Delve into Dungeoneering Remastered
Hey ‘Scapers,
We’ve teamed up with Rheyo for a full hands-on look at the Dungeoneering Remaster. He’s been given early access to jump into Daemonheim, test the changes, try out the new rewards, gear and Necromancy additions, and put the remaster through its paces. If you want to see the update in action before heading in yourself, make sure to check out his video below.
Dungeoneering Remastered is launching May 11th, bringing a wide set of updates to Daemonheim across gameplay, balance, rewards, Necromancy, visuals, interfaces and more, and we wanted to share a final preview of the update today!
When we first talked about this project, the goal wasn’t to reinvent Dungeoneering or turn it into something else. The core of what makes it work has always been solid. Going into a dungeon with nothing, figuring it out as you go, solving rooms, building up gear and taking on a boss at the end. That’s still the heart of it.
This update focuses on bringing that experience up to where it should be today. Less friction, clearer systems, better pacing, more meaningful rewards, and a much stronger reason to actually train Dungeoneering through Daemonheim again rather than feeling like you have to go elsewhere.
There’s a lot in here, so we’ll break down the key areas.
A Better Looking Daemonheim
Across all Dungeoneering floors, we’ve updated lighting, VFX and floor textures to improve overall clarity and readability. The aim here wasn’t to overhaul the look entirely, but to bring things up to a more modern standard without losing the atmosphere Daemonheim is known for.

Celestial robes and hill giants have had graphical updates, and a wide range of enemies, bosses and interactions have refreshed audio to make things feel a bit more alive when you’re running floors.
This is more about consistency and readability than anything else. It should feel like the same Daemonheim, just not one that’s been left behind.
Rebalancing Dungeoneering
A big part of this update is making Daemonheim feel like the main way to train Dungeoneering again, rather than something you dip in and out of while relying on other methods.
In our original blog, we discussed the possibility of reducing or removing token rewards from Elite Dungeons and Archaeology collections. After further consideration, we’ve decided to keep these methods unchanged and instead focus on improving token gains within core Dungeoneering. Players will now feel more rewarded for their efforts - particularly in the early to mid levels, where tokens previously felt scarce. This change reduces reliance on alternative token farming methods, while still keeping them as an option for those who prefer that playstyle.
- Token rewards have been increased to 20% of floor experience.
- A first-time completion bonus has been added for completing the final floor in each theme.
| Tokens compared to live | ||
|---|---|---|
| Level | Tokens accumulated | % increase |
| 30 | 17,673 | 1322.80% |
| 40 | 52,445 | 1409.81% |
| 50 | 65,267 | 646.20% |
| 60 | 144,748 | 530.21% |
| 70 | 297,525 | 403.42% |
| 80 | 547,214 | 275.67% |
| 90 | 1,219,266 | 227.90% |
| 95 | 1,979,312 | 226.21% |
| 99 | 2,831,886 | 217.84% |
| 105 | 4,947,201 | 209.63% |
| 110 | 7,972,532 | 206.01% |
| 113 | 10,652,374 | 204.85% |
| 120 | 21,079,633 | 202.69% |
Floor experience has also been rebalanced so that all floors feel more worthwhile across all levels. You should still feel progression as you move from Frozen through to Warped floors, but the gap between them has been reduced so rushing lower floors no longer feels like a necessity.
Base experience is now calculated from the floor itself, combined with your Dungeoneering level, and then affected by modifiers shown on the end-of-floor interface.
You’ll also now gain Dungeoneering XP from actions taken within the dungeon. Unlocking skill doors and performing skilling actions will award Dungeoneering XP at 10% of the skill XP gained. The idea here is to better reward actually engaging with the dungeon rather than just rushing through it.
On the combat side, mobs and bosses have had their life points increased. This isn’t about slowing everything down for the sake of it, but about making combat feel a bit more meaningful again, especially when it comes to bosses. They should feel like something you prepare for, rather than just another room to clear.
