleport away if they are too heavily damaged. Being a mage, the leader is weak to stab, slash, or Ranged attacks. Once the leader is dead, some group members will remain. It's suggested that you do not attack them and wait outside of the room for them to disappear.
This puzzle relies on Herblore, Prayer, Thieving, and Firemaking to complete, and requires the player to bring a Tinderbox.
A patch of varieties of herbs, four burners, a tomb, and a Poltergeist are in this room. Read the tomb to find out what herb this Poltergeist was famous for the discovery of, then pick four of those herbs from the patch. Next, consecrate them then use each of them on the four burners by the tomb. Finally, use the Tinderbox on them to light them. The Poltergeist will now disappear and you may now open the tomb to unlock the doors.
The Poltergeist will damage you if you attempt to open the tomb without lighting the burners first.
A group of Ramokee exiles are in this room with a large Summoning obelisk in the center (which serves no purpose). The group consists of a Skinweaver (healer), Bloodrager (warrior), Stormbringer (mage), and Deathslinger (ranger). Dispatch the Skinweaver first since she is able to heal the rest of the group, followed by the Stormbringer, Deathslinger, and finally Bloodrager. In higher-level dungeons where the combat levels of the group members are 150+, do not attempt to kill them unprepared as they are extremely deadly; the Deathslingers for example are capable of hitting upwards of 400 damage.
This puzzle relies on Mining, Crafting, and Construction to complete.
The task is to fix the stone bridge that has apparently collapsed, leaving a gap between the two platforms in the room. Mine a block from the rock by the entrance, then pick up the Chisel on the floor and craft the block into a piece of the bridge. Lay the piece onto the collapsed bridge by using it on the gap and the bridge will be fixed.
This puzzle relies on Mining and Construction to complete, and requires the player to bring any Pickaxe and a Hammer.
A chasm in the middle separates two platforms in this room. There are two strange statues, one of which will be broken and will need repairing. In the same room, there is a Mining rock to mine stone slabs from. Mine a chunk from the rock, then choose to "Fix" the statue (left-click option). Once it is repaired, push it onto the pad to the side of it and a bridge will be formed.
This puzzle relies on Summoning to communicate with the hoardstalker. Using Thieving to open the doors is almost entirely optional.
An Enigmatic hoardstalker guards the room, disallowing anyone from passing until they have solved his riddle. To find out what the riddle is, right-click on him and select "Get-riddle". If you have the right Summoning level (in this case, Summoning points remaining), he will tell you one of many riddles which are listed below. Once you know what the item is, look for it either within one of the several storage rooms in the corners, buy one from the Smuggler, find one through monster drops etc. Items found in the storage rooms have a (o) suffix for ornamental, meaning it cannot be used elsewhere except for this puzzle.
Riddle
Answer
Where Found
Completed I can make you dead, but currently I have no head
Located by the walls are four bookshelves, each coloured differently: red, blue, green, and yellow. At the same time, there are rotatable bookshelves in the middle. Every few seconds, a red, blue, green, and yellow book can travel from one bookcase to another. The objective is to place the books back into their respective shelves, e.g. red book goes back into the red bookcase.
The books can go into any of the bookcases in the room, including the coloured ones. If two bookcases are facing towards each other and a book is inside one of them, it will float from one to the other. The key is to remember where each book is; it takes a fair amount of time before they come out of their bookcases, and there is no other way to check where each one is.
The aim of this puzzle is to get to the other sides of the room without getting spotted. There is one big Seeker in the middle and 4 others that patrol the routes. The only way to move is by waiting until the big Seeker in the middle faces away from the route you want to reach and also get the little Seekers to be facing the opposite way while you charge and subdue (hit) them for enough time to get to the next safe zone.
Found in Furnished floors only. There are five Brutes sleeping on the floor among squares of trash. While they are asleep, each of them can be pickpocketed for a key, but only one of them has the correct one. Running in the trash will wake all the guards up, at which point you have no choice but to kill them for their keys. To avoid this, simply walk around the room, taking their keys while you do so. There is often no need to take all of their keys before you find the right one, although this does happen uncommonly.
