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| The official worlds to play Dungeoneering are 7 (F2P), 32 (Levels 1-80) (P2P), 117 (Levels 80-100) (P2P), 77 (Levels 100-120) (P2P).
Find a group to take part in this activity by posting on the forums Adventuring Parties.
Dungeoneering is a skill in which players explore complex dungeons that are located beneath the surface of Gielinor. The main location that Dungeoneering takes place is within Daemonheim, a vast multi-floor dungeon north of Morytania.
By exploring the dungeons accessed via Dungeoneering, you will gain experience which in turn, allows you to delve deeper in Daemonheim, bringing you closer to the secrets found in its depths.
Reaching and exploring Daemonheim does not have any skill or quest requirements, and is available to both free players and members. Daemonheim's floors can be explored by parties of one to five people, and they can be as simple or complex as you wish them to be; you can face a dungeon almost purely of combat, perhaps, or a dungeon that tests every skill. You can train this skill in 6 different complexity modes.
The walls of Daemonheim shift and warp, so the dungeon you raid will always be unique!
A dungeon raid consists of six stages, and this guide follows them chronologically.
NOTE - On a free server, if the average combat level of a team is 90 or above, each member of the team will suffer a 50% experience reduction. This is because dungeons are significantly less challenging on free servers as opposed to members-only servers. If the average combat level of the team is less than 90, there is no experience penalty.
You can make your way to Daemonheim by one of three methods: the first, and by far the safest, is by ferry. You can find the ferry waiting at a jetty, in the River Lum between Lumbridge and Al Kharid, or near Taverley.
The second method is by foot, and involves trekking through the Wilderness - hugely dangerous, thanks to the constant danger of being attacked by other players. You have been warned! Once on the peninsula of Daemonheim, you will need to follow the light grey paths to the top, where the castle is situated.
The third method, also safe, providing you have a ring of kinship, is to teleport to Daemonheim using the ring.
Main article: Raiding Parties
To begin a dungeon raid, you will need only one item: the ring of kinship. This can be gained from the dungeoneering tutor, on the east side of the castle entrance. He will also offer you Dungeoneering guidance, should you need it, and will replace your ring if you lose it.
No items, aside from the ring of kinship and the orb of oculus, are allowed inside Daemonheim; the Fremennik have set up a quarantine, of sorts, where no items can go in or out of the dungeons. To bank your items, visit the bank teller on the west side of the castle entrance.
With only a ring of kinship (and an orb of oculus, should you wish) in your inventory or worn inventory, you are ready to form a raiding party. There are two types of raiding parties: single or solo player, and group (consisting of between 2 - 5 players); and two methods of forming a party: manual or auto-grouping.
Starting a raiding party couldn't be quicker or simpler. Left-click on the ring of kinship while it is in your inventory to bring up your party interface. Click on the button marked 'Form Party' and your name should appear in the list above the button.
To invite other players to your party, right-click on a player within the Daemonheim castle and selecting 'Invite'. The invited player will receive a red invite within their chatbox, which they can click and accept or decline. You may also invite a player using the 'Invite player' button within the ring of kinship's party interface. Click this and you will be able to manually enter the name of any player you would like to join your party. The player you wish to invite must be within sight, in the Daemonheim castle grounds, and on the same world.
Dungeon Set Up
Having organised your party, you will be asked to select various options for the dungeon itself.
Main article: Dungeoneering Floors
As a rule, the deeper you go down into Daemonheim (floor 1 being near the surface, floor 2 being below that, all the way down to 60) the more powerful the creatures become. The power that resides at the bottom of Daemonheim both warps and distorts the creatures, making them potent and of a potentially higher combat level.
When you first start Dungeoneering, you will only have floor 1 available to you. You must play through a floor before you can access the next, and you can only access a floor if it is equal to half your Dungeoneering skill level (rounded down) or less. For example, if you want to access floor 17 of Daemonheim, you must have raided floor 16 of Daemonheim at least once, and you must have a Dungeoneering level of 34 or higher.
You will also notice that different floors have different 'themes', and each theme has different challenges and enemies to encounter. You start in the 'frozen' theme of Daemonheim, but who knows what other areas reside in the mysterious dungeons?
The floor selection interface allows the party leader to choose which of the available floors you want to raid. Move the gold slider up and down to select which floor you wish to attempt.
