Dungeoneering Guide
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Jagex has rated Dungeoneering as Safe. Unlike other RuneScape skills, Dungeoneering takes place entirely within a specific area, Daemonheim. It offers zero risk to your ordinary game items, which cannot be taken inside. Also, you will keep your Dungeoneering items if you die within Daemonheim.
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This activity supports the Grouping System. |
Introduction
Dungeoneering is a skill which involves raiding the vast dungeons of Daemonheim either by yourself or with your comrades. Each floor of the dungeon contains monsters to fight, puzzles to solve, and resources to help you survive. Armour and weaponry obtained in Daemonheim CANNOT be taken out of the dungeons. The diligent dungeoneer, however, can accumulate tokens to spend on rewards which enhance skills and combat outside the dungeons.
Starting
You can start Dungeoneering just west of Al-Kharid's bank. Speak with the Fremennik Shipmaster, who can sail you to a peninsula on the east side of the wilderness. Not to worry, you can't be attacked here. In the middle of the peninsula stands a castle courtyard. Within the courtyard are several entrances to different realms of the dungeon. Outside the courtyard, the Dungeoneering tutor can describe the highlights of the skill and give you the ring of kinship.
You must place your items and combat gear in your bank before heading into the dungeons. The only items allowed inside are the ring of kinship, orb of oculus and a number of experience-boosting pendants such as Pendants of Skill and Prized pendants of Skill. You can find a Fremennik banker just outside the courtyard.
Ring of Kinship
Below is a summary of everything on the ring of kinship's party interface.
- Party Member Name/XP Toggle: this lists all the names of people currently in your party. Beside the names you will also see a button to toggle XP sharing. Click on the XP icon next to your name if you wish to disable sharing XP with other party members.
- Form Party/Invite Player/Leave: this button allows you to begin a party. Pressing it reveals two other buttons which allow you to invite other players (if you are the party leader) or leave the party. You can also play solo.
- Floor: pressing the change button here will allow you to change the current dungeon floor you want to explore. You can't do this while you're in a dungeon.
- Complexity: pressing the change button here will allow you to change the complexity level of the dungeons. You can't do this while you're in a dungeon.
- Guide Mode: ticking the checkbox will enable a mode which shows you the critical path through the dungeon. Doing so will reduce the amount of XP you will receive, however. For low complexity levels, guide mode is automatically enabled.
- Reset: this resets your current progress through the dungeons but preserves your prestige. Pressing this is crucial when you do not have the required level to proceed to the next floor and wish not to repeat a floor at zero prestige. For more information, see the Experience & Prestige section.
The ring of kinship also possesses the following abilities:
- Free teleport to Daemonheim by right clicking on the ring and choosing the corresponding option.
- Form a solo party by opening the ring interface and choosing "Form Party".
- View party member's wielded items, inventory, skills, and summoning tab by right clicking the party member's name and choosing inspect. To prevent gambling, however, all flowers in the party member's inventory will show as a stack of 1337 mithril seeds.
Your Party
There are a number of methods you can use to form or join a party. You must be in or near the castle's courtyard to party up with other players.
- Party leader: you can begin a party by opening the ring of kinship's party interface and clicking the "form party" button. You may then invite other players by using the right-click option "invite", or by clicking the "invite player" button on the ring's interface. You may only invite up to four other players. They must be on the castle grounds, within your line of sight.
- Solo: to raid a dungeon by yourself, simply don't invite any other players.
- Invitation: to accept an invitation from another player, click on the invitation text in your chatbox, and then press the "accept" button.
- Pick-up group: Go through the "free-for-all" barrier or into one of the "themed" dungeon rooms to automatically be placed in a party or a solo dungeon. When entering one of the "themed" rooms, you will be presented with an interface where you must choose the floor you wish to raid — you will only be placed in a party with players who have chosen the same floor as you. You can also see the amount of players queuing for a certain floor in the room. Not many people use this feature nowadays, so it may be hard to get a group this way.
Toolbelt
Much like the toolbelt on the surface of RuneScape, while in a dungeon players will be given a toolbelt specific to dungeoneering. This toolbelt further breaks into two groups: Tools and Keys. To access this toolbelt, open your worn equipment tab and click the toolbelt button.
Unlike the toolbelt on RuneScape's surface, all necessary tools will be automatically added to your toolbelt. By default, these items are:
The pickaxe and hatchet can be replaced by any pickaxe or hatchet up to and including primal. You can add tools to your toolbelt by right clicking the item and selecting "Add-to-toolbelt". Note that once you add a tool to your keybelt, they cannot be removed.
Players can add tools which they do not have the levels to use. For example, someone with 50 mining can add a primal pickaxe. However, when this tool is in use it will only act as whichever tier the player has the level to use!
Keybelt
The keybelt is a feature of dungeoneering where a player can see all keys collected by themselves and their fellow party members. This feature can be viewed in two locations. A small utility can always be seen at the top-left of the player's screen while exploring a dungeon. To view the larger keybelt, seen below, open your equipment tab and click the toolbelt button. Much like the toolbelt, the larger keybelt can not be viewed in combat.
Keys can be used by anyone in the dungeon to open their respective doors. Once a key has been used, it is removed from the keybelt. When a key is collected by you or a party member, a yellow announcement will appear in your chat box. For example, "Your party found a key: Blue corner key".
The Dungeon
The difficulty of a dungeon is defined by it's floor level and complexity level. Within a dungeon you will likely find monsters, special doors, challenge rooms and a boss monster. You will need to employ many of your skills, and arm your character using only what you find inside, to face these challenges.
Loading Up
When you are teleported into a dungeon, it is wise to take a moment to gather some provisions. In the starting room are a number of tables on which food, runes, weapons and other supplies can be found. The smuggler will also gladly buy or sell items to you, although his stock depends on the complexity level you've selected. On higher complexities, the starting room will also contain a number of skilling facilities, so make good use of them!
Death
Dying in Daemonheim is completely safe. You will respawn in the dungeon's starting room, with all of your items intact. However, you will receive a penalty to the dungeoneering XP you'll receive at the end of the floor for each death. A tally of all your deaths is kept at the top left of the screen. A good safety measure to prevent dying is to utilise gatestone teleports. See the tips & tricks section for more information.
Floors
Access to higher floors is restricted based on your Dungeoneering skill level. Click "Show" to display a table which lists the level requirement for each individual floor. Floors 36 through 60 are only available to members.