On one side of the room will be a group of statues which can be moved and another which cannot. To complete this puzzle, you will need to push the statues that can be moved to match the positions of the statues on the other side that cannot be moved. This puzzle is very easy to complete and should only take around two minutes at most.
This puzzle relies on Mining and Construction to complete, and requires the player to bring any Pickaxe and a Hammer.
Streams are supposed to flow from the pillars into the altar in the center, but there are obstructions and the pillars are damaged. Simply click on the pillars to repair them, and click on the rocks that are blocking the streams to break them away.
In this room, there will be an alley with three rows of suspicious grooves. Each row will have exactly four, and only one of them can be passed without harming the player. Stepping on the wrong groove will trigger the trap and damage the player, and from then on the groove will be impassable. There is no other way around this puzzle; the only way to figure out which grooves are right is to test each one to see if they are correct.
Tip: To save having to remember the combination of correct grooves, you can take some worthless items with you, such as Vials, and drop them on the grooves to mark them.
This puzzle relies on Mining and Crafting to complete, and requires the player to bring a Hammer and any Pickaxe.
There will be two rows of statues in this room, one armed with weapons and the other without any. First, mine five Stone blocks from the crumbling wall (the red line on the wall in the minimap can help you find it) with a Pickaxe, then check each of the armed statues to see what weapon they are holding. Click on your Stone block and craft the weapon based on the following:
If the statue is holding a staff, arm the opposite statue with a bow.
If the statue is holding a bow, arm the opposite statue with a sword.
If the statue is holding a sword, arm the opposite statue with a staff.
The doors will unlock once you arm all five statues with the correct weapons.
This puzzle relies on Mining and Crafting to complete, and requires the player to bring a Hammer and any Pickaxe.
This is just like the ten-statue weapon puzzle, except this room contains three statues and only one statue needs to be armed with a weapon. First, mine one Stone block from the crumbling wall (the red line on the wall in the minimap can help you find it) with a Pickaxe, then check the statue which is missing the weapon, click on your Stone block and craft the weapon based on the following:
If the statue is wearing a hood, robe-top, and robe bottoms, arm it with a staff.
If the statue is wearing a helmet, platebody, and platelegs, arm it with a sword.
If the statue is wearing a coif, leather-body, and leather chaps, arm it with a bow.
The doors will unlock once you arm the statue with the correct weapon.
The objective of the puzzle is simple; to reach the center of the maze through passing through the barriers and the walls. First, plan your route carefully just before pulling the lever, then pull the lever and run through the maze as fast as you can. A timer will start as soon as the lever is pulled, and once the timer runs out, you will constantly take damage until the Locked chest in the center is opened. Beware that exiting the room will not reset the timer. It will carry on running out until you unlock the chest in the center.
If you can see the entire maze, plan your route before you pull the lever to prevent yourself from taking damage. If you can't, place a Gatestone away from the maze if you have access to them in case you are about to die.
In cases where these rooms do not have a key in the center, it is best to ignore the middle since the maze does not have to be completed for the doors to be opened, and in such cases doing so would be considered a waste of time.
Exclusive to Warped floors only. There are 8 rooms joined together, which are navigatable only by stepping through the portals within each room. There is one entrance only, and every room has 4 portals. They will all lead to either a different room or will take you outside, requiring you to start the puzzle again. You must reach the room in the center and step on the button in it to unlock the doors, then try and find your way back out again. There is a catch; while you are inside, you will take constant damage of around 30, down to the point until you almost die (although you can not be killed while inside).
Only one person should attempt to solve this puzzle. Once the center room with the pressure pads is reached, the Group gatestone should be taken there to allow the rest of the party to directly teleport there without needing to find the path. Alternatively, place the Group gatestone just outside the rooms and give directions on how to reach the middle, then when everyone is done, they can then teleport out again.
There used to be a method where the puzzle is solved simply by entering, logging out and logging back in. This does not work anymore.
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.
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.
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.
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.
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
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.
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
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.
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.
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.
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
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.
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.
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.
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
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.