Prestige Replaced with Floor Buffs
The old Prestige system has been removed and replaced with a new floor buff system.
Prestige could be difficult to understand and was often punishing if you didn’t follow it exactly. That’s no longer the case. Floor XP is no longer penalised based on how you choose to run your floors.
Instead, completing unique floors now grants you one of five buffs:
- Death Penalty Reduction
- Extra Resource Chance
- Skilling XP Boost
- Damage Reduction
- Floor XP Boost
Each floor you complete adds a buff, cycling through the list in order. These stack as you go, and reset automatically once you’ve completed the number of floors available to you.
So rather than managing a system you need to optimise around, you’re just rewarded for continuing to play and complete floors.
If you want a deeper look into the reasoning behind this change and how it works in more detail, the original Dungeoneering Remaster blog goes into that.
Necromancy in Daemonheim

Necromancy is now fully part of the Dungeoneering experience!
You’ll find T1 through to T11 Necromancy equipment, necromantic runes and ectoplasm throughout Daemonheim. Equipment across all tiers can be crafted using ensouled materials once you’ve completed the Necromancy! quest, with lower-tier gear also appearing in the starting room or dropping from enemies.
T11 equipment sits at the top end and is only available as drops from specific bosses within Daemonheim. The full patch notes will be released on 11th May.
Forgotten Necromancers have been added throughout Daemonheim, replacing older Necromancer enemies, and the Necrolord boss has been updated to use Necromancy.
There’s also a new mini ritual site in the starting room! You can use this to create the materials you need using ink and candles bought from the Smuggler, in a simplified version of rituals compared to the overworld.
The Ring of Kinship has been expanded with three new Necromancy classes:
- Necrolord increases accuracy with Necromancy weapons.
- Conjurer increases conjure duration.
- Soulweaver gives a chance for Necromancy attacks to generate residual souls.
There’s also a new achievement, Dungeon Necromancer, for maxing out these classes. This is now required for the Dungeoneer Ring achievement.
Ring of Kinship
Alongside the new Necromancy additions to the Ring of Kinship all the classes have been reworked to function passively. This means you’ll no longer need to switch between classes - each can now be levelled independently, with all benefits applied simultaneously.
We’ve also reduced the total cost to fully upgrade a class by around 50%, making it a far more attractive way to spend your hard-earned tokens.
Rewards and New Goals
The Daemonheim Rewards shop has been updated to the standard reward shop interface, and the Elite Dungeons Reward Shop has been merged into it! Marmaros is now your main rewards trader.
We’ve adjusted some rewards as well as adding a range of new ones, these include;
- Adding hit chance and increasing strength of the different tiers of necklaces to make them a more appealing purchase at a lower level
- Adding Necromancy variants of existing items like Gravite and Chaotic armguards and lanterns, as well as new Occultist necklaces that build into stronger versions over time.
- Adding a new Necromancy amulet to Commander Zilyana's drop table: the Saradomin's Hum, which can be upgraded with a Chaotic Remnant, the same way the existing amulets from Commander Zilyana can
- The Chaotic Grimoire, new pocket slot item to aid in increasing crit chance in the mid game
- The Scroll of Excavating, which has a 2% chance to send excavated materials directly to your storage or bank.
- A tradeable chase item from warped floors that is required for the purchase of the new T90 Runious weapons.
Alongside that, you’ll find Retro Celestial robes, frozen and warped chaotic dye kits, and a new ferret pet with multiple colour variants.