To find out which floor each player has unlocked, you can look at the 5 columns that run down the floor selection interface. These columns represent the adventurers in your raiding party, and each column is highlighted to show the deepest floor that each player has unlocked in Daemonheim. You may choose any dungeon floor that EVERY player in your party has unlocked.
Once you are happy with your selection, confirm your choice in the bottom-right of the interface.
Main article: Dungeoneering Complexity
The complexity level of a dungeon determines how many of your skills and abilities will be tested when raiding it. For example, a dungeon with a complexity level of 1 will only test your combat skills (melee, Ranged, Magic, Prayer, Constitution), while a dungeon with a complexity level of 6 will test every single one of your skills. Choosing a lower complexity level will make the dungeon more simple and straight-forward to complete, but it will also lessen the amount of Dungeoneering XP you get at the end of a raid.
You will start your Dungeoneering 'career' with only complexity level 1 unlocked. To unlock the next complexity level, you will have to complete at least one dungeon of the complexity level that preceded it. So, to unlock level 2, you will need to have played at least one dungeon of complexity level 1.
You can click on the following complexity levels to find out more about the skills that are required to complete them:
- Complexity level 1 - Combat + Construction
- Complexity level 2 - Same as level 1 + Cooking + Firemaking + Fishing + Woodcutting
- Complexity level 3 - Same as level 2 + Making Weapons + Mining + Runecrafting
- Complexity level 4 - Same as level 3 + Farming Textiles + Hunting + Making Armour
- Complexity level 5 - Same as level 4 + Farming Seeds + Herblore + Summoning + Thieving
- Complexity level 6 - Same as level 5 + Divination
The complexity selection interface allows the party leader to choose which of the available dungeon complexities they wish to raid. Move the gold slider up and down to make your selection. Underneath this slider is a list of skills: these skills light up according to the complexity level, showing you, at-a-glance, which skills will be tested as you make your way through the increasing complexity levels.
You will also notice that, in the bottom of the table of skills, there is a '% XP Penalty'. This XP penalty represents the reduction to your Dungeoneering XP reward for this dungeon; so, if you are playing a dungeon on complexity level 1, you will find that the Dungeoneering XP you gain is reduced by 50%. This is to encourage raiders to test themselves at the higher complexity levels.
Once you have selected your complexity level and floor, you will be able to pick the finishing touches for your dungeon.
The first option on this interface is whether or not to activate hard mode. Simply tick 'Yes' to activate this mode.
The second option lets you adjust how many players you wish the dungeon to be aimed at. This reduces the final xp reward by 60%, but has the advantage of being able to fine tune the difficulty of your dungeon.
The final option is to choose the size of your dungeon. The floor size can be small (up to 16 squares, 4 columns of 4 rooms each), medium (up to 32 squares, 4 columns of 8 rooms each) or large (up to 64 squares, 8 columns of 8 rooms each). Only parties of 3-5 players can select large dungeons.
Main article: Dungeoneering Difficulty
After selecting the floor size, you may receive the message 'How many people do you want to aim the dungeon for?" (this does not show for solo players). You now have a choice: do you want the dungeon to be designed for a party size that is smaller than the one you have currently? Although a dungeon designed for a smaller party will be easier to complete, it will reduce the amount of XP you receive at the end of a raid.
Unlocked by completing the elite Daemonheim achievement set, hard mode can be toggled on by the party leader during the setup process.
All monsters and bosses in a dungeon that has been set to hard mode will have the highest values for combat stats (i.e. the random part of the dungeon is removed for combat stats).
Hard mode is mainly for setting yourself a challenge so it comes with no extra rewards per say, but higher-level bosses give higher-level loot.
If you manage to complete all floors on hard mode, you will receive the 'of Daemonheim' title.
To make Daemonheim easier to navigate and your party easier to organise, there are a number of items and tools available to you.
A dungeon map is available at all times, next to your minimap. Click on it and you will find a representation of the rooms you have explored and those you have not.
Your ring of kinship can also be clicked to view a great deal of information, including your current complexity level, floor and your party. It is possible to click on the name of a player in your party to see their inventory, or the levels of their skills.