Take all the supplies on the tables, then go south through the door
Attack the bandits and the wolf. One of them will drop a Heim crab and Gold charm. Do not eat the crab as you will need it later
Check the large rock in the middle of the room
Switch to Ozan then go south to find an ice-floor puzzle
Step in the following directions: E, SW, E, E, SW, S, SW, NW, W, N, SW, SE, E, N
Once the puzzle is complete, go east to the next room. Clear the room; there are two bandits on unreachable platforms which only Ariane and Ozan can attack
In the same room, use the Gold charm you picked up earlier on the obelisk to summon a skinweaver
Switch to Ariane and head east to a tile-imbue puzzle. The aim is to turn all tiles either yellow or green. Imbuing a tile causes that and any adjacent tile to flip over from yellow to green (and green to yellow). When there are very few tiles left to change, right-click a tile and force it to change only that tile and receive some damage
Go north, take the Green rectangle key and use Dungeon home teleport to get back to the starting room
Unlock the door to the east and go in. Switch to Ariane and right-click on the two pads in the middle to make Ozan and Owen wait on both of them, then use Ariane to imbue the door with energy
Take the Crimson triangle key on the floor. Right-click on any of the strange crystals and choose to 'get-premonition'. The 8 crystals around the room will glow in order. You must memorise which order they glow, then touch them in the same order
Head back to the starting room and unlock the door to the north. Clear the room, go east, and enter the room
Switch to Ozan and talk to the guard. Choose the following options:
[Charm] What are you guarding?
Isn't guarding a door in these dungeons a little redundant?
Who put you up to guarding the door?
Why are you bothering to guard it?
Switch to Owen then go east to the next room. There are two sets of statues on the north and south side. The task is to push or pull the statues to the south to match the positions of the ones on the north side
Once the statues are matched and the doors unlock, switch to Owen, then go to the east room and pick up the Fractite pickaxe, then get back out
Go north to find an obstacle course. Switch to Ozan and step through the suspicious grooves, then walk through the obstacles. Beware of the spinning blades; walk around them or these will deal massive damage and you will fail the mission. Investigate the Broken longsword to get Bathus ore
Go back to the room with the armoured guard, switch to Owen, and mine the Zephyrium rock in the north-west corner
Head back to the statue room, go to the south room and clear all the monsters
Open the east door and pick up the Gold crescent key. Talk to Pikkupstix who appears to be injured, scroll through all the chat options and tell him to go back to the entrance
Teleport back home by using Dungeon home teleport, then head north and unlock the Gold crescent door
Carn is in the final room with a hyptonised behemoth and two polar bear guards. Make sure throughout the fight that all three characters are on the carpets or they will be hit by falling rocks. The polar bears use melee attacks only, while Carn uses Ranged. Kill the polar bears first, then focus your attacks on Carn. With enough food gathered from monster drops, the fight should be fairly easy.
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.
Head back to the starting room and talk to Orin. He managed to steal the key to the next room. Choose to either feed him the fish to keep him alive (vengeance takes a noble turn), or keep it for yourself (ruthless turn). Your special attack changes depending on if you are more noble or ruthless; being noble makes it heal you the more you hit, while the ruthless version hits more. Being more noble or ruthless makes the special attacks more powerful.
Head to the next room and unlock the Silver crescent door. Go in and fight Lotheria who should be easy to kill, and take her loot.
Solve the Flip Tiles puzzle as per usual. When there are 2 or 3 tiles left to flip, simply force them. Unless you are confident, the poison means you will not have time to complete it.
Open the next door and kill the 2 Giant spiders which will drop some Giant flatfish. Pick them up and go to the next room.
Pull the lever to release some Skeletons and attack Ican Haz. The Skeletons will only attack Ican so he should also be easy to defeat. Loot the food, key, and his ring afterwards.
Go back to the previous room and unlock the Blue triangle door, then kill the two Hellhounds which will both drop an Antipoison elixir each. Head to the next room and, again, kill the Giant spider inside and pick up the food.
Talk to Argax who is lying on the floor. Either let her die (noble) or keep her alive (ruthless).
Continue through the rooms until you reach one with five levers scattered around. The aim, much like the regular five-lever puzzle, is to pull them all as quickly as possible. Once you do this, head to the next room.
If you need extra supplies, kill the spider and Hellhound in the room, otherwise continue onwards.
Talk to Korel who has let the party take the key he was guarding. Spare his life and let him go (noble) or kill him for his cowardice (ruthless).
