Dungeoneering/Hard mode

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Hard mode is a Dungeoneering feature that was released 10 September 2013. It is only available for complexity 6 dungeons.

Requirements[edit | edit source]

Players must have completed the elite Daemonheim achievements in order to gain access to hard mode. Players who have not unlocked hard mode may still take part in hard mode floors as long as the player who's hosting the party meets the requirements.

The Basics[edit | edit source]

The floor settings interface

To start hard mode, select a floor and set the difficulty to complexity 6 via the ring of kinship or the ladder. Attempting to start a floor opens the Floor Settings interface, the top section of which contains a toggle for Hard Mode.

Several mechanics are altered when hard mode is enabled to make the floor as difficult as randomly possible. Players who wish to play on hard mode should expect the following:

  • Teams of 1-2 players are placed onto a medium floor. Teams of 3+ are given a large floor. This cannot be changed.
  • Most enemies, if not all, will be at the highest level possible.
  • Each room is almost guaranteed to contain a max level monster and all rooms are filled to the brim with monsters (e.g. a solo party spawns three monsters in each room).
    • The only exception are mastyx, as despite being a resource, they are also considered a monster. They are more likely to appear as tier 8+ mastyx.
  • Slayer monsters have drastically increased spawn rates. Soulgazers can appear on the frozen floors for example, which is otherwise impossible.
  • Every door acts as a guardian door, including puzzle and key doors. All monsters in the room the player is in must be killed in order to leave.
    • This does not apply to teleporting out. The only exception is boss rooms, which will prevent players from teleporting until the boss is killed.
  • Skill doors and puzzles will have drastically increased requirements. Critical path doors will always require a level 90+ skill to unlock them. Any door or puzzle that requires over 99 in a skill to proceed is a non-critical path.
  • Bosses have a greater chance of dropping tier 10 and 11 equipment, which is rather uncommon for small normal mode teams.
  • Monsters will not drop as much food as they would in normal mode.
  • The Daemonheim auras' boss selection and safe death perks will not work in Hard Mode.
  • There is a greater chance of tier 8+ resources appearing in rooms, including blue charms (which are essentially tier 9+ charms).

For these reasons, the shadow silk hood should be bound as armour to avoid multiple enemies from attacking at once. Prayers should be used sparingly unless an altar room has been found and cleared, since it is typically not worth the time to make prayer potions. Players can also bring all three forms of combat if possible to maximise their accuracy against all potential opponents. A recommended setup includes any primal two-handed weapon for Quake, a celestial catalytic staff, and a hexhunter or sagittarian bow. A sachem bloodrager, deathslinger, or stormweaver familiar can help speed up kills.

Progression in Hard mode vs. Normal mode[edit | edit source]

Checking with Thok what floors have been completed in hard mode

Hard mode's progression is different than normal mode, as there is no way to check which floors were completed with the ring of kinship. Players can only check which floors have been completed by speaking to Thok or right-clicking on him to open the interface without going through the dialogue. Players can also check the Hard as Daemons achievement in the Achievements interface. There is a message that appears at the end of each hard mode floor, however:

You have completed floor [number] on Hard Mode. Your lowest floor incomplete on hard mode is: [number].

For example, if you have recently completed floor 25, but have not completed floor 2, it reads as:

You have completed floor 25 on Hard Mode. Your lowest floor incomplete on hard mode is: 2.

This means players can do three things:

  • Complete floor 2. This will change the message to display the player's next lowest incomplete floor.
  • Complete other floors, leaving floor 2 as a guideline.
  • Players may also write the numbers down.

Unlike normal mode, where a player is able to do any floor in a theme to check-off other floors of the same theme, hard mode goes floor-by-floor. For example you cannot do floor 1 twice in order to tick off floor 2.

Reset[edit | edit source]

Players are unable to reset their hard mode progress. Once a floor is completed in hard mode it is permanently ticked off for hard mode. If players need to reset their current progress it will only affect normal mode floors.

Hard mode floors may be redone; however, unlike normal floor progress, repeating a floor does not affect the progress of any other floors.

Rewards[edit | edit source]

After completing all of the 60 floors of Daemonheim in hard mode, players are rewarded with a title: "[Name] of Daemonheim".

Achievement[edit | edit source]

  • Hard as Daemons (RuneScore.png 25) – Earn the right to wear the title 'of Daemonheim'.

Update history[edit | edit source]

The update history project is a work-in-progress – not all updates to this topic may be covered below. See here for how to help out!
  • patch 16 February 2015 (Update):
    • Players will no longer receive a message about having completed all Hard mode Dungeoneering floors with only 59 floors completed.
  • ninja 12 January 2015 (Update):
    • Running a hard mode Dungeoneering floor has an increased chances of a Meilyr clan potion recipe spawning.
  • patch 2 October 2013 (Update):
    • Fixed an issue where Dungeoneering Hard Mode was always starting Large dungeons.
    • Fixed a typo when completing a floor in Hard Mode.
  • patch 25 September 2013 (Update):
    • An issue with a blank Task Complete popup and message after completing all 60 floors on Hard Mode has been fixed.

Trivia[edit | edit source]

  • While not officially stated, 90+ in each skill is required to complete the dungeons due to the critical path always having level 90 requirements on skill doors.
  • The order in which you complete Hard mode does not matter.
    • You can start on Floor 60 and work your way backwards, for example. The chatbox displays that your highest floor complete is 60, and your lowest incomplete is 1.
  • It is possible to see multiple high level Slayer monsters such as Soulgazers and Edimmus in the same room. Usually, even in a normal five-person large dungeon, there would be only one of these monsters in a room.
  • Despite increasing the combat levels of all monsters in the dungeon, it occasionally glitches out:
    • Lever, ghost, trap and mercenary boss rooms.
    • Skeletal Horde (can generate lower levelled skeletons)
    • Melee Skeletons may occasionally appear as level 126 despite possessing a level 138 form.
  • While monsters have been given a significant boost in terms of their level of difficulty, boostable doors remain the same.
  • As of 2 October 2013, forced large floors are no longer an issue. Prior to that, however, during the week of 25 September 2013, upon selecting yes, a floor of large size would initiate, regardless of team size.