|Also known as||Dg, Dung, Dunge|
|Release date||12 April 2010 (Update)|
as of 18 Dec 2014
as of 18 Dec 2014
|Players with 120||18,715|
as of 18 Dec 2014
Dungeoneering is a skill that consists of exploring the dungeons of Daemonheim by solving puzzles, unlocking doors, fighting monsters and Bosses, and using all other RuneScape skills to solve puzzles to ultimately survive its depths. It was released on 12 April 2010 and is open to both free players and members. Dungeoneering takes place underneath an old castle named Daemonheim, which contains a dungeon of 60 floors with six different themes: Frozen, Abandoned I, Furnished, Abandoned II, Occult, and Warped.
Unlike other skills that are trained alone, players can cooperate to train in groups of up to five people, receiving the most experience per dungeon, although soloing is possible and widespread. Most players choose to do the deeper floors with a group, rather than solo, because the greater xp awarded with larger party size is more apparent on those deeper floors. While completing these dungeons, players may also earn experience in other skills by accomplishing various skill-related tasks. The items and skilling materials involved are all different to their counterparts on the surface.
No items created or found within Daemonheim can be removed from the dungeon; likewise, no items found or created on Gielinor can be taken into Daemonheim, with the exceptions of the Ring of kinship, Orb of Oculus, Gorajo cards, any XP-boosting amulets, Keepsake Keys, and all tiers of the Daemonheim aura. Other items can be brought in only during Salt in the Wound.
Players can train Dungeoneering past level 99 up to level 120, at which point players will have over 104 million experience. This unique maximum level is called "true skill mastery". Although other skills offer equivalent capes, Dungeoneering is the only skill that offers actual obtainable levels past 99.
The current minimum requirement to be ranked (at approximately rank 804,079) on the hiscores for Dungeoneering is level 15. As of 18 December 2014, there are 80,347 current members that have achieved level 99 in Dungeoneering.
The skill is trained entirely within the dungeons of Daemonheim, although experience can be gained from rewards such as XP lamps. This separates the skill's training from the rest of Gielinor. However, some one-time experience rewards are available from entering Resource Dungeons and completing quests which give Dungeoneering XP.
While the skill is open to free players, parties on free worlds where the average combat level is between 90 and 138 will receive 50% less experience than parties whose average combat level is under 90 or above 138. This handicap affects all players in the party regardless of their own combat level.
On 19 July 2010, the skill received a massive upgrade to include, among other things, the ability to purchase Chaotic weaponry and unlock surface-world Resource Dungeons. Dungeoneering/Construction could be used within Dungeoneering to build facilities in the starting room, such as altars or cooking ranges.
On 19 August 2010, the members-only Occult floors were released with Dungeoneering requirements from 71 up to and including 93, making a total floor count of 47. Five new rewards were also added: the Scroll of Efficiency, Magical Blastbox, Herbicide, Ring of Vigour, and the Rigour prayer. Some further changes were made, such as the addition of a one-time resetting of the Ring of Kinship's class upgrades.
On 2 November 2010, the Warped floors were released for members with Dungeoneering unlock requirements from 95 to 119. Along with the floors came the final pieces of level 99 equipment obtainable within Dungeoneering. Additionally, the Twisted bird skull necklace, Split dragontooth necklace, Demon horn necklace, Scroll of cleansing, Amulet of zealots, Celestial surgebox, Spirit cape, and Sneakerpeeper spawn) were released, available from the rewards trader.
On 11 April 2012, a toolbelt was added within Dungeoneering, allowing players to carry tools, hatchets and pickaxes included, without occupying space in their inventories. The update also made keys shared between all party members, again without use of the inventory. Finally, raw resources were made stackable, and most stackable items were given a drop-x option, including coins.
On 2 April 2013, offhand weapons were added to Dungeoneering to allow for dual-wielding. This included the new ability to make and receive wands, orbs, and throwing knives, along with new shields for Ranged and Magic. The Charming imp reward was also added with a cost of 100,000 tokens.
On 10 September 2013, the Daemonheim Tasks were released. These tasks were the first to incorporate Divination. Rewards included the Daemonheim aura, a potion bind (which may be traded and dropped), a secondary role in the Ring of Kinship (allowing up to full effect of the secondary role at the same time as the primary), a hard mode dungeon option, and the title Of Daemonheim (which requires completion of all floors on Hard mode).
