Dungeoneering/Equipment

There are 11 tiers of weapons and armours accessible in the Dungeoneering skill. Players are limited in their use of equipment by their combat skill levels but not their level in Dungeoneering.

The weapons and armour have higher bonuses than the weapons and armour outside of the area Daemonheim, but carry greater negative bonuses, especially against unexpected classes of combat (magic robes will incur ranged and melee accuracy penalties, but melee gloves and boots carry a strength bonus which potentially encourages wearing a full set of melee armour in combat). While non-Dungeoneering magic and ranged armour generally do not have melee attack penalties, magic and ranged equipment found in Daemonheim do have melee attack penalties, making mixed combat armour less desirable.

Tier 11 equipment cannot be smithed or crafted by players; they can only be obtained as drops from bosses. Due to the fact that only 4 items can be bound at once, and that the current boss in that room may drop tier 11 equipment, only a maximum of 5 parts of tier 11 equipment can be worn at once, and so no player character can wear full tier 11 equipment.

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

Platebodies
Platebodies offer better slash, stab and ranged defence, at the cost of some crush defence and ranged attack penalty.

Chainbodies
Chainbodies have no ranged attack penalty and a smaller magic attack penalty, but also offer less slash, stab and ranged defence.

Plateskirts
Just like chainbodies, plateskirts offer a better crush defence. They are often worn with a platebody, to compensate for its relatively low crush defence bonus.

Platelegs
Just like platebodies, they offer a better stab, slash and ranged defence bonus. They are often worn with a chainbody to compensate its relatively low bonuses in these areas.

Kiteshields
They're often bound with any one handed weapon and tank class, this lowers the incoming damaged by a certain amount depending on the level.

Daggers
Daggers attack at the same speed as a rapier and offer the same attack styles. Metal daggers can be poisoned, and the Frostbite and Hailstorm daggers have 20% chance of dealing an extra 50 damage per attack. They also provide a small Magic attack bonus, which can come in handy for hybrids. Regardless, it is not advisable to bind these weapons, due to relatively low bonuses.
























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Rapiers
Rapiers are equally fast as daggers and offer better strength and attack bonuses, although they cannot be poisoned. They can also be used with a shield to make use of the Tank class ring or with magical boxes for easy switching between melee and magic attacks. The main drawback to rapiers is that their offensive bonuses are still not as high as most other weapons. Some players prefer binding battleaxes or longswords due to their better strength bonus and accuracy.
























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Longswords
They are slower than rapiers, but they have a better accuracy and strength bonuses. They can also be used with shields to utilise the Tank class ring, or with magical boxes for effortless switching between melee and magic attacks. They are slightly more accurate than battleaxes, but they sacrifice strength for this.

It should be noted warhammers have better accuracy and a little less strength bonus than a longsword.
























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Battleaxes
They offer better strength bonuses than longswords and warhammers, and have same attack speed, but, they have less accuracy. Nevertheless, they are one-handed like longswords and warhammers, and can therefore be used with a shield in order to utilise the Tank class ring. Alternatively, battleaxes can be used with the magical blastbox or the celestial surgebox for effortless switching between melee and magic attacks.
























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Two-handed swords
Two-handed swords are equally as slow and powerful as mauls, but they are "slash" style weapons. Like mauls, they work well with the Berserker class ring. The main drawback to using two-handed swords is that shields cannot be used with them, preventing use of the Tank class ring. This can also pose a problem if a dragon is encountered, as two-handed swords cannot be used with anti-dragon shields. Instead players would be forced to use prayers or potions, which only provide partial protection.
























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Warhammers
Warhammers have the same attack speed as battleaxes and longswords, but offer better accuracy at the cost of some strength. They can also be used with a shield in order to utilise the Tank class ring, or with a magical box for quick switching between melee and magic attacks. The main drawback to warhammers is that they can only use the 'crush' attack style.
























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Spears
Spears are also a great alternative to one handed weapons, they have the same attack speed as longswords, battleaxes and warhammers, while offering higher bonuses in accuracy and strength. However, they cannot use the 'Accurate' or 'Aggressive' stances, and subsequently cannot be used in tandem with Tactition or Berserker class rings. In addition, they are 2-handed, which prohibits the use of the Tank class ring. This can also pose a problem if a dragon is encountered, as they are unable to be used with anti-dragon shields, instead forcing the use of prayers or potions, which only provide partial protection and may result in large amounts of food or prayer being wasted if the dragon is not quickly dispatched. Spears can be poisoned but this must be done before binding.
























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Mauls
These are the alternatives to 2-handed swords. Like warhammers they only use the 'crush' attack style and equally slow as two-handed swords, but they have more accuracy and strength than both. Contrary to popular belief, mauls are far more inaccuate in practise than 2-handed swords due to that they only use the "crush" attack style, as within Daemonheim the attack style greatly impacts the damage outputs, not just the equipment accuracy/strength bonuses. One of the other main drawback to using them is that they are, of course, two-handed, disallowing the use of a shield, which also prevents the use of the Tank class ring. This can also pose a problem if a dragon is encountered, as they are unable to be used with anti-dragon shields, instead forcing the use of prayers or potions, which only provide partial protection and may result in large amounts of food or prayer being wasted if the dragon is not quickly dispatched.
























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Ranged
There are 11 tiers of Ranged armour that players may wear depending on their Ranged and Defence levels. Each tier set consists 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.

Shortbows
They are less accurate, but faster.

Longbows
They are more accurate, but slower.

Arrows
There are 11 tiers of arrows that are dependent on the tier of metal.

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

Unimbued Staves
There are 10 tiers of unimbued staves. They can be fletched from wood or dropped by monsters. They all have the exact same stats and can all be wielded at 1 Attack. All uninbued staves will provide the energy to replace all four elements simultaneously. Staves can be imbued with catalytic properties to raise magic attack.

Imbued Staves
There are also 10 imbued staves, which players can equip depending on their Magic level, unlike the unimbued. All imbued staves are tier 1, but the empowered staves are all tier 2.

There are two special, uncraftable staves:


 * Doomcore staff
 * Celestial catalytic staff (Tier 3 Catalytic staff)

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

Slayer Rewards
The following items can be obtained by defeating the various Slayer creatures found throughout each dungeon. A table list of these items and their respective stats can be found on the Dungeoneering Slayer page.


 * Hailstorm dagger
 * Doomcore staff
 * Frostbite dagger
 * Flameburst defender
 * Hexhunter bow
 * 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

Trivia
Dungeoneering/Aseet ja haarniskat
 * If you look closely you'll notice that the melee full helms will slowly grow horns and melee shields will slowly grow in size as you go up the tier ladder.
 * Most melee weapons look alike in style from tier 1 to 5, then from 6 to 8, from 9 to 10, and all of the primal weapons look different from the other tiers of the same weapon.
 * When you bind any type of rapier, you'll hold it like a Chaotic Rapier. When it isn't bound, you'll hold it like a Dragon Scimitar.
 * Range armour tiers seem to be based off of Dinosaur names (Stegosaurus, Megalosaur, etc.)
 * Magic armour tiers seem to be loosely based off of "dark" and "ethereal" words (blight, dusk, soul, spirit).