In the next room you will find Lola Wut. Switch to lunge attack style and immediately go in and attack her; she will be wandering round several rooms so the earlier you fight, the less the poison will hurt you. Afterwards, pick up the food, key, and both rings.
Go west and investigate Shianna's corpse, then go north then east to find Peleas. Talk to him; he appears to have suffered fatal wounds and will die soon. Lie to him and tell him she's alive (noble) or tell him the truth (ruthless).
Head west and unlock the Crimson rectangle door with the key and go past the room with the slain children to find Kay Thanxby. Again, use stab attacks and kill her. She will teleport around the room at random, so keep chasing her around the room as she does.
Once she dies, choose an ending out of the options you're given to complete the saga. Whichever one you choose does not matter.
Reward: 2,410 Dungeoneering experience and 241 Dungeoneering tokens for the abridged version, and additionally 25,415 AgilityorThieving 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.
The tale starts with Thok and Marmaros battling Stomp. The strategy is to attack him until he spits two crystals out which are to be placed on the lodestones next to him. The colour of the crystals must match that of the lodestones. Continue doing this until he is dead.
Marmaros will get injured and you will now take control of Thok. Climb down the ladder and be prepared to fight Shadow-forger Ihlakhizan (humorously renamed 'Thing with eyes'). Attack it as per usual and use up your special attack bar. When it starts to glow, hide behind one of the four pillars around him.
Once he is dead, proceed through the dungeon. The entire dungeon is very easy to navigate and for the most part, killing the monsters is completely optional. To gain 100% progress in this saga, you only need to defeat the boss monsters.
Head east and clear the room of monsters, since you can only get through the Guardian door.
Proceed through the dungeon by heading straight for the doors while picking up the Silver crescent key and Crimson rectangle key (refer to the map for their locations).
Once you reach the starting room, go north to find a Ramokee group. Go in and kill the skinweaver first, then defeat the rest which should be fairly easy.
Find the Crimson rectangle door and open it to find a Flip tiles puzzle. This time however, you only need to imbue one of them before Thok will flip every tile over. Pick up the Blue triangle key in the room and open the door.
Behind the door is Rammernaut. Go in and fight him while using the smash style. Be careful and watch out for his charge attack; it is possible to die here if you get hit by it.
Find the Blue triangle door and unlock it to find the Bulwark beast. Pick up the pickaxe wedged into the rock near the corner, wield it, and attack the beast until his armour is worn down, then attack him with the sword again.
With the last key in your inventory, find the Silver crescent door. You will encounter a Monolith puzzle. Activate the monolith and attack the Mysterious shades as soon as they appear. You will need to be faster; the shades appear much more frequently than normal.
When the puzzle is complete, go through the doors and fight the final optional boss, the Sagittare.
Go back to the room where you found the Orange shield key and open the door. A Warped gulega will be inside threatening the Divine skinweaver. Attack it while heading back to the carpet area next to the skinweaver if your health runs low. It has a special attack which sends tentacles where you are standing. Move out of the way or your life points will be drained to 1, putting you in imminent danger.
Talk to the Divine skinweaver to take her up to where Marmaros is. She will heal him, but will then say she needs something cold to patch up the wound. Prepare to fight a Luminescent icefiend. Defeat it to complete the saga.
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...
Cutscene of Moia meeting up with the two Mahjarrat Lucien and Zemouregal.
After waiting a while for them to converse, they will call you over. After some discussion, they decide that you should hunt for the location of Bilrach and bring him back.
The setting now changes to events 1 year ago. Follow the path north.
A Sentry and merchant are walking down the road from Daemonheim. The merchant has delivered several packages and demands money from the sentry's captain. Moia overhears information about "Bill", or Bilrach, and informs Lucien, who does not believe her information of Bilrach's whereabouts.
Head east and interrogate the merchant. You will now encounter a strange puzzle where you will place probes in his mind to steal their memories. There are clustered shapes that resemble black circles with tentacles coming out from them. Your task is to click on the screen while hovering over anywhere with an orange circle that flashes on and off in order to recover as many memories as you can. The faster it flashes, the more you get. You may also want to turn your sound up; the higher pitch the noise that plays, the closer you are to a piece of memory. The precise locations of them are random every time.