1 |
1 |
2 |
3 |
3 |
5 |
4 |
7 |
5 |
9 |
6 |
11 |
7 |
13 |
8 |
15 |
9 |
17 |
10 |
19 |
11 |
21 |
12 |
23 |
13 |
25 |
14 |
27 |
15 |
29 |
16 |
31 |
17 |
33 |
18 |
35 |
19 |
37 |
20 |
39 |
|
21 |
41 |
22 |
43 |
23 |
45 |
24 |
47 |
25 |
49 |
26 |
51 |
27 |
53 |
28 |
55 |
29 |
57 |
30 |
59 |
31 |
61 |
32 |
63 |
33 |
65 |
34 |
67 |
35 |
69 |
36 |
71 |
37 |
73 |
38 |
75 |
39 |
77 |
40 |
79 |
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41 |
81 |
42 |
83 |
43 |
85 |
44 |
87 |
45 |
89 |
46 |
91 |
47 |
93 |
48 |
95 |
49 |
97 |
50 |
99 |
51 |
101 |
52 |
103 |
53 |
105 |
54 |
107 |
55 |
109 |
56 |
111 |
57 |
113 |
58 |
115 |
59 |
117 |
60 |
119 |
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Complexity Levels
The complexity of a dungeon defines the set of skills you can employ to improve your performance. In addition, the complexity level may also influence the size of the dungeon and what items are supplied for free at the start. Choosing to play at a higher complexity level will increase the amount of Dungeoneering XP you will receive for completing a floor.
1 |
Combat only. |
Weapons and armour for all combat styles are provided in your inventory. |
2 |
The above and cooking, firemaking, fishing and woodcutting. |
Weapons and armour for all combat styles are provided in your inventory. |
3 |
The above and fletching, mining, runecrafting and smithing. You can only smith weapons. |
Armour for all combat styles is provided in your inventory. Random weapons can be found on the table in the starting room. |
4 |
The above and crafting, farming textiles, hunting and smithing. You can smith anything. |
Random weapons and armour can be found on the table in the starting room. |
5 |
The above and farming seeds, herblore, summoning and thieving. |
Random weapons and armour can be found on the table in the starting room. |
6 |
The above and divination. |
Random weapons and armour can be found on the table in the starting room. |
Note: members skills cannot be used in free to play worlds.
Doors
A dungeon consists of a number of rooms, which are connected by sets of doors. Some types of doors can only be opened after certain conditions are met.
- Guardian Door: can only be opened after all the monsters in the room have been slain.
- Challenge Door: can only be opened after you've solved that room's challenge.
- Skill Door: can only be opened if you have the required skill level. Sometimes you also need a certain tool, such as a hammer or a tinderbox, to unblock it. You may take damage while trying to open a skill door.
Successfully unlocking a skill door will give you some XP in the corresponding skill. Likewise, solving certain challenge rooms will also award XP in one or more skills.
If you are unable to pass a skill door, do not be alarmed. It will only lead to a bonus room, and won't block the path to the dungeon's boss. Using herblore, you may be able to create a skill boosting potion that will allow you to overcome an otherwise impossible challenge. See Dungeoneering Skills - Herblore for more information.
Challenge Rooms
Within the dungeons, you will come across various challenge rooms. Some challenge rooms can be solved by any player, while others may have skill level requirements. As with skill doors, you may take damage while trying to solve a challenge room. If you don't have the skill levels required to solve a particular challenge, it won't block the path to the dungeon's boss. If you wish to learn more about a particular challenge, we have a comprehensive guide for each puzzle room found below:
Skills
Dungeoneering is one of the only skills in RuneScape that incorporates almost all other skills into it. For more information on each skill's specifics, please visit the Dungeoneering Skills Guide.
The starting room of each dungeon will contain a smuggler. He sells basic tools, such as hammers, knives, feathers and tinderboxes, as well as various skilling materials. The smuggler's stock depends on the dungeon's complexity level, and is different between free to play and pay to play worlds. Note that many of the items sold by the smuggler can also be obtained as monster drops.
There are several ways to get coins to make purchases. The smuggler will happily buy any items you have found. You can also use alchemy on these items; using high-level alchemy on an item will give twice the amount of coins you would have gotten for selling the item to the smuggler. In addition, many of the monsters found within Daemonheim will drop considerable amounts of coins.
The weapons and armour used in Dungeoneering are divided in eleven different tiers. To use equipment of a certain tier, you must meet its level requirement. The table below will show you the name and level requirement of each tier. Note that tier 11 equipment is not player-made, but can only be obtained by defeating boss monsters.
1 |
1 |
Novite |
Salve |
Water |
Protoleather |
Tangle Gum |
2 |
10 |
Bathus |
Wildercress |
Earth |
Subleather |
Seeping Elm |
3 |
20 |
Marmaros |
Blightleaf |
Fire |
Paraleather |
Blood Spindle |
4 |
30 |
Kratonite |
Roseblood |
Air |
Archleather |
Utuku |
5 |
40 |
Fractite |
Bryll |
Catalytic |
Dromoleather |
Spinebeam |
6 |
50 |
Zephyrium |
Duskweed |
Empowered Water |
Spinoleather |
Bovistangler |
7 |
60 |
Argonite |
Soulbell |
Empowered Earth |
Gallileather |
Thigat |
8 |
70 |
Katagon |
Ecto |
Empowered Fire |
Stegoleather |
Corpsethorn |
9 |
80 |
Gorgonite |
Runic |
Empowered Air |
Megaleather |
Entgallow |
10 |
90 |
Promethium |
Spiritbloom |
Empowered Catalytic |
Tyrannoleather |
Gravecreeper |
11 |
99 |
Primal |
Celestial |
Celestial Catalytic |
Sagittarian |
Sagittarian |
Metal equipment is used by melee fighters. Metal armour has a defence level requirement, and metal weapons have an attack level requirement (except mauls, which need strength). Cloth robes and staves are used by mages. Staves only have a magic level requirement, whereas robes require you to have both defence and magic skills at the listed level. Leather armour and bows are used by rangers. Bows only have a ranged level requirement, whereas leather armour requires you to have both defence and ranged skills at the listed level.
Weapons & Armour
None of the equipment used while Dungeoneering can be brought outside of Daemonheim. When you leave a dungeon, you lose everything you have, except for items you have bound. Weapons and armour may be found in the dungeon's starting room, obtained as monster drops, or made by players from raw materials. Melee equipment is made through smithing, whereas mage clothing and leather armour is made through crafting. Fletching, runecrafting and smithing are also involved in the creation of magical staves, bows and arrows. Please see our Dungeoneering Skills guide for more information.
All of the information on Dungeoneering armour and weaponry is available in our items database. A special sort by stats function is available for comparison purposes. Select the type of items you wish to view, and then click on the stat you want to compare.
Binding
All players can bind a total of 10 items for use within dungeoneering. These bound items are kept between floors and also when you leave Daemonheim. Simply right-click any item to bind it to your person. Bound items are accessed and organised through the bind-pool, accessed from the smuggler and seen below:
Bound items are stored in the large box at the top of the interface, these can then be dragged into the separate loadouts below. Items can be used in multiple loadouts, however only one loadout can be used at once. The player can switch between loadouts at any point in a dungeon by clicking the arrow next to the loadout in the bindpool interface.
The number of items in each loadout is dependant on your dungeoneering level:
- All players can bind at least one item
- At 20 Dungeoneering loadouts can use up-to 2 items
- At 50 Dungeoneering loadouts can use up-to 3 items
- At 90 Dungeoneering loadouts can use up-to 4 items
- At 120 Dungeoneering loadouts can use the maximum of 5 items
In addition, you can bind up to 125 arrows or runes, increasing to 225 if you have completed the member's quest Salt in the Wound. A Celestial surgebox or Magical blastbox counts as an ammo bind.