On 10 November 2014, the second half of Prifdinnas was released, which included the ability to find lost potion recipes within Daemonheim. The update also included two new resource dungeons, offering access to edimmus, the Motherlode maw, and, once per day, a Gorajo card that may be taken into a dungeon and activated to produce various gameplay-changing effects.
As Dungeoneering is trained primarily in Daemonheim, players need to travel to its location on a huge peninsula off the east coast of the Wilderness. Fortunately, the peninsula itself is not actually in the Wilderness, is safe, and can be safely reached in two out of three options:
- Teleporting directly to Daemonheim using the Ring of kinship; the preferred method. The ring is obtained from the Dungeoneering Tutor at the castle entrance, so players have to first reach Daemonheim by some other means to unlock this method.
- Boarding a Fremennik ship at either the dock behind the Al Kharid bank or the dock in south-west Taverley. Players arrive at the edge of the Daemonheim peninsula and must follow the path north-west to the castle itself. This is the recommended method for those without a Ring of kinship.
- Walking north along the east coast of the Wilderness, whereupon players will easily find the peninsula. The entrance is roughly north of the Varrock Lumber Yard.
At the start of each dungeon, the bound items from the player's active loadout will appear in their worn equipment and inventory.
Preparing for a dungeonEdit
To begin a dungeon, players must dismiss their familiar if they have one and deposit all of their items into a bank, such as the Fremennik Banker by the castle entrance. The items exempted from this are:
- Ring of kinship
- Daemonheim aura 1, 2, 3, 4
- Orb of oculus
- Festive aura
- Any pendant of Skill or any prismatic pendant
- Dragon keepsake keys
- Mad necklace
- Pumpkin amulet
- Christmas pudding amulet
- Any Valentine necklace
- Gorajo cards
After it has been acquired, it is not necessary to carry the Ring of Kinship when beginning a dungeon, although if the player is hosting the party, it is required in their inventory or ring slot. The Ring of Kinship can be claimed by talking to the Dungeoneering Tutor across from the Fremennik Banker.
Within the castle courtyard, there are several energy barriers, and two entrances in the east and west walls which players may enter, assuming they meet the requirements to do so. The barriers are:
- Free-for-all barrier
- Frozen floors barrier, if complexity 6 is unlocked
- Abandoned 1 floors barrier, if floor 12 is unlocked
- Furnished floors barrier, if floor 18 is unlocked
- Abandoned 2 floors (commonly abbreviated "a," "a2" or "aba") barrier, if floor 30 is unlocked
- Occult floors (commonly abbreviated "o" or "occ") barrier, if floor 36 is unlocked
- Warped floors (commonly abbreviated "w" or "warp") barrier, if floor 48 is unlocked
- The southwestern and southeastern dungeon entrances are for players who manually create parties, and are also the entrances used if players wish to train with any party size lower than five.
In the central 'Free-for-all' barrier, players are automatically teamed up to form a party to any floor. The other barriers do the same, except with floors restricted to their theme. If there are not enough players to form a full party, the dungeon will begin regardless after some time, even if the player is alone.
It should be noted that very few players use the barrier-grouping rooms, instead choosing to manually create parties and thus begin dungeons via the two dungeon entrances. This allows players to choose carefully who they Dungeoneer with.
Making a partyEdit
To begin hosting a dungeon, the player must choose the option "Open Party Interface" from the Ring of Kinship. This opens an interface where the dungeon's floor, complexity, and party size can be set, among other options.
The dungeon's size and party size difficulty are set upon beginning a dungeon at either entrance.
There are 60 floors to Daemonheim. The higher the floor, the greater the xp upon completion, and the higher the level of the enemies and overall difficulty. To access a given floor, all player's in the party must have a Dungeoneering level of at least twice the floor number, and then minus 1. For example, level 39 is required to unlock floor 20 ((20 x 2) - 1 = 39). Moreover, to unlock a floor, the previous floor must be cleared once the player has the level for the next. For example, a player with level 38 Dungeoneering completes floor 19 and later reaches level 39, they must complete floor 19 again to unlock floor 20.
