There are 11 tiers of weapons and armours accessible in the Dungeoneering skill. Players are limited in their use of equipment by their combat skill levels but not their level in Dungeoneering.
The weapons and armour have higher bonuses than the weapons and armour outside of the area Daemonheim, but carry greater negative bonuses, especially against unexpected classes of combat (magic robes will incur ranged and melee accuracy penalties, but melee gloves and boots carry a strength bonus which potentially encourages wearing a full set of melee armour in combat). While non-Dungeoneering magic and ranged armour generally do not have melee attack penalties, magic and ranged equipment found in Daemonheim do have melee attack penalties, making mixed combat armour less desirable.
There are no one-click special attacks for any weapons in Daemonheim; only special weapons and armours have passive special feats.
Tier 11 equipment cannot be smithed or crafted by players; they can only be obtained as drops from bosses. Due to the fact that only 4 items can be bound at once, and that the current boss in that room may drop tier 11 equipment, only a maximum of 5 parts of tier 11 equipment can be worn at once, and so no player character can wear full tier 11 equipment.
Daggers attack at the same speed as a rapier and offer the same attack styles. Metal daggers can be poisoned, and the Frostbite and Hailstorm daggers have 20% chance of dealing an extra 50 damage per attack. They also provide a small Magic attack bonus, which can come in handy for hybrids. Regardless, it is not advisable to bind these weapons, due to relatively low bonuses.
Rapiers are equally fast as daggers and offer better strength and attack bonuses, although they cannot be poisoned. They can also be used with a shield to make use of the Tank class ring or with magical boxes for easy switching between melee and magic attacks. The main drawback to rapiers is that their offensive bonuses are still not as high as most other weapons. Some players prefer binding battleaxes or longswords due to their better strength bonus and accuracy.
They are slower than rapiers, but they have a better accuracy and strength bonuses. They can also be used with shields to utilise the Tank class ring, or with magical boxes for effortless switching between melee and magic attacks. They are slightly more accurate than battleaxes, but they sacrifice strength for this.
It should be noted warhammers have better accuracy and a little less strength bonus than a longsword.
They offer better strength bonuses than longswords and warhammers, and have same attack speed, but, they have less accuracy. Nevertheless, they are one-handed like longswords and warhammers, and can therefore be used with a shield in order to utilise the Tank class ring. Alternatively, battleaxes can be used with the magical blastbox or the celestial surgebox for effortless switching between melee and magic attacks.
Two-handed swords are slightly weaker than mauls and equally slow, but are very versatile as they can use both the 'crush' and 'slash' attacks styles. Some players prefer having two handed swords over mauls due to this versatility. Furthermore, as both styles can be used in the 'Aggressive' stance, many players prefer to use two-handed swords with the Berserker class ring. The main drawback to using them is that they are, obviously, two-handed. Therefore, shields cannot be used with them, preventing use of the Tank class ring. This can also pose a problem if a dragon is encountered, as two-handed swords cannot be used with anti-dragon shields, instead forcing the use of prayers or potions, which only provide partial protection and may result in large amounts of food or prayer being wasted if the dragon is not dispatched quickly.
Warhammers have the same attack speed as battleaxes and longswords, but offer better accuracy at the cost of some strength. They can also be used with a shield in order to utilise the Tank class ring, or with a magical box for quick switching between melee and magic attacks. The main drawback to warhammers is that they can only use the 'crush' attack style.
Spears are also a great alternative to one handed weapons, they have the same attack speed as longswords, battleaxes and warhammers, while offering higher bonuses in accuracy and strength. However, they cannot use the 'Accurate' or 'Aggressive' stances, and subsequently cannot be used in tandem with Tactition or Berserker class rings. In addition, they are 2-handed, which prohibits the use of the Tank class ring. This can also pose a problem if a dragon is encountered, as they are unable to be used with anti-dragon shields, instead forcing the use of prayers or potions, which only provide partial protection and may result in large amounts of food or prayer being wasted if the dragon is not quickly dispatched. Spears can be poisoned but this must be done before binding.
These are the alternatives to 2-handed swords. Like warhammers they only use the 'crush' attack style and equally slow as two-handed swords, but they have more accuracy and strength than both. Contrary to popular belief, mauls are far more inaccuate in practise than 2-handed swords due to that they only use the "crush" attack style, as within Daemonheim the attack style greatly impacts the damage outputs, not just the equipment accuracy/strength bonuses. One of the other main drawback to using them is that they are, of course, two-handed, disallowing the use of a shield, which also prevents the use of the Tank class ring. This can also pose a problem if a dragon is encountered, as they are unable to be used with anti-dragon shields, instead forcing the use of prayers or potions, which only provide partial protection and may result in large amounts of food or prayer being wasted if the dragon is not quickly dispatched.