Bound items can be destroyed by dragging them to the trashcan in the bind-pool interface. There is a confirmation when doing this. Bound items are returned to you each time you start a new dungeon, and the loadout marked with a tick will be equipped from the start. You can't use alchemy on bound items, and you can't sell them to the smuggler either.
How do I know what's best for me?
Keep in mind that monster weaknesses play a large role in the time taken to kill them. Utilizing these weaknesses are one of the many things that will greatly speed up your floors.
It is important to try and have as many of the weaknesses available at any time. It is difficult to cover all three classes with the small number of binds, so it is recommended you focus your binds on hybriding two classes at most, and only using one class if you have only one or two binds. Usually the highest tier two-handed weapon that you have the level to wield and either binds to cover magic (staff and celestial surgebox OR celestial catalytic staff) or ranged (highest tier bow and arrows you can use) are preferred.
Of course the binds people choose will be unique to their playing style as well as their levels. A strength pure would not be able to bind a two-handed sword and would therefore find a maul more useful.
Further bind options that must be considered are defensive binds. Binds such as a platebody or platelegs. It always helps, and is recommended, to always have at least one defensive bind available depending on which attack style you use most. For example, if you're meleeing, you'd find a platebody greatly useful. However, if you preferred a ranged attack style, a leather body would be a great choice. Players with multiple binds may wish to bind two body items of different classes.
Other greatly sought out binds are the shadow silk hood and blood necklace. If you can afford to bind any of the two, while still having a defensive and offensive bind, it is a great idea. At lower levels, the shadow silk hood could be considered a great defensive bind. The hexhunter bow is a highly sought bind, and is recommended in place of any other bow.
Boss Monsters
Each dungeon is guarded by a boss monster, which must be defeated to complete the floor. The exact boss you will face is randomly drawn from a set of bosses which may be encountered on the current floor. For example, say that you're raiding floor 6, which is a "Frozen" floor with a Dungeoneering level requirement of 11. As can be seen in the table below, the set of bosses you can encounter on this floor consists of the gluttonous behemoth, Astea Frostweb, Icy Bones, the luminescent icefiend and Plane-freezer Lakhrahnaz. You may encounter either one of these five bosses. Once you have seen the boss, you can talk to the smuggler and ask him for tips.
Once you've entered a boss room, you are unable to leave it through normal means. If you're not sure that you'll be able to defeat the boss, consider dropping a gatestone outside the room, so that you can teleport out if needed.
The table below gives an overview of which bosses can be encountered on what floors. A brief description of the boss' abilities is also included, bear in mind that bosses have no specific class weakness. If you wish to read a more detailed explanation, click on the boss' name to be taken to its bestiary page.
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Gluttonous behemoth |
1 |
1 |
The gluttonous behemoth attacks using all three combat styles. When hurt, it will heal up by eating from bovimastyx carcasses. Stand between him and the carcasses to prevent him from healing. |
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Astea Frostweb |
1 |
1 |
Astea Frostweb primarily attacks with Ice Barrage, and has the ability to summon ice spiders. She always has a protection prayer active, changing randomly between magic, melee and range. Her protection prays block 100% of damage of that style, unlike player prayers. Hybriding two or more styles is preferred for this boss. |
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Icy Bones |
1 |
1 |
Icy Bones primarily uses melee attacks, and he may freeze you occasionally. Praying against melee will only partially protect you. |
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Luminescent icefiend |
5 |
3 |
The luminescent icefiend uses magic and ranged attacks. It uses a powerful special attack, which causes icicles to rain down on you. Keep moving to avoid this attack. You can't use gatestone teleports while fighting this boss. |
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Plane-freezer Lakhrahnaz |
11 |
6 |
Lakhrahnaz attacks using all three combat styles, and is fought on an icy floor. The floor is difficult to navigate however it is beneficial to get close to him - magic and ranged attacks only deal half damage. |
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To'Kash the Bloodchiller |
17 |
9 |
To'Kash uses magic and melee attacks, and can encase players in a block of ice. If you are in a group, teammates can break the ice by attacking it. The freedom ability can also be used to break the ice. |
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Skeletal Horde |
23 |
12 |
Skeletons emerge from the holes in the room's wall. Fend them off, and block a tunnel when the Divine Skinweaver tells you to. Keep doing this until the all five tunnels are blocked and all skeletons are destroyed. The skinweaver will heal you if you stand close to her. |
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Hobgoblin Geomancer |
23 |
12 |
The Geomancer uses magic and melee attacks. He is able to entangle you, and will heal himself if you use ANY prayers or curses. The Freedom ability can be used to break his entangle. |
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Bulwark beast |
23 |
12 |
The bulwark beast attacks using all three combat styles. You must destroy its armour plates with normal attacks before you are able to properly harm the beast. |
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Unholy cursebearer |
29 |
15 |
The cursebearer uses magic and melee attacks. An undead rot will periodically deal damage and drain your stats. Restore your stats by drinking from the unholy font. |
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Rammernaut |
35 |
18 |
Rammernaut uses powerful melee attacks. You can dodge his charge attack by running away and making the boss run into a wall. If you are hit by it, your prayers will be temporarily disabled. |
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Stomp |
35 |
18 |
Stomp uses attacks using all three combat styles. This fight is quite complicated; see Stomp's bestiary entry for more details. |
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Har'Lakk the Riftsplitter |
35 |
18 |
Har'Lakk uses magic and melee attacks. If you pray against magic, his spells will drain your prayer points. He creates portals which will damage you, lower your stats, or poison you. Avoid them by running away. |
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Lexicus Runewright |
39 |
20 |
Lexicus uses magic and melee attacks, and has the ability to summon animated book minions. He uses a special attack called Book Barrage, which can be avoided by running away. He will reflect 33% of melee damage dealt to him, so it is recommended to use ranged if possible. |
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Sagittare |
45 |
23 |
Sagittare uses magic and ranged attacks, and always has the protect from ranged prayer enabled. Consider praying against magic and using gatestone teleports to get around the room faster. |
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Night-gazer Khighorahk |
51 |
26 |
Khighorahk attacks using magic and ranged. It occasionally jumps in the air and crashes down, causing damage to nearby players. Avoid this attack by moving out of melee range. You must keep at least one of the pillars in his room lit to harm it. Lighting more increases the damage it will take. |
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Shadow-forger Ihlakhizan |
59 |
30 |
Ihlakhizan uses many different attacks. Avoid the attack where it charges up by hiding behind a pillar. Do not hide for too long, or shadowy claws will strike at you. Pray against either melee or ranged. |
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Bal'lak the Pummeller |
65 |
33 |
Bal'lak uses melee and magic attacks, and can temporarily disable your protection prayers. Lure him over the toxic pools to decrease his defence. Standing on a toxic pool causes damage. If his defence gets too high, use a gatestone teleport and wait outside for his defence to reset. |