On this party interface, you will also find a 'Guide Mode' and a 'Reset' button. The 'Reset' button is covered in Stage 6: Rewards and Binding and is not important for the moment. The 'Guide Mode' button, however, can be activated to show the critical path through a dungeon, giving you the exact route to follow. Rooms that are situated on the critical path will be highlighted on the dungeon map. Guide mode can only be activated or deactivated by the party leader, and activating it will reduce the amount of XP you receive for a dungeon. It may only be toggled outside of a dungeon.
The party interface also offers the ability for anyone to toggle their shared XP on and off before or during a raid: this is done by right-clicking on the 'XP' that appears after your name on the party interface (accessed by left-clicking on the ring of kinship). Shared XP is automatically 'on' when you first start dungeoneering. When 'on', you will receive a share of the XP whenever a member of your party performs a skill task that you could have done with your levels. When you perform a skill task that another member of your party could perform, they will receive a share of your XP too. Only players with shared XP 'on' can receive shared XP. However, your XP will be shared with people who have shared XP 'on', even if yours is "off"!
A Dungeon Home Teleport spell is available to you at all times, and can be found in your dungeon spellbook (Daemonheim has its very own magic spellbook. See Complexity level 1 for more information on these changes). Click it while outside of combat and you will be taken back to the starting room of your dungeon. This spell can be used as often as you like and has no rune cost.
The party leader will also start a dungeon with a group gatestone, an item which can be dropped and then teleported to via the group gatestone teleport portal in the starting room. Once dropped, any player may pick up and drop the group gatestone. If you have the appropriate magic level, you may also create a gatestone, a waypoint that you can teleport to, using the Create Gatestone spell.
Finally, the party leader can right-click any enemies in the dungeon and 'Mark' them. This highlights the creature and identifies them as the creature that everyone should focus their attacks on. This can be done from outside the room you are about to explore, should you wish to remain safe while making the decision.
Main article: Dungeoneering Doors
Main article: Key door
To navigate to the end of the dungeon, you will find that some doors are locked the keys to which are strewn in certain rooms of your dungeon. A blocked door glows with one of eight different colours, and has one of eight different shapes floating in front of it. This should make it clear as to what key will open which door. A yellow door with a crescent shape floating in front of it will require a yellow crescent key, for example.
These keys can be found in any room around the dungeon, so keep an eye out for red dots on the minimap within each room you explore. When a key is found, a message will appear in the chat box indicating what key was found. You can see all keys your team currently has by viewing the HUD in the upper left corner.
Main article: Skill door
On later complexities, you may encounter skill doors. These doors cannot be opened until you have performed a skill action on them. A door may require a player to use their Agility skill to jump up and pull a switch, for example. Each door will be openable by at least one member of your team, unless you find yourself before a door leading to a bonus room. These bonus rooms do not need to be explored to complete a dungeon, but you will gain a greater amount of Dungeoneering XP at the end of a raid for opening them.
Skill doors on the route that leads to the dungeon's boss will always have requirements than someone on the team is capable of opening. If the dungeon is on a free-to-play world, the doors on that route will all have free-to-play requirements. However, doors on routes that do not lead to the boss may require the team to make a potion, and on free-to-play servers may even require members-only skills.
Main article: Guardian door room
Guardian doors will not open until all the monsters in the room are slain. Guardian doors are among the most common doors in Dungeoneering, and on most floors will be the most time-consuming.
On Warped floors, Reborn warriors will prevent the ability to travel through a guardian door, even if the door behind the guardian door was previously opened and traversed through.
Guardian door rooms usually contain a mixture of random monsters; however, some types spawn very specific monsters.
Main article: Dungeoneering Rooms
The most important thing to note is the aim of Dungeoneering. Your aim is to get to the final room of each dungeon, where the boss awaits, so you can defeat it and gain a batch of Dungeoneering XP.
To navigate to the end of the dungeon, you will find that some doors are locked the keys or skills. For more information on these, see Dungeoneering Doors.
As well as locked doors, there are a number of different rooms that you may find on your journey through the dungeon:
- Starting room
- Combat rooms
- Challenge rooms
- Boss rooms
Main article: Starting room
Every dungeon in Daemonheim, whether you are playing as a free-for-all party or on your own, will start in the starting room. No enemy is able to enter this room, so you should see it as a safe haven where you can organise yourselves into roles, manage your inventories, purchase items and turn your resources into valuable objects. It is also where you respawn if you die, and where you teleport to if you cast the Dungeon Home Teleport spell.
