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Table Of Contents  RuneScoop.com
 >  The RuneScoop Ultimate Skill Guide for RuneScape
      >  The RuneScoop Ultimate Skill Guide - Dungeoneering
           >  The RuneScoop Ultimate Skill Guide - Dungeoneering - Combat Equipment and Spells

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Special and Slayer-Related Combat Equipment
The RuneScoop Ultimate Skill Guide - Dungeoneering - Skill Resources
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Magic Spells

Dungeoneering uses a specially-constructed “hybrid” spellbook that is tailored to the dungeon raiding environment. It is mainly comprised of standard combat spells (strike, bolt, blast, wave and surge) and combat “debuff” and target immobilization spells like weaken and bind. Added to these are a number of standard support spells, and a few extra combat-related and utility spells from the Lunar Magicks spellbook. There are also two new, unique spells used to allow teleportation within a dungeon floor.



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I have organized the spells into three tables below: one for elemental damage spells, one for indirect or support combat spells, and a third for utility spells. All spells have the same Magic level requirements in Daemonheim as in RuneScape proper, and use the same number of runes. As always, you must have completed Lunar Diplomacy to use Lunar Magicks spells, and Monster Examine and Humidy have the added requirement of Dream Mentor (the quest that enables them).

Table 115 lists all of the standard elemental damage spells used in Dungeoneering. XP is calculated as the base XP value plus 2 XP per damage dealt, as usual.


Table 115: Dungeoneering Spellbook - Elemental Damage Spells

Strength Category

Spell

Level

Runes Required

Maximum Damage

Base XP

Strike

Wind Strike

1

1 Mind, 1 Air

20

5.5

Water Strike

5

1 Mind, 1 Air, 1 Water

40

7.5

Earth Strike

9

1 Mind, 1 Air, 2 Earth

60

9.5

Fire Strike

13

1 Mind, 2 Air, 3 Fire

80

11.5

Bolt

Wind Bolt

17

1 Chaos, 2 Air

90

13.5

Water Bolt

23

1 Chaos, 2 Air, 2 Water

100

16.5

Earth Bolt

29

1 Chaos, 2 Air, 3 Earth

110

19.5

Fire Bolt

35

1 Chaos, 3 Air, 4 Fire

120

21.5

Blast

Wind Blast

41

1 Death, 3 Air

130

25.5

Water Blast

47

1 Death, 3 Air, 3 Water

140

28.5

Earth Blast

53

1 Death, 3 Air, 4 Earth

150

31.5

Fire Blast

59

1 Death, 4 Air, 5 Fire

160

34.5

Wave

Wind Wave

62

1 Blood, 5 Air

170

36

Water Wave

65

1 Blood, 5 Air, 7 Water

180

37.5

Earth Wave

70

1 Blood, 5 Air, 7 Earth

190

40

Fire Wave

75

1 Blood, 5 Air, 7 Fire

200

42.5

Surge

Wind Surge

81

1 Blood, 1 Death, 7 Air

220

75

Water Surge

85

1 Blood, 1 Death, 7 Air, 10 Water

240

80

Earth Surge

90

1 Blood, 1 Death, 7 Air, 10 Earth

260

85

Fire Surge

95

1 Blood, 1 Death, 7 Air, 10 Fire

280

90


Combat support and “debuff” spells are shown in Table 116. You must have unlocked Lunar Magicks to use Vengeance Other or Vengeance.


Table 116: Dungeoneering Spellbook - Combat Support and “Debuff” Spells

Spell

Level

Runes Required

Effect

XP

Confuse

3

3 Water, 2 Earth, 1 Body

Reduces opponent's Attack by 5%

13

Weaken

11

3 Water, 2 Earth, 1 Body

Reduces opponent's Strength by 5%

21

Curse

19

2 Water, 3 Earth, 1 Body

Reduces opponent's Defence by 5%

29

Bind

20

3 Water, 3 Earth, 2 Nature

Holds target in place for 5 seconds

30

Snare

50

4 Water, 4 Earth, 3 Nature

Holds target in place for 10 seconds

60

Vulnerability

66

5 Water, 5 Earth, 1 Soul

Reduces target's Defence by 10%

76

Enfeeble

73

8 Water, 8 Earth, 1 Soul

Reduces target's Strength by 10%

83

Entangle

79

5 Water, 5 Earth, 4 Nature

Holds target in place for 15 seconds.

89

Stun

80

12 Water, 12 Earth, 1 Soul

Reduces target's Attack by 10%

90

Vengeance Other

93 (Lunar)

3 Astral, 2 Death, 10 Earth

Player’s opponent receives roughly 75% rebound damage from next attack on player

108

Vengeance

94 (Lunar)

4 Astral, 2 Death, 10 Earth

Your opponent receives roughly 75% rebound damage from its next attack on you

112


Table 117 lists all of the utility spells in the Dungeoneering spellbook. The alchemy spells and Bones to Bananas are from the conventional spellbook, while the cure spells, Monster Examine and Humidify are from Lunar Magicks. Dungeon Home Teleport takes the place of the usual Home Teleport spell, but has no wait period before it can be reused. Create Gatestone and Gatestone Teleport are the only new spells in Dungeoneering; their use is described in the topic on dungeon floor navigation.


Table 117: Dungeoneering Spellbook - Utility Spells

Spell

Level

Runes Required

Effect

XP

Dungeon Home Teleport

0

--

Teleports to Starting Room; slow spell that is interrupted by combat

--

Bones to Bananas

15

1 Nature, 2 Earth, 2 Water

Converts bones in your inventory to edible bananas

25

Low-Level Alchemy

21

1 Nature, 3 Fire

Converts item into coins

31

Create Gatestone

32

1 Law, 1 Cosmic, 1 Air, 1 Earth

Creates gatestone for future teleport

--

Gatestone Teleport

32

--

Teleports player to dropped gatestone, which is destroyed in the process

--

High-Level Alchemy

55

1 Nature, 5 Fire

Converts item into more coins

65

Cure Other

68 (Lunar)

1 Astral, 1 Law, 10 Earth

Cures target of poison

65

Cure Me

71 (Lunar)

2 Astral, 2 Cosmic, 1 Law

Cures caster of poison

69

Cure Group

74 (Lunar)

2 Astral, 2 Cosmic, 2 Law

Cures players in surrounding area of poison

74

Monster Examine

66 (Lunar, Dream Mentor Required)

1 Astral, 1 Cosmic, 1 Mind

Shows combat statistics of target monster

61

Humidify

68 (Lunar, Dream Mentor Required)

1 Astral, 3 Water, 1 Fire

Fills empty vials in your inventory with water

65



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