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Skeletal trio |
71 |
36 |
The trio consists of a mage, a ranger and a warrior. Their strengths and weaknesses are defined by the combat triangle. Each of them uses a protection prayer, and will randomly change it every so often. |
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Runebound Behemoth |
71 |
36 |
The runebound behemoth attacks using all three combat styles. It uses a special attack which can cause massive damage; run away when the beast roars to avoid it. It uses all three protection prayers at once. To disable one, deactivate the corresponding crystal in his room. Consider using multiple combat styles. |
|
Gravecreeper |
71 |
36 |
Gravecreeper uses melee and ranged attacks. When damaged, it will bury itself, and charge a number of tombs with unholy energy. Quickly cleanse as many as you can; tombs which are not cleansed in time will explode and leave a patch of harmful purple liquid on the floor. |
|
Necrolord |
77 |
39 |
The Necrolord attacks using magic, and is able to entangle you and drain your energy. He also summons frail but hard-hitting skeletons and can only be harmed with magic or ranged attacks. |
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Flesh-spoiler Haasghenahk |
83 |
42 |
Haasghenahk uses magic and melee attacks. It has two forms, and will create five spawns when transitioning into its second form. It is advised to pray against melee during the second form. |
|
Yk'Lagor the Thunderous |
89 |
45 |
Yk'Lagor primarily uses melee attacks, though he resorts to magic if nobody is in melee range. He uses two special attacks, both of which can be avoided by hiding behind a pillar. |
|
Blink |
95 |
48 |
Blink runs from portal to portal and uses blue smoke to damage you. To stop him from running, raise pillars from the ground and hope he runs into one. When he does, attack him until he starts to run again. Repeat the process until he is defeated. |
|
Warped Gulega |
95 |
48 |
The warped gulega uses all three combat styles. When you see tentacles home in on you, quickly run away or risk taking massive damage. It is vulnerable to Bloodrager familiars, players will deal reduced damage. |
|
Dreadnaut |
95 |
48 |
Dreadnaut uses powerful melee attacks and has a special attack which can temporarily disable your prayers. |
|
Hope Devourer |
101 |
51 |
The hope devourer uses melee attacks, which can knock you away. It can temporarily disable your prayers, and will trample you if you stand underneath it. It will heal itself if you are caught using a protection prayer when he roars. |
|
World-Gorger Shukarhazh |
107 |
54 |
Shukarhazh attacks using all three combat styles. His weaknesses vary depending on how you choose to fight it. Please see its bestiary entry for more information. |
|
Kal'Ger the Warmonger |
113 |
57 |
Kal'Ger attacks using all three combat styles, though he only uses one at a time. This fight can be quite lengthy. Please see Kal'Ger's bestiary entry for more details. His weaknesses change over the course of the fight. |
Experience & Prestige
After completing a dungeon, you will be presented with a rewards screen, similar to the one shown below. Jagex calls this screen the winterface. Aren't they clever?
Base Experience
Three items are listed under the base XP header: floor XP, prestige XP and average XP.
- Floor XP: an amount of XP based on floor number, size and the ratio of cleared rooms to total rooms. The size and average combat level of your party also influence the amount of floor XP you will receive, though to a lesser degree.
- Prestige XP: an amount of XP based on your prestige total instead of floor number. It is otherwise calculated similarly to floor XP. For more information on prestige, see the "prestige explained" section below.
- Average XP: this value is simply the average of your floor XP and prestige XP. All modifiers are applied to your average XP.
Modifiers
Modifiers are factors which further influence the amount of XP you will receive for completing the dungeon. They are either penalties or bonuses. An overview is given in the table below.
Dungeon Size |
You receive an XP bonus for completing a medium or large dungeon. |
Bonus Rooms |
Rooms are considered "bonus rooms" when they are not on the dungeon's critical path. The more bonus rooms you explore, the higher this modifier will be. Bonus rooms are not available when guide mode is enabled. |
Difficulty |
For solo raids, difficulty does not come into play. For group raids, this modifier depends on what dungeon difficulty you set at the start of the raid. The higher the difficulty of the dungeon compared to the size of your group, the higher this modifier will be. |
Level Mod |
This oddly named modifier is related to the amount of monsters you have defeated. The more enemies you kill, the higher this modifier will be. It maxes out at +10%. Bovimastyx are not considered enemies. |
Complexity |
You receive a penalty if the dungeon's complexity level is 5 or lower. The lower the complexity level, the larger the penalty. |
Guide Mode |
You receive a penalty for having guide mode enabled. It is automatically enabled on lower complexity levels. |
Deaths |
You receive a stacking XP penalty for each death. |
Total Modifier |
This is simply the sum of all modifiers. It is applied to your average XP to calculate your total XP. |
Total XP & Tokens
The total amount of XP you receive is calculated by multiplying your average XP with your total modifier. For every ten XP you gain, you will receive one dungeoneering token. The amount of tokens received is rounded down; for example, if you gain 197 total XP, you will only receive 19 tokens. You can use your tokens to purchase rewards or to customise your ring of kinship.
Prestige Explained
Your prestige total influences the amount of XP you will gain for completing a floor. The higher your prestige total, the more XP you will receive. The prestige system as a whole can be quite confusing. In order to properly understand it, we must first explain the concepts of the reset, the current progress and the previous progress.
A "reset" is essentially a dungeoneering session. Your "current progress" is the amount of floors you've raided during your current reset, whereas your "previous progress" is the amount of floors you've cleared during the previous one. Pressing the reset button on the ring of kinship's party interface will end the current reset and begin a new one. When you begin a new reset, your "current progress" will become zero; the "current progress" of the previous reset will become your "previous progress". Your prestige total is equal to the highest of the two progresses.
Example: you have level 29 Dungeoneering. At this level, you can raid floors 1 through 15. You raid all these floors once and then begin a new reset, such that your current progress is 0 and your previous progress is 15. You start raiding floors 1 through 15 again. While doing so, you reach level 31 Dungeoneering, granting you access to floor 16. After clearing this floor, your current progress is 16, which is higher than your previous progress of 15. As a result, your prestige total will increase to 16. When you begin a new reset, your previous progress goes up from 15 to 16, ensuring that your prestige total remains at 16. Due to the increased prestige total, the overall amount of XP gained for clearing each floor again will have increased.
During a single reset, you can only receive prestige XP once per floor. As a result, it is generally best to begin a new reset as soon as you've raided all available floors once. If you raid a floor twice during the same reset, the game will attempt to do the following, in the order shown:
- If you've not yet raided a lower floor of the same theme (Frozen, Abandoned I, Furnished, Abandoned II, Occult or Warped), then the floor you raid will be treated as if it was this lower floor. After completion, the lower floor will be flagged as completed in the ring of kinship's floor interface. Your base XP will be calculated according to this lower floor.
- If you've not yet raided a higher floor of the same theme, then the floor you raid will be treated as if it was this higher floor. After completion, the higher floor will be flagged as completed in the ring of kinship's floor interface. Your base XP will be calculated according to your current floor, not the higher floor!