Your complexity level determines the items you start with in the dungeon. The items in your inventory differ according to complexity level, as the higher complexities will encourage you to find resources and make your own weapons and armour. For example, on complexity level 1 you will have no means of making armour or weapons, so they are given to you from the very start.
You will also find various items strewn across the tables of the starting room. These range from food, runes and arrows to fishing rods, weapons and armour, depending on complexity levels. You will find that the items have 'tiers', noted either in their name or in their examine text (if you right-click and 'Examine' the item). This gives you a good idea of the potency of a weapon, armour or fish; a tier 3 fish will heal more life points than a tier 2 fish, for example. These item tiers range from 1-10, but tier 11 items can be obtained as rewards by completing a dungeon. Tiers 6-11 are only available to RuneScape members.
No matter what the complexity, you will always find a smuggler in the starting room. This secretive character has been given the job of preparing raiders for the task ahead, but he has other uses that the Fremennik are largely unaware of. Firstly, he offers the service of identifying and giving hints about any item you find in Daemonheim; simply 'Use' the item on the smuggler to find out more. He will also offer information on any boss you are currently fighting, or challenge rooms you have unfinished; so, if you are having trouble, visit the smuggler to receive some pointers.
Depending on your complexity level, you may also find that the starting room has a number of skill locations: a spinning wheel, furnace, runecrafting altar and summoning obelisk. These work identically to the ones you would find above ground in RuneScape, with only some very minor exceptions. Read the complexity level page of your current dungeon if you have any questions.
You will also find a group gatestone portal in the starting room and a group gatestone in your inventory (if you are the party leader). By travelling through the group gatestone portal, you can teleport to wherever the group gatestone has been dropped (or to the party leader in a Complexity 1,2,3 or 4 dungeon). This allows you to return to the farthest areas of the dungeon with little or no effort. You may also right-click the group gatestone portal to 'Replace' it for a photo booth, farming patch, cooking range, prayer altar and skillcape stand.
Main article: Combat room
The most common challenge faced in Daemonheim is combat. As in the above-ground areas of Gilienor, you will need to defeat these creatures using Magic, Melee or Ranged. Unlike these areas, however, you will find that each creature drops far more items and equipment. If you are low on weaponry or food, it may be worth picking off some smaller creatures to get the items required to defeat the larger beasts.
Should you die in a dungeon, you will restart in the starting room with all of your items. You will also find a death added to your death total, which affects the XP reward you receive at the end of the dungeon. If you have a gatestone in your inventory, you will automatically drop it so you can teleport to it using your Gatestone Teleport spell. Click here for more information on the gatestone spells.
Main article: Puzzle room
A dungeon isn't only about hacking your way to the end with a few doors to open on the way. Some rooms require you to stop and puzzle out a method of getting through to the next. There are a number of these challenge rooms, and they range from riddles to skill challenges to combat-based puzzles.
If you are having trouble in a challenge room, you may also visit the smuggler in the starting room, and he will offer his own brand of expertise to get you through.
Main article: Boss room
One of the last rooms you will explore in a dungeon is the boss room, and these can be identified by the fact they have a dangerous creature lurking in them. They will have no doors leading further into the dungeon, and they will have one ladder leading into the floors below. Clicking this ladder once the boss has been defeated will initiate the 'end of dungeon timer', after which all party members will be awarded Dungeoneering XP and be carried to the next dungeon.
Felling the beast in this room is the only way to finish your current dungeon and get to the floors below, so you and your team will have to defeat it together. If you have trouble beating the boss, talk to the smuggler in the starting room and he will give you some handy pointers, as each boss will have a quirk that will make it harder to defeat or more potent in combat. If you don't want to kill the boss, you can use the "Evade-boss" route for 1/3rd of your final experience
Beating the boss leaves the room empty for you to click on the ladder to the level below. It may also leave you with a reward item in your inventory: you will be told if this is the case in your chatbox. These items are often more powerful than others you might find dropped in the dungeon, and, if you can use them, they may be worth binding.