These changes are aimed at giving Dungeoneering a stronger reward loop, whether you’re chasing upgrades, cosmetics or longer-term goals.
| Reward | Token price | Requirements | Notes |
|---|---|---|---|
| Occultist's undead necklace | 6,500 | Level 30 Dungeoneering Level 30 Necromancy |
T30 Necromancy amulet |
| Occultist's revival necklace | 15,500 | Level 50 Dungeoneering Level 50 Necromancy |
T50 Necromancy amulet |
| Saradomin's hum | N/A | N/A | T80 Necromancy amulet Dropped from Commander Zilyana and minions |
| Ferret pet | 750,000 | Level 110 Dungeoneering | |
| Ferret pet appearance - Blue | 100,000 | Requires the ferret pet | |
| Ferret pet appearance - Green | 100,000 | Requires the ferret pet | |
| Ferret pet appearance - Yellow | 100,000 | Requires the ferret pet | |
| Ferret pet appearance - Orange | 100,000 | Requires the ferret pet | |
| Ferret pet appearance - Red | 100,000 | Requires the ferret pet | |
| Retro celestial robes | 2,000,000 | ||
| Chaotic grimoire | 150,000 | Level 60 Dungeoneering | +7% to critical strike chance |
| Torn chaotic page | 2,000 | Level 60 Dungeoneering | 45 minutes of charge per page |
| Gravite guard | 22,500 | Level 55 Dungeoneering Level 55 Necromancy |
T55 Necromancy weapon |
| Gravite lantern | 7,500 | Level 55 Dungeoneering Level 55 Necromancy |
T55 Necromancy weapon |
| Chaotic guard | 150,000 | Level 80 Dungeoneering Level 80 Necromancy |
T80 Necromancy weapon |
| Chaotic lantern | 50,000 | Level 80 Dungeoneering Level 80 Necromancy |
T80 Necromancy weapon |
| Ruinous guard | 750,000 + 1 warped stone | Level 90 Dungeoneering Level 90 Necromancy |
T90 Necromancy weapon with T100 accuracy T100 damage against Creatures of Daemonheim |
| Ruinous lantern | 250,000 + 1 warped stone | Level 90 Dungeoneering Level 90 Necromancy |
T90 Necromancy weapon with T100 accuracy T100 damage against Creatures of Daemonheim |
| Ruinous rapier | 750,000 + 1 warped stone | Level 90 Dungeoneering Level 90 Attack |
T90 melee weapon with T100 accuracy T100 damage against Creatures of Daemonheim |
| Ruinous off-hand rapier | 250,000 + 1 warped stone | Level 90 Dungeoneering Level 90 Attack |
T90 melee weapon with T100 accuracy T100 damage against Creatures of Daemonheim |
| Ruinous maul | 1,000,000 + 1 warped stone | Level 90 Dungeoneering Level 90 Attack |
T90 melee weapon with T100 accuracy T100 damage against Creatures of Daemonheim |
| Ruinous staff | 1,000,000 + 1 warped stone | Level 90 Dungeoneering Level 90 Magic |
T90 Magic weapon with T100 accuracy T100 damage against Creatures of Daemonheim |
| Ruinous crossbow | 750,000 + 1 warped stone | Level 90 Dungeoneering Level 90 Ranged |
T90 Ranged weapon with T100 accuracy T100 damage against Creatures of Daemonheim |
| Ruinous off-hand crossbow | 250,000 + 1 warped stone | Level 90 Dungeoneering Level 90 Ranged |
T90 Ranged weapon with T100 accuracy T100 damage against Creatures of Daemonheim |
| Warped stone | N/A | N/A | Tradeable drop from Warped floor bosses Required to buy the ruinous weapons. |
Ruinous Weapons
A new set of untradeable T90 weapons, Ruinous weapons, have been added to the Daemonheim Rewards shop!
These come with T90 damage and T100 accuracy, along with a passive effect called Warpbane, which increases damage dealt by 12% against Creatures of Daemonheim.
They’re purchased using Dungeoneering tokens alongside a new tradeable drop, the warped stone, which is obtained from bosses on Warped floors.
The warped stone can be awarded through completion of any size dungeon although you'll find the best rates on large floors.
These are designed to be a strong, long-term chase reward tied directly to Dungeoneering, offering competitive stats and a new upgrade weapon path for Dungeoneerers!
Quality of Life Across Daemonheim
There are lots of quality of life changes in this update. What’s listed here is a highlighted selection of some of the most impactful changes, all aimed at making Dungeoneering feel much smoother and easier to jump into.