- If there are no floors of the same theme that you have not yet raided, you'll simply get 0 prestige XP.
Class Rings
Members can customise their ring of kinship. You can access the customisation menu by right-clicking on your ring and then selecting the "customise" option.
The customisations are divided in four classes, each of which offer three distinct roles. To activate a certain role, click its "switch-to" button. When you first switch to a role you will not notice any positive effects. You can increase your abilities in this role by clicking the "+" button, allowing you to upgrade it from the starting tier 0 all the way up to tier 10, at the cost of dungeoneering tokens. It is important to remember that any upgrades you purchase are permanent and that you can only receive the benefits of one role at a time. Every player can reset their ring once, returning all abilities to tier 0 and refunding their tokens.
When you right-click a role's "switch-to" button, you can choose to select it as your "quick-switch" role. You can quickly swap back and forth between your current role and your quick-switch role by right-clicking the ring of kinship and selecting the "quick-switch" option.
1 |
135 |
2 |
175 |
3 |
335 |
4 |
660 |
5 |
1,360 |
6 |
3,400 |
7 |
6,800 |
8 |
18,750 |
9 |
58,600 |
10 |
233,000 |
Total |
323,215 |
The following classes and roles are available:
Melee
- Tank - Damage reduction when wielding a shield. 15% reduction at tier 10.
- Tactician - Increases accuracy when using a one-handed melee weapon. 20% increase at tier 10.
- Berserker - Increases accuracy when using a two-handed melee weapon. 20% increase at tier 10.
Ranged
- Sniper - Increases accuracy when using a bow. 20% increase at tier 10.
- Keen-eye - Chance of reducing target's Defence by 1 when using ranged attacks. 100% chance at tier 10.
- Desperado - Increases Ranged level when calculating damage. 20% increase at tier 10.
Magic
- Blazer - Chance of applying the Combust effect to the target. 50% chance at tier 10.
- Blaster - Chance of reducing target's attack speed with elemental spells. 30% chance at tier 10.
- Blitzer - Chance of casting elemental spells faster. 100% chance at tier 10.
Skiller
- Medic - Increases healing done to other players when using food on them. 50% health boost at tier 10.
- Gatherer - Reduces damage when failing a skill task. Chance of gathering extra resources. 50% damage reduction and 50% chance of extra resources at tier 10.
- Artisan - Reduces damage when failing a skill task. Chance of saving resources when creating items and producing extra runes. 50% chance of extra resources, 50% damage reduction on failed skill tasks and +10 Runecrafting levels when making multiple runes at tier 10.
Resource Dungeons
Numerous resource dungeons are hidden all across RuneScape. These are small areas which contain various things, such as a large amount of monster spawns or resources. You will get a decent amount of Dungeoneering XP the first time you enter a resource dungeon, though you need a specific Dungeoneering level to do so. Please see our Resource Dungeons Guide for more information.
Fremennik Sagas
The Fremennik Sagas are essentially repeatable Dungeoneering miniquests. You will take control of certain NPCs and "re-enact" their past adventures within Daemonheim. Rewards include Dungeoneering experience and tokens, as well as experience in various other skills. Please see our Fremennik Sagas Guide for more information.
Daemonheim Hard Mode
If you complete all the tasks in the Daemonheim Tasks Set, you will unlock a special dungeoneering "hard mode" to add some extra challenge to your floors. The option to enable this mode will appear for the party leader before teams enter a floor. Those who have not unlocked hard mode may participate in hard floors, but their hard mode floor completion will not be counted. As in normal dungeoneering, you will need at least level 119 Dungeoneering to complete all the floors (access to Floor 60). Hard mode increases the difficulty of dungeons in a number of ways, detailed below:
- All monsters in the dungeon, with a few slight exceptions, will be at maximum possible combat level.
- Boss monsters almost always will drop Tier 11 (Primal, Sagittarian, or Celestial) equipment.
- Boss monsters' health and abilities are higher and far more lethal than normal.
- Otherwise rare slayer monsters (such as Edimmu or Soulgazers appear more frequently.
- Every door in the dungeon is a Guardian Door: you cannot pass through if all monsters in the room are not slain. This includes skill doors. Be warned, you can enter a room and not be able to walk back out!
- You cannot teleport out of boss rooms.
- All skill tasks in the floor require at least level 90 in their respective skills, regardless of whether they fall on the critical or bonus paths. As usual, boosting potions and portents can be used to bypass these requirements.
With all these challenging buffs to Daemonheim, there are some positives. Because of the high frequency of rare slayer monsters (and possibly their drops) and Tier 11 boss rewards, hard mode is very useful for collecting any rare equipment one might want to bind.
After completing all of the floors on hard mode, you will be awarded the dark red "of Daemonheim" title, which you can set to appear next to your in-game name.
Tips & Tricks
Various helpful tricks which don't really fit in elsewhere are documented in this section.
Healing Your Teammates
You can use food and antipoisons on your teammates! Right-click on the item and select use, and then click on your teammate to heal them or cure their poison. This is great for boss fights when your teammates are running low on health and food.
Teleports
Teleporting your way through Daemonheim is vital for both dangerous and non-dangerous situations. If your inventory is nearly full or if you're low on health, use the free Home Teleport spell in your Ability book to be teleported back to the starting room as often as you wish. The party leader can drop a group gatestone anywhere, which can be reached by diving into the gatestone portal in the starting room. You can also create a personal gatestone and drop it in a room of your choosing; you can teleport to it at any time by using the Gatestone Teleport spell. A personal gatestones crumbles to dust after one use, however. Note that gatestone teleports are the only ways to exit a boss. If you're not sure whether or not you'll be able to defeat the boss, it's critical to set one up before you enter the boss room. See Dungeoneering Skills - Magic for more information.
Kitting Up
There are a variety of ways to acquire equipment while in a dungeon. You can loot armour from slain enemies, craft robes from textiles spun into cloth, mine ores from ore deposits and process them at a furnace, or buy crafting and smithing supplies from the smuggler. For more information on the items available in Daemonheim, see our Dungeoneering Skills Guide.
Making Money
Money is used for buying supplies from the smuggler, and there are a few good ways to obtain it. First off, pick up every coin drop you see throughout the dungeon, as they add up quickly. Craft a handful of nature and fire runes whenever possible, as using high alchemy on items returns double the money that would be made from selling the items to the smuggler. High-end armour, weapons, charms and herb seeds make for especially good profit. In addition, chests throughout the dungeon opened using the thieving skill often give significantly higher amounts of coins, sometimes over one hundred thousand!
Special Doors
You can use stat boosting potions or portents of passage to open a door with a skill level requirement that is barely out of your reach. See Dungeoneering Skills - Herblore or Dungeoneering Skills - Divination for more information.
The Helpful Smuggler
The smuggler is not only good for buying and selling supplies, but can also give you helpful advice. If you have discovered the dungeon's boss room, you can ask him for tips on defeating the boss.