Before you exit the floor by travelling down the ladder in the boss room, it is worth 'binding' the more effective items in your inventory. By binding an item, you carry it over to the next dungeon (a bound item has a (b) after its name). This is useful as you will not keep ANY unbound items from one raid to another. So, if you have a particularly potent tier 11 item that you do not wish to lose, it is well worth binding it.
To bind an item, right-click on it in your inventory and select 'Bind'. Everyone can bind up to 10 items. These can be divided into up to three loadouts, one of which can be selected at the start of each dungeon by speaking to the Smuggler in the home room. A loadout equips those items, and adds the rest to your inventory. You can swap your loadout as many times as you like - just speak to the Smuggler again.
At level 1 Dungeoneering, you can include just one of your 10 pooled items in a loadout; at level 20 Dungeoneering you can include two items; at level 50 you can include three items; at level 90 you can include four items; and, finally, at 120 you can include all six items in a loadout.
Once bound, an item will remain bound forever, until you right-click and 'Destroy' the item, drag the item onto the trashcan icon on your bound items interface, or sell it to the smuggler.
You may also bind one type of rune or arrow, and these do not count as one of your bound items. Ammunition binding is always available to you, and you can bind up to 125 runes, arrows or both main- and off-hand knives, plus an additional 100 if you complete Salt in the Wound. The amount of ammo you can bind never changes in size even if you increase in level.
Getting Dungeoneering Experience
Main article: Dungeoneering/Experience
The XP you receive at the end of a dungeon raid is increased and decreased by a number of factors. These factors are largely within your control, so it is well worth spending the time to find out what these factors are, in an effort to receive the optimal amount of XP.
These factors can be split into two groups: those that make up the base value of XP you gain at the end of a raid, and those that modify that base value of XP by either increasing it or decreasing it. We would advise that you read the following and raid Daemonheim with them always in mind.
The base value of XP you receive at the end of a floor, before it is increased or decreased by other factors, is determined by the following:
- Floor - the dungeon floor that you are raiding
- Prestige - a total derived from the number of individual floors you have raided
Base Value Modifiers
- Dungeon size - the size of the dungeon (small, medium or large) that you are raiding
- Difficulty - the number of raiders that the dungeon combat was designed for, compared to the number of raiders in your party
- Complexity - the complexity level of your dungeon
- Guide Mode - the activation of a guided path on your dungeon map
- Bonus Rooms - how many bonus rooms you have explored
- Points Mod - your skill and combat level, modified by how many creatures you left alive on a raid
- Deaths - how many times you died
Boosting Experience Gain
|Small, medium, large and huge fallen stars can be won from Treasure Hunter. When consumed they will give bonus XP that effectively doubles all Dungeoneering XP gained until the bonus runs out. You can also win prismatic stars that can be spent on any skill, including Dungeoneering.|
Training Hints and Tips
- In Dungeoneering you will need all of your skills to achieve the highest scores so try to level them evenly.
- For larger dungeons, make use of the unlimited Home and Group Gatestone teleports.
- To speed up resource collecting, get the highest tier of pickaxe and hatchet that you can use onto your Dungeoneering toolbelt.
- Bind weapons and armour of the highest tier you can use. For low level players who only have 1 bind slot, focus on binding a decent weapon first.
- Refer to the minimap frequently to see where the rooms you have yet to unlock are located.
- Reset your prestige when you have reached the lowest floor that you can manage at your level.
- Team up with other players and work with the team. Pay attention to the chat and work together to raid the dungeon quickly and effectively.
There are no external items that can boost your levels as no items are allowed into Daemonheim. That said, outside of Daemonheim the Dungeoneering cape, Dungeoneering cape (t) or Dungeoneering master cape can temporarily increase your skill level by 1. To do this, equip one of the capes, right-click it and choose Boost.