You will kill the merchant and take his disguise. Now go north into Daemonheim and climb down the entrance.
After entering the dungeon, go east and walk towards the captain. You will be stopped by him whose memories you will need to steal. Repeat the puzzle again.
You cannot picklock the door, so go east now into a blank room, then south, and south again.
You will now be in a furnished-themed floor, in a room with two doors, one going north and south. Go south as the north one is blank.
A soldier will ask you if he can come with you on the next surface shift. Choose the option "Got something to get off your chest, soldier? Be my guest". Go south through the door, then west.
A mage will now ask you about a transfer request, and if you have thought about it. Choose the option "Ask me later Druf...".
Go south and a soldier will tell you that they may proceed with the weapons training. Choose the option "Tell them to wait here, and no practice until I return". Head east into the next room. You can only go east from here.
After declaring that soldiers have not been seen for a while, go south into a room with three exits. The east room is blank and the west one is blocked by a key, so go south. A dangerous figure named Yudura will question you. Steal his memories by repeating the puzzle, and get ready to fight. Use your special attack on him to deal heavy damage, then finish him off. Go south now to proceed into an Occult-themed floor.
Go south again and a Necrolord will complain about unruly underlings. Choose the option "Cut off their hands".
Head south then west. Another necrolord will complain about a necromancer "using his experiments". Choose the option "Kill him or I will kill you". Go west since the other door is a key door, then go south next.
Another necrolord will ask you about a solder. Choose the option "His body is on the floor above. Fetch it yourself, I am busy". Carry on east now into a room with two exits, as well as two portals to the north. Drain these portals to replenish your health and give you a further boost. Go south from here, then east. Prepare to fight a Hooved mage.
You will now have three combat styles available for you; fire (fast, interrupts enemy attacks), water (slow, slows enemy movement), and earth (very slow, heavy damage). Your special attack energy will now be portal energy which will deplete over time. Draining portals will help restore it. If it runs out, you will switch to using a dagger instead.
After killing the mage, go east to fight a room of soldiers and rangers. This should be easy enough. Head east afterwards to finally end up in a Warped-theme floor.
If at any time you let your portal energy completely drain, you will not finish the unabridged version. Go south and fight some warriors and rangers. Hit the warriors first using the fire style, avoiding damage from other warriors or rangers. Finish the rangers off with either fire face to face, or earth by using a hit-and-run tactic. If you need to, heal yourself using the portal to the north. After clearing the room, go east. You will need portal energy to unlock the key door. Unlock it by scrolling through the dialogue, and carry on east.
Kill the first warrior with fire, then trap the warriors behind the furniture while you kill off the mages and rangers. It is recommended you use the earth style here, along with the hit-and-run tactic by hiding behind the first wall. There will be a regular door, however it still acts as a guardian door and you must clear the room first.
Continue through the dungeon. The next room is fairly simple. There are two hellhounds, and two warriors. Kill the hellhounds first, and use the table in the middle to trap the warriors and kill them effortlessly. Go west afterwards.
In the next room, stick to the north part of the room and make sure the warriors follow you there. Take on each of them one after another. This ensures the others are elsewhere, and a portal is next to you if you need to heal. Alternatively, use the cell in the north-west corner to lure the warriors in and take them on one at a time, closing the door to cut off assistance from the others. Kill the ranger and mage then continue through the door.
There are warm corpses and a drained portal in the next room, implying that someone else of great power has been around recently. Carry on through the doors to find the ritual marker has been moved deep into the dungeon, and Bilrach in the same room.
Bilrach appears to have turned slightly insane due to being in the dungeon for such a long time. Investigate the ritual marker, after which you will talk to Lucien again. Choose any of the chat options, then talk to Bilrach.
This time, he speaks more coherently. Scroll through all the chat options, then choose the extra one that appears after: "What happens now?". You have four options: destroy the place, leave, follow Bilrach, or lie about following him. Choose any of the four.
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.
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
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
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.
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).
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.
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.
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.
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.
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.
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.
When worn, Dragon, Ourg, and Frost dragon bones that are buried restore 3 Prayer points
Experience
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1
Tokens can be spent on Dungeoneering experience at the rate of 1 experience point per token.
9.0 - True Skill Mastery - Level 120
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.
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