Bonus Rooms
Each dungeon contains a number of optional "bonus rooms". Be sure to explore as many of them as possible, in order to maximise the amount of XP you get for completing the dungeon.
There are two ways to determine whether or not a room is bonus. If a skill door leads to a room, and the skill required is more then 9 lower then the player with the highest level in that skill, the room is bonus. For example, if someone in your party has 99 Smithing and a level of 90 or lower is required, the room is a bonus. The same applies for resources in the room. If the level required to collect that resource is more then 9 below the player with the highest level, the room is a bonus.
Solo? So Low!
During the early "tutorial" levels (floors 1 through 4), it may be simplest to explore the dungeon on your own. This will allow you to get comfortable with the resources, equipment, monsters, the smuggler and so on. The quickest way to level dungeoneering is in a party. You can either make a party with your friends, or join a pickup group in the courtyard. Look for players who want to explore floors you can access.
My Teammate Left!
If a person leaves the dungeon, most of their items will be dropped on the floor where they stood. If you accidentally leave a party, you can choose to rejoin it through the ring of kinship's party interface.
Taking a Break While Soloing
If you are exploring a dungeon on your own and want to take a quick break, you can briefly log out without losing your progress. The dungeon's instance will be saved for ten minutes, allowing you to go right back to where you were upon logging in again. This applies to disconnects as well; if you suffer a brief disconnect the dungeon's progress will be saved.
Prayer Experience Boost
Did you know that you get four times as much Prayer experience if you use bones on an altar, rather than just burying them? You may find it worthwhile to keep dragon bones and such in your inventory until you locate an altar. Note that you can't simply store the bones you find in the starting room - the game will automatically clear bones left on the floor after only a few minutes.
Rewards
Dungeoneering offers a wide variety of rewards for use outside of the dungeons. The Rewards trader can be found south of Daemonheim, right next to the ring of kinship's teleport destination. He will trade any of the rewards listed below for dungeoneering tokens. In addition, you can buy experience at a rate of 1 XP per token. None of the rewards are tradeable. Click on an item's name to be taken to its items database page.
General Items
|
Gem bag |
2,000 |
25
25 |
Can hold up to 100 sapphires, emeralds, rubies and diamonds (total, not each). It only holds uncut gems. |
|
Coal bag |
4,000 |
35
35 |
Can hold up to 27 pieces of coal. When superheating or smelting, coal in the bag will be used before coal in your inventory. |
|
Longbow sight |
10,000 |
45
45
55 |
With 45 Ranged, you can attach this item to a maple shieldbow. With 55 Ranged, you can attach it to a magic shieldbow. Sighted longbows deal higher damage and have higher defensive bonuses than regular shieldbows. |
|
Scroll of life |
10,000 |
25
25 |
Gives a permanent farming benefit. When harvesting or clearing a patch, there is a 10% chance of getting your seeds back. When removing trees, there is a 5% chance of getting your seed back. |
|
Scroll of efficiency |
20,000 |
55
55 |
Gives a permanent smithing benefit. When you smith an item that requires three or more bars to create, there is a chance that you will retain a bar. More details on the items database page. |
|
Scroll of cleansing |
20,000 |
49
49 |
Gives a permanent herblore benefit. When making potions, there is a 12.5% chance that you mix a potion faster than normal. In addition, you have a 10% of saving an ingredient when mixing a potion. More details on the items database page. |
|
Bonecrusher |
34,000 |
21
21 |
Automatically converts bones dropped by monsters and Hunter creatures into Prayer xp. |
|
Charming imp |
100,000 |
21
21 |
Automatically picks up charms dropped dropped by monsters. You can choose which charms are picked up by speaking to the imp. Those not selected are converted into a small amount of Summoning XP per charm. |
|
Herbicide |
34,000 |
21
21 |
Can be used to automatically clean herbs dropped by monsters, giving you twice the amount of Herblore XP you would have normally received for cleaning that herb. It destroys the herb in the process. You can choose which herbs are cleaned in this way by clicking the item. |
|
Scroll of renewal |
107,000 |
65
65 |
Unlocks the Rapid Renewal prayer, which restores life points at five times the normal rate. |
|
Sneakerpeeper |
85,000 |
80
80 |
This is simply a pet, based off the seekers found within Daemonheim. It will follow you around like any other pet, and has a baby and an adult stage. |
Jewellery
|
Ring of vigour |
50,000 |
62
62 |
Saves 10% of the adrenaline bar when using ultimate abilities, instead of draining it to zero. |
|
Amulet of zealots |
40,000 |
48
48 |
Increases the boost given by stat-boosting prayers by 5%. Does not work on prayers/curses that boost multiple skills at once. |
|
Arcane pulse necklace |
6,500 |
30
30 |
Has a 2.9% magic crit rating. |
|
Arcane blast necklace |
15,500 |
50
50 |
Has a 3.5% magic crit rating. |
|
Arcane stream necklace |
30,500 |
70
80 |
Has a 4.9% magic crit rating. |
|
Twisted bird skull necklace |
8,500 |
30
30 |
Provides a +3 prayer bonus. Burying bones while wearing this necklace will restore prayer points. See table below for details. |
|
Split dragontooth necklace |
17,000 |
60
60 |
Provides a +4 prayer bonus. Burying bones while wearing this necklace will restore prayer points. See table below for details. |
|
Demon horn necklace |
35,000 |
90
90 |
Provides a +5 prayer bonus. Burying bones while wearing this necklace will restore prayer points. See table below for details. |
|
+10 Prayer Points |
+10 Prayer Points |
+10 Prayer Points |
|
+10 Prayer Points |
+20 Prayer Points |
+20 Prayer Points |
|
+10 Prayer Points |
+20 Prayer Points |
+30 Prayer Points |
Chaotic & Gravite Weaponry
When you buy a chaotic or gravite weapon, it will be set at 20% charge. A fully charged weapon lasts for ten hours of combat. You can recharge these weapons at the rewards trader for a fee. You can choose to pay coins or a combination of coins and dungeoneering tokens.
- Repairing a gravite weapon at 0% charge will cost you either 1,000,000 gp or 100,000 gp and 6,500 tokens.
- Repairing a chaotic weapon at 0% charge will cost you either 2,000,000 gp or 200,000 gp and 20,000 tokens.
