Dungeoneering/Herblore

Herblore in Daemonheim is only accessible to pay-to-play. Players must have completed Druidic Ritual to mix potions within Daemonheim. To clean herbs and make potions, players must be raiding a dungeon floor with complexity level 5+. Additionally, all potions made in Daemonheim are only 1 dose. Some obstacles require a potion-boosted skill level to pass them (e.g. "You need a mining level of 103 to mine this rock....") The following calculator shows the boost outcome for each potion type.

init| letarray(effects,"Boosted level","Levels restored") letarray(base_weak,3,4.2,5.2,4) letarray(base_regular,4,5,7,7) letarray(base_strong,6,6,10,10) letarray(coeff_weak,0.02,0.1,0.12,0.08) letarray(coeff_regular,0.04,0.14,0.17,0.15) letarray(coeff_strong,0.06,0.2,0.24,0.22) let(effect,effects_0)

type| let(effecttype,floor(type/2)) let(effect,effects_$effecttype)

calcboost| let(weak,floor(base_weak_$type+coeff_weak_$type*level)+(type&lt;2)*level) let(regular,floor(base_regular_$type+coeff_regular_$type*level)+(type&lt;2)*level) let(strong,floor(base_strong_$type+coeff_strong_$type*level)+(type&lt;2)*level)

Cleaning herbs
The process of cleaning a herb is exactly the same as outside of Daemonheim: find a grimy herb and, if you have the Herblore level to clean it, simply click it or right-click it and select "Clean".

Potions
As with cleaning herbs, making potions in Daemonheim is very similar to making potions in the rest of RuneScape. You will need a cleaned herb, a secondary ingredient, and of course, a vial of water in which to make a potion. Vials can be bought from the smuggler, and are received as occasional drops, and then filled with water from any of the frequent water points strewn around Daemonheim or by using the Lunar spell Humidify. The secondaries are void dust, misshapen claw, firebreath whiskey and red moss, and can either be bought from the Smuggler or can be received as occasional drops.

Types
There are various potion types which are used for non combat skills. These each affect several skills at once.


 * Cure Potion: Cures disease and poison, gives immunity to both and also to Dragon Fire.
 * Rejuvenation: Restores Summoning and Prayer levels
 * Gatherer&apos;s: Boosts Woodcutting, Mining and Fishing
 * Artisan&apos;s: Boosts Smithing, Crafting, Fletching, Construction and Firemaking
 * Naturalist&apos;s: Boosts Cooking, Farming, Herblore and Runecrafting
 * Survivalist&apos;s: Boosts Agility, Hunter, Thieving and Slayer

Potions by type
The herbs are divided into 3 groups, with each group making the same types of potions but in increased strengths. This may be useful in deciding what potions to produce from the available herbs.

Trivia

 * Initially, using a Naturalist&apos;s potion to boost Herblore did not allow a player to produce higher level potions. For example: attempting to make a strong melee potion at level 72 would yield this message: "You need a Herblore level of 73 to make this potion." Using a Weak naturalist&apos;s potion would boost the player to 77/72 Herblore, but would still yield you the same message. This was fixed with the update on 21 April 2010.
 * The Strong defence potion originally required 85 Herblore to produce, contrary to the level stated in the Knowledge Base. This was also fixed in the update of 21 April 2010.
 * The highest level to which a player can boost to while using a potion for Magic, Ranged, Attack, Strength and Defence is 125, while non-combat skills can only be boosted to level 110.
 * Players are able to make potions which require level 99 Herblore at level 88, by first making a naturalist&apos;s potion, then making a strong naturalist&apos;s potion, then making the level 99 potion (strong survivalist&apos;s potion).

Dungeoneering/Herblore Dungeoneering/Herblore