Within Daemonheim you can craft the following potions which will temporarily raise your levels:
|Weak, normal and strong magic potions boost your Magic level by 4 levels + 10% of your Magic level, 5 levels + 14% of your Magic level, or 6 levels + 20% of your Magic level respectively.|
|Weak, normal and strong ranged potions boost your Ranged level by 4 levels + 10% of your Ranged level, 5 levels + 14% of your Ranged level, or 6 levels + 20% of your Ranged level respectively.|
|Weak, normal and strong ranged potions boost your Attack and Strength levels by 4 levels + 10% of your Attack/Strength level, 5 levels + 14% of your Attack/Strength level, or 6 levels + 20% of your Attack/Strength level respectively.|
|Weak, normal and strong ranged potions boost your Defence level by 4 levels + 10% of your Defence level, 5 levels + 14% of your Defence level, or 6 levels + 20% of your Defence level respectively.|
|Weak, normal and strong gatherer's potions boost Divination, Woodcutting, Mining and Fishing levels by by 3 levels + 2% of your Divination/Woodcutting/Mining/Fishing levels, 4 levels + 2% of your Divination/Woodcutting/Mining/Fishing levels, or 6 levels + 2% of your Divination/Woodcutting/Mining/Fishing levels respectively.|
|Weak, normal and strong artisan's potions boost Smithing, Crafting, Fletching, Construction and Firemaking levels by by 3 levels + 2% of your Smithing/Crafting/Fletching/Construction/Firemaking levels, 4 levels + 2% of your Smithing/Crafting/Fletching/Construction/Firemaking levels, or 6 levels + 2% of your Smithing/Crafting/Fletching/Construction/Firemaking levels respectively.|
|Weak, normal and strong naturalist's potions boost Cooking, Farming, Herblore and Runecrafting levels by by 3 levels + 2% of your Cooking/Farming/Herblore/Runecrafting levels, 4 levels + 2% of your Cooking/Farming/Herblore/Runecrafting levels, or 6 levels + 2% of your Cooking/Farming/Herblore/Runecrafting levels respectively.|
|Weak, normal and strong survivalist's potions boost Agility, Thieving, Hunter and Slayer levels by by 3 levels + 2% of your Agility/Thieving/Hunter/Slayer levels, 4 levels + 2% of your Agility/Thieving/Hunter/Slayer levels, or 6 levels + 2% of your Agility/Thieving/Hunter/Slayer levels respectively.|
For completing the Daemonheim Achievements you will be presented with a Daemonheim aura. The first aura is tier 1, but completing more of the Achievements will upgrade the aura to tiers 2, 3 and 4. As the aura's tier rises it will provide a range of benefits within Daemonheim.
Frequently Asked Questions
With the ring of kinship and no other items in your inventory or worn inventory, you are ready to raid a dungeon.
Additional information can be gained by examining the item, or 'using' the item on the smuggler in the starting room. He can lend his expertise on any item that can be found within Daemonheim.
In almost all cases, items in Daemonheim have a 'tier'. This can be found by examining the item, or by looking at the name of the item. Tiers display the effectiveness of the item, from tier 1 (low-level and less effective) to tier 11 (high-level and very effective).
If a player has an invite pending, and it is your last remaining invite and you want to send it to someone else, you must wait for that invite to elapse before you can send another. This will happen 30 seconds after sending the invite
When shared XP is toggled off, you will NOT receive XP from the actions of other players in your raiding party. Only you will be able to generate any XP from skill tasks and combat. This is especially useful if you have skills that you wish to leave at a low level.
Note - Server downtime for a game update will NOT save your dungeon progress.
- Members of your party have logged out or left the dungeon. If you feel that some people in your dungeon are likely to log out, set your difficulty to 1. This means that all skill tasks will be able to be completed by the lowest level member of your party.
- The door is to a bonus room that does not have to be opened in order to complete the dungeon. You might have to use a potion to boost your skill stats to these levels. Remember that you do not have to enter these rooms, but they do contribute to your Dungeoneering XP at the end of a raid.
- Complete an earlier floor. The deeper you go in Daemonheim, the more difficult the creatures you face.
- Decrease the complexity level. A lower complexity means fewer things to think about, and more items given to you at the start of a raid.
- Lower the difficulty. It may seem obvious, but dungeons that are aimed for one or two people are much easier to complete than those aimed for three or four.
- Turn 'guide mode' on. This puts a path on to your dungeon map, showing you the quickest route through the dungeon.
At the end of each raid, you have the opportunity to 'bind' at least one item. This is done by right-clicking on an item in your inventory and selecting 'Bind'. Once bound, an item remains in your inventory for each raid you attempt, until you right-click it and select 'Destroy'.