- Repairing an off-hand chaotic weapon at 0% charge will cost you either 1,000,000 gp or 100,000 gp and 10,000 tokens
You can only store a single chaotic or gravite weapon in a bank slot. For example, storing two gravite rapiers would take up two bank slots.
|
Gravite rapier |
40,000 |
55 |
673 |
- |
550 |
Stabbing |
Melee |
Fast |
55 |
45 |
0 |
0 |
|
Gravite longsword |
40,000 |
55 |
673 |
- |
550 |
Slashing |
Melee |
Fast |
55 |
45 |
0 |
0 |
|
Gravite 2h sword |
40,000 |
55 |
1256 |
- |
550 |
Slashing |
Melee |
Average |
55 |
45 |
0 |
0 |
|
Gravite staff |
40,000 |
55 |
- |
- |
550 |
None |
Magic |
Average |
0 |
45 |
55 |
0 |
|
Gravite shortbow |
40,000 |
55 |
510 |
- |
550 |
- |
Ranged |
Fast |
0 |
45 |
0 |
55 |
|
Chaotic rapier |
200,000 |
80 |
980 |
- |
800 |
Stabbing |
Melee |
Fast |
80 |
80 |
0 |
0 |
|
Chaotic longsword |
200,000 |
80 |
980 |
- |
800 |
Slashing |
Melee |
Fast |
80 |
80 |
0 |
0 |
|
Chaotic maul |
200,000 |
80 |
1828 |
- |
800 |
Crushing |
Melee |
Average |
80 |
80 |
0 |
0 |
|
Chaotic staff |
200,000 |
80 |
- |
- |
800 |
None |
Magic |
Average |
0 |
80 |
80 |
0 |
|
Chaotic crossbow |
200,000 |
80 |
- |
- |
800 |
- |
Ranged |
Fastest |
0 |
80 |
0 |
80 |
|
Offhand chaotic rapier |
100,000 |
80 |
- |
490 |
800 |
Stabbing |
Melee |
Fast |
80 |
80 |
0 |
0 |
|
Offhand chaotic longsword |
100,000 |
80 |
- |
490 |
800 |
Slashing |
Melee |
Fast |
80 |
80 |
0 |
0 |
|
Offhand chaotic crossbow |
100,000 |
80 |
- |
- |
800 |
- |
Ranged |
Fastest |
0 |
80 |
0 |
80 |
Shields
When you buy one of these shields, it will be set at 20% charge. A fully charged shield lasts for ten hours of combat. You can recharge these shields at the rewards trader for a fee. You can choose to pay coins or a combination of coins and dungeoneering tokens. All three of these shields give access to defensive abilities that require a shield.
- Repairing one of these shields at 0% charge will cost you either 2,000,000 gp or 200,000 gp and 20,000 tokens.
You can only store a single dungeoneering shield in a bank slot. For example, storing two chaotic kiteshields would take up two bank slots.
Other Equipment
|
Law staff |
10,000 |
45
45
40 |
This staff can hold up to 1,000 law runes. While wielding the staff, you have a 10% chance of not using a law rune required for the spell you're casting. |
|
Nature staff |
12,500 |
53
53
40 |
This staff can hold up to 1,000 nature runes. While wielding the staff, you have a 10% chance of not using a nature rune required for the spell you're casting. |
|
Tome of frost |
43,000 |
48
48 |
Carried in the shield slot. This item allows dual-casting of magic spells and has 48 accuracy, as well as an infinite supply of water runes. |
|
Anti-poison totem |
44,000 |
60
70
60 |
Carried in the shield slot. When equipped, this item prevents you from becoming poisoned. Equipping the totem will not remove any existing poison effects. |
|
Spirit cape |
45,000 |
50
50
50 |
When worn, this cape reduces the special attack cost for combat summoning familiars by 20%. |
|
Mercenary's gloves |
48,500 |
73
73 |
Provides good defensive bonuses for rangers. |
Dungeoneering Titles
After completing a dungeon, the rewards screen is displayed (see here). The rightmost column shows the names of all the team members, and the titles they have received. These titles are merely cosmetic, and do not directly affect the amount of dungeoneering experience you receive. A player may only have six titles displayed at a time. If they have earned more than six titles, only six will be shown.
The available titles are listed in the table below. Green denotes positive titles, yellow denotes neutral titles and red denotes negative titles. Yellow titles marked with a crown are so-called Jagex titles, and refer a particular Jagex Moderator's playstyle.
M.V.P. |
Most Valuable Player. |
In your team, be the player that gained the most experience within the dungeon. |
Berserker |
Most melee damage dealt. |
Deal more melee damage than anyone else in your team. If soloing, using melee at any time automatically gains you this title. |
Sharpshooter |
Most ranged damage dealt. |
Deal more ranged damage than anyone else in your team. If soloing, using ranged at any time automatically gains you this title. |
Battle-mage |
Most magic damage dealt. |
Deal more magic damage than anyone else in your team. If soloing, using magic at any time automatically gains you this title. |
Survivor |
Did not die. |
Don't die, keep your life points at a safe amount at all times. |
Vengeance is Mine! |
Killed the boss with Vengeance. |
Cast Vengeance when the boss is on very low health. Vengeance other will cause the aided player to get the title. |
Jack-of-all-trades |
Completed the greatest variety of tasks. |
Kill monsters, complete skill challenges, open doors, make supplies, and any other task that will help you earn this title. |
Gatherer |
Gather the most resources. |
Gather more logs, ores, raw fish, textiles, hides, etc. than any other player in your team. |
David |
Vanquished a superior foe. |
Deal the most damage to and land the killing blow on a foe of at least double your combat level. Easy to get if you are soloing high level monsters or the boss in a team situation. |
Untouchable |
Did not take any damage but dealt damage. |
Do not take any damage. Use a protection prayer at all times. A team is needed to do this easily, but this title is possible on a solo as well. It is very possible to get this title solo on a C1 dungeon, using protection prayers the whole time. |
Master Chef |
Cooked the most life points worth of food. |
Cook more food successfully than anyone else in your team. |
Handyman |
Carried useful equipment from start to finish. |
Buy a toolkit at the start of the dungeon, and finish with those tools still in your inventory. |
Medic! |
You healed your teammates for the most life points. |
Heal other team members by using food on them, and do this more than any other team member. |
Rest in Peace |
Put the most spirits to rest. |
Be the player to use the most bones on an altar. If soloing, using ten bones on an altar gains you this title. |
The Gate Escape |
Used a Gatestone to escape the boss on low health. |
Teleport out of the boss room when your life points is below 100. |
Against All Odds |
Dealt the killing blow to a boss while on less than 10 life points. |
This is easy to get when fighting the Luminescent Icefiend or the Warped Gulega, as their special attacks leave you at an extremely low amount of life points but don't kill you. |
Nine Lives |
Died eight times and completing the dungeon on the ninth life. |
Die eight times in a single dungeon, no more, no less. |
Meat-shield |
Most damage taken. |
Tank more damage than anyone else in your team. This damage involves both combat and failing skill challenges. |
Double K.O. |
Killed the boss with Retribution. |
Get yourself and the boss to very low life points, turn on Retribution/Wrath, and let it kill you. Other methods of double KO such as poison do not work. |
Knuckle Sandwich |
Dealt out damage, but never with weapons or spells. |
Use your fists to attack the monsters. Destroying the Bulwark Beast's shield with a pickaxe does not negate this title, as long as no damage is dealt with the pickaxe afterwards. |
