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 six unique spells. As a result, Lunar Diplomacy and Dream Mentor, along with the appropriate level, are required to access every spell available.
Opening doors[edit | edit source]
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 the team. Failure to dispel locks on doors will cause the magic energy to rebound and deal large damage to player in attempt.
Spells[edit | edit source]
The spellbook contains six spells exclusive to Daemonheim. Two of these require that the Daemonheim aura 4 is equipped to be cast.
The experience for some spells (e.g. High Level Alchemy) are cut to 10% of the experience received for casting the equivalent spells outside of Daemonheim, while other spells (e.g. Bones To Bananas) are not affected.
Member-only spells are in italics.
|Dungeon Home Teleport||1||0||None||Teleport to the starting room of the dungeon.|
|Confuse||3||13||1||Reduces the target's chance to hit by 5% for 1 minute.|
|Weaken||11||21||1||Reduces the target's damage dealt by 5% for 1 minute.|
|Bones To Bananas||15||25||122||Converts all bones in the inventory into bananas.|
|Curse||19||29||1||Increases the target's damage received by 5% for 1 minute.|
|Bind||20||30||1||Prevents creatures from moving for 12 seconds, or players for 6 seconds.|
|Low Level Alchemy||21||3.1||13||Converts the targeted item into coins.|
|Create Gatestone||32||0||3||Create a one-use green gatestone that can be dropped on the ground, providing the destination of the Gatestone Teleport spell.|
|Gatestone Teleport||32||0||None||Teleport the caster to the location of the green gatestone from Create Gatestone, destroying it.|
|Snare||50||60||2||Prevents creatures from moving for 18 seconds, or players for 9 seconds.|
|High Level Alchemy||55||6.5||15||Converts the targeted item into even more coins. See the high alchemy table.|
|Group Gatestone Teleport||64||0||3||Teleports to the party gatestone.|
|Vulnerability||66||76||11||Increases the target's damage received by 10% for 1 minute.|
|Monster Examine||66||6.1||111||Examine the stats of a target monster.|
|Cure Other||68||6.5||110||Cure a target of poison.|
|Humidify||68||6.5||113||Fill containers with water.|
|Cure Me||71||6.9||22||Cure the caster of poison.|
|Enfeeble||73||83||11||Reduces the target's damage dealt by 10% for 1 minute.|
|Cure Group||74||7.4||22||Cures everyone around the caster standing in a 3-by-3 square of poison.|
|Entangle||79||89||3||Prevents creatures from moving for 24 seconds, or players for 12 seconds.|
|Stagger||80||90||11||Reduces the target's chance to hit by 10% for 1 minute.|
|Create Gatestone 2||90||0||None||Create a one-use red gatestone that can be dropped on the ground, providing the destination of the Gatestone Teleport 2 spell. Requires the Daemonheim aura 4.|
|Gatestone Teleport 2||90||0||None||Teleport the caster to the location of the red gatestone from Create Gatestone 2, destroying it. Requires the Daemonheim aura 4.|
|Vengeance Other||93||10.8||2310||Allow the target to gain power of inflicting opponent a large percentage of damage dealt to the target.|
Rebounds 75% of the damage of the next hit back to the caster's opponent.
|Vengeance Group||95||12||3411||Allows everyone in the 7x7 square around the caster to rebound 75% of the next hit's damage.|
- ^ a b c d e f Dungeoneering-only spell
- ^ a b c d e f g Members who have not completed Lunar Diplomacy or Dream Mentor cannot cast the Lunar spells they unlock, although the spells are still visible to the player.
- ^ Vengeance Group must be bought at the Livid Farm before it can be cast. This also requires completion of Lunar Diplomacy.
Spell components[edit | edit source]
Runes[edit | edit source]
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.
Blast and surgeboxes[edit | edit source]
Magical blastboxes and celestial surgeboxes can be found as drops from forgotten mages. The blastbox is dropped by mages wearing tier 1-6 robes, and the surgebox is dropped by mages that wear tier 7 or higher robes. The boxes may be bound in the ammunition slot. They provide infinite elemental runes.
Staves and wands[edit | edit source]
Elemental staves can appear in the main room on low complexity levels and can be dropped by monsters. They act in a similar fashion to the elemental staves outside of Daemonheim, offering an unlimited supply of runes of their designated element. As an example, wielding an air staff allows a player to cast Air Wave without any runes.
Unimbued staves and wands can be created by members or found as monster drops. They offer an unlimited supply of all the elemental runes at once. As a result, having one of these weapons leaves a mage free to use combat spells at will without expending any runes.
Equipment[edit | edit source]
Weapons[edit | edit source]
Various magical weapons are available in Daemonheim. Free players are limited to basic elemental staves, whereas members are capable of using more powerful staves. Staves can be obtained either by using the Fletching skill, Runecrafting skill, or through monster drops.
Robes and armour[edit | edit source]
Various robes can be worn in Daemonheim that allow unhindered spellcasting. Robes can be obtained through the Crafting skill or through monster drops. Most robes require a minimum Defence level in order to be worn.
Rewards[edit | edit source]
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[edit | edit source]
Players can improve their Magic levels, only while in Daemonheim, by using numerous potions that can be made using the Herblore skill.
|Weak magic potion||3||Sagewort||Void dust||21||Boosts Magic by 2 + 7% of Magic level|
|Magic potion||36||Wormwood leaf||Void dust||79.5||Boosts Magic by 2.5 + 11% of Magic level|
|Strong magic potion||69||Winter's grip||Void dust||155.5||Boosts Magic by 3 + 15% of Magic level|
Update history[edit | edit source]
- patch 21 January 2014 (Update):
- Spells no longer disappear from the spellbook in Dungeoneering, when opening the interface for Dungeoneering keys.
- patch 13 August 2013 (Update):
- In Dungeoneering, autocast selection is now retained on death and when transitioning from one dungeon to the next.
- patch 3 May 2011 (Update):
- Dungeoneering’s Home teleport and Vengeance spells are now sortable by category on the magic spellbook interface.
- The Cure Me and Cure Group spells no longer state the need for law runes inside Daemonheim.