To bind a weapon or piece of armour, right-click it in your inventory and select 'Bind' (stacks of runes and arrows can also be bound, and you will only keep 125 of the chosen item). At level 1 Dungeoneering you can bind one item per dungeon; at level 50 Dungeoneering you can bind two items; at level 100 you can bind three items; and at level 120 you can bind four items. Bound arrows or runes do not count towards this total.
Dungeoneering Related Skills
All skills help with the Dungeoneering skill in some way, whether it be directly such as letting you through a skill door, or indirectly such as healing lost life points:
- Agility - This skill is used on skill doors.
- Construction - You can use Construction to adjust the features of the Starting Room. This skill is also used on skill doors and in some puzzle rooms.
- Cooking - If you are low on life points, eating food will restore some. The Cooking skill allows you to cook various items for this purpose.
- Crafting - The Crafting skill allows you to make armour for mages and rangers. This skill is also used on skill doors and in some puzzle rooms.
- Divination - The Divination skill allows you to make Dungeoneering specific portents. This skill is also used on skill doors.
- Farming - The Farming skill allows you to grow ingredients for Cooking, Crafting and Herblore. This skill is also used on skill doors.
- Firemaking - The Firemaking skill allows you to make fires that can be used for on-the-fly cooking or freeing a certain story teller from his icy prison. This skill is also used on skill doors.
- Fishing - The Fishing skill lets you catch water dwelling creatures that you can eat if you cook.
- Fletching - The Fletching skill allows you to make weapons and ammunition for mages and rangers, and traps for use in the Hunter skill.
- Herblore - This skill allows you to make weapon poison, skill boosting and stat restoring potions. This skill is also used on skill doors.
- Hunter - The Hunter skill lets you catch creatures whose hide you can use in the Crafting skill.
- Magic - Using the Dungeoneering Spellbook, the Magic skill allows you to cast spells against your foes or use in some skilling activities. This skill is also used on skill doors.
- Mining - The Mining skill provides ore needed to smith armour and weapons for warriors. This skill is also used on skill doors.
- Prayer - Providing positive benefits to aid in your combat. For members, your Prayer List can also be swapped for Curses which can give negative effects to your enemies. This skill is also used on skill doors.
- Runecrafting - The Runecrafting skill creates ammunition and powers weapons for mages. This skill is also used on skill doors.
- Slayer - The Slayer skill offers the chance of unique item drops.
- Smithing - This skill allows you to make armour and weaponry for warriors. This skill is also used on skill doors.
- Strength - This skill is used on skill doors.
- Summoning - If you are struggling to fend off more difficult enemies, the familiars that you can summon through the Summoning skill can help. This skill is also used on skill doors.
- Thieving - The Thieving skill lets you open the locked chests that are found around the dungeons. This skill is also used on skill doors.
- Woodcutting - The Woodcutting skill lets you cut down branches that can be used in Cosntruction, Firemaking and Fletching. This skill is also used on skill doors.
Dungeoneering Related Quests
For quests that give Dungeoneering experience as a reward, please refer to the Quest Experience Rewards page.
Dungeoneering Related Minigames
There are no minigames that help with the Dungeoneering skill.
Dungeoneering Related Distractions & Diversions
The following D&Ds help with the Dungeoneering skill:
- Tears of Guthix - If Dungeoneering is your weakest skill, try the Tears of Guthix D&D.
- Sinkholes - Gather the requested resources and totems to gain Dungeoneering tokens and other rewards.
Dungeoneering Related Equipment
- Reward Armour & Weapons
- Slayer Dropped Armour & Weapons
- Smithed Armour & Weapons
- Crafted Armour & Weapons
- Runecrafted Armour & Weapons
- Fletched Armour & Weapons
|Agility • Dungeoneering • Slayer • Thieving|
|Constitution • Magic • Melee (Attack, Defence, Strength) • Prayer • Ranged • Summoning|
|Cooking • Construction • Crafting • Firemaking • Fletching • Herblore • Runecrafting • Smithing|
|Divination • Farming • Fishing • Hunter • Mining • Woodcutting|
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|How do I get Started • Controls • Interfaces • Combat • Skills • Clans|
|The Game World|
|Area Guides • History • Races • Pronunciation Guide • Transportation • Terrain Survival Guide • Quests • Activities • Enhancing the Game|
|RuneScape Classic • Old School RuneScape|
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