Dungeoneering/Magic

Magic is used in Dungeoneering to fight against monsters and to open skill doors found throughout the dungeons of Daemonheim. The Dungeoneering spellbook uses a combination of the Standard Spellbook, the Lunar Spellbook and four new spells. As a result, Lunar Diplomacy and Dream Mentor, along with the appropriate level, are required to access every spell available.

Opening Doors


Magic in Dungeoneering allows players to dispel the locks on certain doors that cannot be unlocked with the coloured shapes found throughout the dungeons. The greatest level required to open a door is level 109

. All doors in the main path are unlockable by at least one player in team. Failure to dispel locks on doors will cause the magic energy to rebound and deal large damage to player in attempt.

Spells
The spellbook contains four new spells (marked with a ^). Member-only spells are in slant. For combat spells, the damage with boosts is not included. Please notice the base experience for all combat spells are cut to 10% of the outer equivalent spells. The damage experience is not cut. That means if a Fire Blast hits 100 on a monster, the experience gained is 3.4 for base experience, and 40 for damage (43.4 of total magic experience), also 13.33 constitution experience.

Members who haven't completed Lunar Diplomacy or Dream Mentor cannot cast the spells from their respective spellbooks, though the spells are still visible to the player.

Runes
All spells (except Dungeon Home Teleport and Gatestone Teleport) require the use of runes as a consumed resource. Runes are obtained by crafting runes on the Runecrafting altar using the Runecrafting skill or from monster drops. Due to only being able to bind one type of ammo, mages are at a disadvantage in terms of starting equipment. Since most spells need more than 2 types of runes, they are incapable of casting anything other than air spells using only bound items. For any other spell they need to rely on the table's items too. An update gave mages the ability to cast bolt or blast spells with a magical blastbox, and wave or surge spells with the celestial surgebox. This removes the disadvantage given to mages.

Elemental Staves
Elemental staves are Tier 1 staves made from basic wooden staves using the Runecrafting skill, and act in a similar fashion to the elemental staves outside of Daemonheim. They offer an unlimited supply of runes, according to the element that it is powered with. As an example, wielding an Air staff allows a player to cast Wind Wave using only one Blood rune.

Members-only staves are italicized.

Weapons
Various magical weapons are available in Daemonheim. Free players are limited to basic elemental staves, whereas members are capable of using more powerful staves, as well as a handful of melee weapons which offer magic bonuses. Staves can be obtained either by using the Runecrafting skill or through monster drops, whereas melee weapons can only be obtained from monster drops or through the smithing skill, except for the drops from slayer monsters.

Some weapons can increase the power of combat spells by 10% or upwards if they are wielding it. These are the Flameburst Defender, the Frostbite Dagger, the Hailstorm dagger, the Doomcore Staff, and any Catalytic or Empowered staff.

Robes and Armour
Various robes can be worn in Daemonheim that provide magical bonuses. Robes can be obtained through the Crafting skill or through monster drops. Most robes require a minimum Defence level along with a minimum Magic level in order to be worn.

Blast and Surge Boxes
These boxes which can be found as drops from forgotten mages, (Surge boxes only drop from teir-6+ forgotten mages). The boxes may be bound in the ammunition slot, although they are wielded as a piece of equipment. Any runes with which the surge/blastbox is charged do carry over into other dungeons along with the box. However, only up to 125 casts worth of runes will be carried over in the surge/blastbox. Runes used from the surge/blastbox and not replaced before the end of the dungeon will be replenished at the start of the next floor. Additionally, it appears that celestial surgeboxes in Daemonheim do not have the critical hit ability while the blastboxes do.

Surgeboxes

Blastboxes

Rewards
Once a player has obtained a certain number of Dungeoneering tokens various rewards can be purchased from the rewards trader provided the minimum Dungeoneering level and Magic level requirements have been met. Unlike other magical equipment found throughout Daemonheim, these rewards can be used throughout Runescape.

Temporary Boosts
Players can improve their Magic levels, only while in Daemonheim, by using numerous potions that can be made using the Herblore skill.

These potions are much more useful than potions outside of Daemonheim. The weak magic potion is as strong as, or even stronger than an Extreme magic potion on the surface with at least 30 magic. With the strong magic potion, a player with 80 Magic can use Fire Surge for several minutes. This comes in particularly handy before boss fights, to activate Vengeance, but you only receive 1% magic damage bonus from 1 level boosted.

Dungeoneering/Magic