Dungeoneering/Equipment

There are 11 tiers of weapons and armours accessible in the Dungeoneering skill. Player's are limited in their use of equipment by their combat skill levels but not their Dungeoneering skill level. The armour and weaponry in Dungeoneering reflect Jagex's attempts to re-balance the combat triangle.

The armour and weapons are stronger in stats than armour and weapons outside of Daemonheim, but carry greater negative bonuses, especially against unexpected classes of combat (magic robes will incur ranged and melee accuracy penalty, but melee gloves carry strength bonus which potentially encourages full melee suit incombat). While non-Dungeoneering magic and ranged armour generally do not have melee attack penalties, mage and range equipment found in Daemonheim do have melee attack penalties, making mixed combat armour less desirable.

There are no on-click special attacks for any weapons in Daemonheim; only special weapons and armours have passive special feats.

Tier 11 equipment cannot be smithed or crafted by players, so they can only be obtained as drops from bosses. Since each boss only drops a certain kind of equipment, and not all Dungeoneering bosses have been released, the following Tier 11 items are currently unobtainable: Primal longsword, Primal spear, Primal 2h sword, Primal platebody, Celestial robe top and Sagittarian body.

NOTE: You cannot boost any of your combat levels using potions to be able to wield any armour or weapons. =Melee=

Melee Armour
There are 11 tiers of Melee armour that players may wear depending on their Defence level. Each tier set consists of a platebody/chainbody, plateskirt/platelegs, boots, gauntlets, kiteshield, and a full helmet.

The following are the stats for all the melee armour, information is from the Runescape game guide.

Melee Weapons
There are 11 tiers of melee weapons, which players can equip depending on their Attack level (the mauls do not have an Attack level requirement but instead have a Strength level requirement).

Warhammer
Dungeoneering warhammers have significantly faster attack speed than hammers used outside Daemonheim.

Certain floors in the dungeon have weaknesses against weapon types
The higher level players in the game, with 50+ Dungeoneering, usually bind a high level spear (tier 9/10) and a high levelled platebody. Spears are the best choice of weapon as they have high attack and strength bonus and you can switch between all different attack styles, depending on what you are attacking.

Special Items

 * Frostbite Dagger
 * Hailstorm Dagger
 * Flameburst Defender

The Frostbite Dagger and the Hailstorm Dagger have a 10% and 20% chance respectively to deal an added 50 damage to an enemy, or 100 additional damage when paired with the Flameburst Defender. These are only available as drops from monsters in the dungeon. These weapons are for members only.

=Ranged=

Ranged Armour
There are 11 tiers of Ranged armour, that players may wear depending on their Ranged and Defence levels. Each tier set consits of a coif, chaps, vambraces, body, and boots.

Ranged Weapons
There are 11 tiers of ranged weapons, each consisting of a longbow and a shortbow.

Arrows
There are 11 tiers of arrows that are dependent on the tier of metal. It is interesting to note that none of the arrows exceed even rune arrows in strength.

=Magic=

Magic Armour
There are 11 tiers of Magic armour, each one consisting of a hood, robe top, bottom, gloves and boots.
 * Hood
 * Robe top
 * Robe bottom
 * Gloves
 * Boots

Staves
There are 10 tiers of unimbued staves, which players can equip depending on their Magic level. They can be fletched from wood or dropped by monsters. Staves can be imbued with an element on a Runecrafting altar (tier 2+) or they can be imbued with catalytic properties to raise magic attack.


 * Tangle gum staff (Tier 1)
 * Seeping elm staff (Tier 2)
 * Blood spindle staff (Tier 3)
 * Utuku staff (Tier 4)
 * Spinebeam staff (Tier 5)
 * Bovistrangler staff (Tier 6)
 * Thigat staff (Tier 7)
 * Corpesthorn staff (Tier 8)
 * Entgallow staff (Tier 9)
 * Gravecreeper staff (Tier 10)

Staves can be imbued with the following (empowered versions have the same attributes, but greater magic bonuses):


 * Water empowered
 * Earth empowered
 * Fire empowered
 * Air empowered
 * Catalytic empowered

There are two special, uncraftable staves:


 * Doomcore staff
 * Celestial catalytic staff (Tier 11)

The Doomcore staff increases magic damage by 25%, while the Celestial catalytic staff increases magic damage by 30%.

Other (See Note for Special Weapons under melee)
Besides staves there are a couple of irregular mage weapons which can be obtained as a monster drop.


 * Frostbite dagger
 * Hailstorm dagger

- When using the Flameburst defender, the Frostbite's max damage is decreased by 10, but it increases attack by 10%.

- Both daggers have a 20% chance of triggering a special attack that deals 50 damage to the enemy.

- When using either with the Flameburst Defender the damage is increased to 100.

=Slayer Rewards=

The following items can be obtained by defeating the various Slayer creatures found throughout each dungeon.


 * Seeker's charm


 * Blood necklace


 * Shadow silk hood


 * Silver precision bracelet


 * Golden precision bracelet


 * Sunstriker boots


 * Incantor's boots


 * Sorcerer's boots


 * Marksman boots


 * Absorption boots


 * Grounding boots


 * Protector's ward


 * Guardian's ward

=Corresponding Items= Many of the items in Daemonheim can be confusing to use, but most of them are similar in terms of usage to those in the "outside world." These are based on weapon and armour requirements: skill requirements to gather (e.g. Woodcutting and Mining) are different.

Ore
=Trivia=
 * The light in the middle of most, if not all metal platebodies in Daemonheim could be a reference to Iron Man, in which Tony Stark's suit also has a light in the middle.