- You no longer need to bank before entering a dungeon. Items are now handled automatically when starting a run.
- Key doors, skill doors and gatestones now show on the map, and unlocking a door will automatically reveal the adjacent room, saving an extra click each time.
- Complexity has been simplified down to Low and High, removing the less-used middle options.
- Skill doors can now be attempted even if you don’t meet the level requirement. If your level is lower you’re more likely to fail, but retries are automatic and failing no longer deals damage.
- Ironmen can now Dungeoneer with non-Ironmen, making it much easier to find groups. Competitive Group Ironman players remain restricted to their own group.
- The Ring of Kinship has been streamlined. All class effects are now passive, so there’s no need to switch between them, and alternate rings have been removed as a result.
We’ve also made a wide range of improvements across puzzle rooms and bosses to reduce delays, improve clarity and remove unnecessary frustration.
Skill requirements for many puzzles now scale more appropriately with your party, animations have been sped up, and messaging has been improved across the board. Several puzzles have also had failure states adjusted so you no longer lose items or get reset in ways that feel punishing.
That includes updates to some of the more notorious rooms like ferret puzzles, which should now feel far more reliable and less fiddly to complete!
Bosses have also seen targeted improvements. Blink now has clearer telegraphing and reduced damage in certain attacks. Luminescent Icefiend’s shield phase can now be actively broken down rather than waiting it out, and Skeletal Horde has been slightly sped up with clearer mechanics.
There’s a lot more here beyond what we’ve highlighted, so if you want the full breakdown, make sure to check out the patch notes on launch day!
Smuggler’s Storage and Binds
We’ve introduced a new system called Smuggler’s Storage!
This gives you more control over what you carry between floors. You start with 3 slots, increasing up to 15 as you level Dungeoneering.
It’s not designed to replace your binds, but it does give you far more flexibility than before when deciding what to keep between runs.
The bind system has also been expanded, with a fourth loadout added and the total number of bound items increased from 12 to 16. The interface has been updated with clearer tooltips and unlock indicators to make it easier to understand.
The Smuggler will now also appear in the boss room at the end of a dungeon, giving you a much easier opportunity to update your binds and storage before your next run.
What’s Been Removed
As part of simplifying Dungeoneering and reducing outdated systems, a number of features have been removed.
This includes:
- Scroll of Daemonheim
- Guide Mode
- Shared XP
- Dungeoneering Party Simulators
- Gorajo cards, including Dungeoneering wildcards
- Floor skips.
These removals are focused on reducing unnecessary complexity and removing systems that either weren’t widely used or no longer fit the direction of the skill.
Where applicable, items have been refunded:
- Scroll of Daemonheim → refunded with 30,000 Dungeoneering tokens
- Dungeoneering Party Simulators → refunded with their original Dungeoneering token and Invention part costs
- Gorajo cards and Dungeoneering wildcards → refunded based on type:
- Solo cards: 5,000 Dungeoneering tokens each
- Team cards: 15,000 Dungeoneering tokens each
If you want a deeper look at the reasoning behind these decisions, the original Dungeoneering Remaster blog goes into more detail on the design approach, which can be read here.
Coming Next
This is the main Dungeoneering Remaster release, with follow-up updates arriving on May 18.
This includes full speedrunning support, alongside environment updates to Dungeoneering Sagas and other Daemonheim-related content, as well as improvements to Elite Dungeoneering outfit fragment gathering.
We’ll share more on those when they are released.
Back to Daemonheim
Dungeoneering has always been one of RuneScape’s most unique skills, but it’s also one that hasn’t had the attention it needed for a long time.
This update is about bringing it back into a place where it feels good to play again, while keeping the identity that made it stand out in the first place.
Whether you’re coming back for rewards, Necromancy, XP, completion goals or just to run floors with friends again, we’re looking forward to seeing you back in Daemonheim.
See you inside!



