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Daemonheim, Floors and Themes Daemonheim, pronounced day-mon-hime or dee-mon-hime and meaning home of the demons, is an enormous dungeon that is exclusively devoted to the training of the Dungeoneering skill. It is located on an enlarged peninsula located east of the Wilderness. Some consider it part of the Wild, and in fact the area was originally known as the Wilderness Castle before Dungeoneering was released. However, while Daemonheim can be accessed from level 12 Wilderness, it is not actually part of itthere is no Wilderness level indicator, and there are no revenants. The name Daemonheim is used alternately to refer to large land mass where the dungeon entrance is found, and also to the dungeon itself. The larger Daemonheim area is, depending on how you look at it, either a very large peninsula or an island that connects to the Wilderness via an isthmus (land bridge). It is a very large area that consists of terraces that you must climb up to reach the center, where the entrance to the dungeon is found. The above ground part of Daemonehim is mostly desolate. It contains only a few odd critters, such as (unattackable) chickens and a few wandering ghosts that cannot be interacted with. There is also ample evidence of a Fremennik camp in the area, which is part of the skills back story. It also has a banker, and a couple of NPCs that give out Dungeoneering rewards and skillcapes. Sponsored links help make RuneScoop possible; RuneScoop members don't see them. See here for more information about ads. The area directly around the dungeon entrances is devoted mostly to grouping players together into teams. This is described more fully where I discuss assembling a party. Most of your time will be spent within the dungeon of Daemonheim. This dungeon currently has 35 known floors (or levels), and it is expected that Jagex will add more over time. In training Dungeoneering, you begin on floor 1, which is the level closest to the surface. This is the easiest floor and the one that provides the least XP upon completion. As you train the skill, you gain access to higher-numbered floors that are further down (deeper) in Daemonheim. You get access to a new floor with every two levels gained in the Dungeoneering skill, so you can do floor 2 at level 3 Dungeoneering, floor 3 at level 5, and so on, ending with access to floor 35 at level 69. As you move deeper into the dungeon, the floors increase in difficulty. This occurs via more difficult regular monsters in the rooms, and also more difficult bosses. Note, however, that this isnt really entirely linear. While floor 1 is noticeably easier than floor 25, its not much different than floor 2 or floor 3. Also, the overall difficulty of each floor is scaled to the combat levels of the team, and theres some variability in boss difficulty anyway, so its common to have an easier time of floor 5 than floor 2. The amount of XP you get does increase regularly as you move from upper to lower floors, though. Dungeoneering floors are complex, dynamic entities that contain many rooms, doors, locks, puzzles, monsters, skill stations and resources. All of these concepts are are explained in detail in the section devoted to dungeon floors, as well as later sections that describe the raiding process as a whole. A huge dungeon with dozens of floors that all looked the same would get boring pretty quickly. To avoid this, Jagex divided the floors into zones that have unique themes, as they call them. Each theme gives a unique feel to a particular part of Daemonheim (though oddly enough, Jagex divided one of the themes into two parts, so it seems like there are four). The dungeon themes change the floors in primarily these ways:
The four zones (well, three with one in two parts) are described more thoroughly in their own section.
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