Party Magician |
Cast a lot of non-combat spells but otherwise dealt no damage. |
Cast a variety of non-combat spells (high alchemy is usually preferred) while not using any combat spells at all. |
"A" for Effort |
Attempted a number of skill tasks but didn't complete a single one. |
Fail all skill tasks that you try to attempt. |
Nothing Special |
No titles earned. |
Do not get any other titles. Die once to avoid Survivor, don't deal too much damage for any combat title, don't deal too little for Least Harmful, and don't do anything non-combat related. |
I Can Has Heim Crab? |
Like a true pro, you only ate heim crabs in the dungeon. |
This is easiest to get if you are extremely low leveled where you only get heim crabs as food, or in C1's where monsters don't do much damage at all. Healing prayers do not negate this title. |
Too Little, Too Late |
You tried to save from death by using a heim crab, but it was too late. |
Use a heim crab on a teammate when their life points reaches 0. |
Least I Ain't Chicken |
Entered the boss room while the rest of your party were in the starting room. |
In a team, solo the boss while everyone else is preparing in the starting room. |
Leecher |
Did not contribute at all. |
Do not do anything in the dungeon at all. |
Least Harmful |
Dealt the least damage. |
Deal less damage than anyone else on your team. The damage done must be below a certain threshold. |
Spontaneous Combustion |
Death by attempting to burn a log-covered door and failing. |
Fail to burn the flammable debris while on low health. |
Crafting Catastrophe |
Got killed trying to craft something with a chisel. |
Fail to craft something with a chisel while on low health. |
D.I.Y. Disaster |
Victim of an unfortunate construction disaster. |
Fail to repair a collapsing door frame while on low health. |
Fishing Folly |
Lost a fight with a fishing rod. |
Fail to catch a vile fish while on low health. |
Most Deaths |
Exactly what it says on the tin. |
Die more than anyone else in your team. If soloing, even one death will trigger this title. |
Kill Stealer |
Stole the most killing blows. |
Steal more monster kills than anyone else in your team. Easy to get if you only attack when the monster is on low health. |
Goliath |
Fell victim to a vastly inferior foe. |
Die to a foe below half your combat level. Easy to get while fighting Lexicus Runewright, because his summoned Tomes deal lots of damage but are extremely low leveled. |
Master-of-none |
Failed the most skill tasks. |
Attempt to do a variety of skill tasks but fail (take damage) from all of them. |
Glutton |
Wasted the most food by over-eating. |
Eat lots of food while you have full life points. |
Culinary Disaster |
Burned the most food. |
Use low-level logs to cook your food, and be the one that burned the most food. |
Uneconomical Alcher |
Wasted the most money through alchemy spells. |
Use alchemy on items of very little value, such as needles. |
Clever Girl |
Death by bovimastyx. They never attack the same place twice; they remember... |
Attack a bovimastyx while on extremely low health, and let it kill you. |
It's a Trap! |
You teleported to the Group Gatestone, but died shortly after. |
Use the Group Gatestone teleport but die shortly afterwards. This does not have to be in the same room as the Group Gatestone. Easy to achieve if you just teleported out of a boss fight, but went back in and immediately got killed. |
Tele-fail |
Most people teleport away from their current location. Not you. |
Use the gatestone teleport while it is in the exact location where you have placed it. |
Balanced! |
You adopted Mod_Reece's stubborn nature by killing a boss while close to death, but with plenty of food left. |
Easier to get while fighting the luminescent icefiend or the warped gulega. Make sure you have lots of food on you when delivering the killing blow. |
Ha-Trick! |
You matched Mod_Trick's epic performance by getting "Nothing Special" three times in a row. |
Get "Nothing Special" three times in a row. |
I Choose You! |
You developed Mod_Liono's passion for enslaving small creatures. |
Summon six or more familiars. |
Beast Mode |
You displayed Mod_Mark's persistence by exhausting every resource on the critical path. |
Deplete every resource found in every room to the boss. Easier to see on Guide Mode, but it doesn't matter if it's on or not. |
The Chief |
You gained Mod_Hulme's green fingers by harvesting at least 25 potatoes... but doing the least damage. |
Plant and harvest cave potatoes while the rest of the team is fighting. |
WoopWoopWoop! |
You kept up with Mod_Chris_L, blitzing through the entire dungeon and entering new rooms without fear. |
Do a dungeon faster than Mod_Chris_L and enter every room. |
It's Too Easy! |
You equalled Mod_Benny's love of carnage by doing plenty of damage with melee, ranged and magic. |
Earn Berserker, Sharpshooter and Battle-mage all at once to get this title. |
Skill mastery and Beyond
Cape of Achievement
Once you have mastered the skill and reached level 99 you may want to buy a Dungeoneering cape from Thok, Master of Dungeoneering located on the Dungeoneering peninsula, near the Rewards Trader there. If you already have another 99 skill, or obtain another one while wearing the cape (unless you have it keepsaked), it will become a Dungeoneering cape (t).
Please refer to the Achievement Capes guide for more details.
After obtaining 99 Dungeoneering it becomes possible to obtain a daemonheim shard randomly, which can be combined with other shards from the other support skills (Agility, Slayer, Thieving) to create a support cape and hood. The cape has the same stats as a trimmed skill cape and the hood is purely cosmetic.
True Dungeoneering Mastery
Unlike the other skills, Dungeoneering does not stop at 99. For players wanting to show off their dedication to a skill it is possible to obtain True Mastery in the skill at 120 Dungeoneering which is 104,273,167 XP. The Dungeoneering master cape can then be purchased from Thok, Master of Dungeoneering for 120,000 gp.
Credits
Original Guide by: Tip.it Crew
Special thanks to: All Bogs, Bluehooloovo, Cowman_133, Evaluate, Georgelemmons, Howlin1, Juhniz, Lady_Shahdie, Lalala7324, Octarine, pokemama, Pure_MageUK, SerpentEye, Shelby_Polo, Siobhana, Sonikku, Speedyshel, Stev, Vulxai, Warriormonkx, Xena Dragon
Thanks to: 13579noobnoob, abs, adamskii, aph, Applejuiceaj, Artemis1330, Aslan, aws_137, Baffler, Beethovens29, Blood Angel, BrutalxBrandon, Cnuofsed, Crazykid, Dadieseldude05, Danqazmlp, Dark_Aura, darkblade986, De_Lille_D, dha12oks, Drazhar44, Dudecrush8, Essiw, Foodfight13, fresi1, hollow_poe, Hugh Mannity, Jaffy1, jarlaxle140, Jero444, jimmy_jim, Jyreeil, Kahokirby, Kaslai, Kaur, Kinggabe, Krampell, Laikrob, LJ13, Irma Redwing, Kalukanot, Mdeoxys, Mirrorforced, NarnOfRock, Neos_Matrix, Omnix000, onedaysoon, Paw_Claw, PereGrin, pokemama, powotae, Profins, QueenValerie, Racheya, RuniteGuider68, Sacrianna, SallyAcorn, sebas379, Seer, Spiroff90, sunbladedrgn, swieber, taz1975, Tecmaster532, Teemupets, TomcatLX, tonguetamer3, Vhellcat, water_is_nat, Zaaps1
Last updated by: Arceus
Last updated on: 14-Dec-2014