The accessible floors of every player in a party are shown in separate columns in the Party interface. A floor is only suitable for a dungeon if it is accessible to the entire party.
Floors in the columns are assigned tick marks if they have been completed since the player's last ring reset.
Complexity is a 6-tier scale that determines how many skills will be involved with the dungeon—the higher the complexity, the more skills accessible. There is a penalty on Dungeoneering experience that diminishes as the complexity is set higher, until it vanishes entirely at complexity 6.
All skills are incorporated with complexities 5 and 6, and all free-to-play skills are available with 3 and below.
Dungeons are generated in small (4x4 grid), medium (4x8 grid), or large (8x8 grid) sizes. A dungeon may contain up to the maximum number of rooms possible from that grid, but generally the room count is smaller due to blank areas on the map.
The maximum number of rooms per size is:
- Small: up to 16 rooms
- Medium: up to 32 rooms
- Large: up to 64 rooms
If there are fewer than 3 players in the party, only small size and medium size dungeons are available; a party of 3 or more is required for a large-sized dungeon.
Dungeon size, coupled with party size and floor depth, are the major factors in experience rewarded upon completion.
Suggested dungeon sizeEdit
In general, it is recommended to complete floors on large difficulty, as more experience is awarded per floor. However, this is not always the case—some players prefer to complete mediums, finishing more dungeons in the same amount of time at the cost of experience and efficiency per ring-reset.
The player should not be afraid to experiment with dungeon settings, as there are many factors that affect overall efficiency. If he or she dies often on large floors, reducing xp, or has difficulty exploring efficiently, mediums may be the better choice.
Prestige is a crucial element to gaining maximum experience per dungeon. Once all floors have been completed since the player's last reset (all floors with tick marks), the Prestige should be reset to ensure maximum experience gain.
Party size difficultyEdit
Every dungeon is designed for a specific number of players, ranging from 1 to 5. This number affects drops, the combat levels of the monsters, the players required for puzzles, and even characteristics of the boss. The number of players the dungeon is built for can be set manually when beginning a floor. It is not possible to set the number higher than the amount of party members.
More experience is awarded with a larger party size, although soloing and 2 person are viable options, even if not as efficient.
It is worth noting that if players leave the dungeon, puzzles requiring the full amount of players can no longer be completed. This can be avoided by setting the dungeon to generate for one less player (for example, setting it to 4 in a 5-man party), but this reduces the Dungeoneering experience earned. The decision is up to the party host.
Guide mode is an option accessible in the party interface. Enabling it highlights rooms on the dungeon map that are essential for dungeon completion (that is, rooms that are not bonus). However, completing a dungeon with guide mode reduces experience awarded on completion. Guide mode is always active in complexities 1 to 4.
The ultimate goal in raiding a dungeon is to locate the boss and defeat it, granting access to the exit ladder. However, in order to locate the boss, parties must slay monsters, solve puzzles, craft items, and both find and use keys, all while traversing the dungeon's deadly labyrinth of rooms.
Practice and strong teamwork are essential for efficient Dungeoneering.
The Starting RoomEdit
When the raid begins, all players will be transported to the dungeon's starting room. The key features are:
- The Smuggler. Items and commodities can be purchased from him using coins earned within the dungeon.
- The starting equipment tables. Relatively low-level equipment, food, rune essence, and modest stacks of coins can be claimed here.
- The Group gatestone portal (only available in higher complexities). Accessible through one of the walls, this portal allows players to teleport to the Group gatestone.
- The construction hotspot. By default this is the aforementioned Group gatestone portal, but with the correct materials and required Construction level, the portal may be replaced with a variety of other facilities. See Dungeoneering/Construction.
- A runecrafting altar. Unlike runecrafting altars on the surface, altars in Daemonheim can be attuned to craft any non-combination rune except Armadyl, provided the player has the required Runecrafting level. Further altars may be found elsewhere in the dungeon.
- A Summoning obelisk (only available in complexities 5 and 6). Functions like a standard summoning obelisk, although restricted to Dungeoneering-specific pouches and scrolls. Further obelisks may be found elsewhere in the dungeon.
- The Divination crater. Unlike the obelisk or altar, this crater is the only one in the dungeon. Harvested memories can be refined here.
The Dungeon Home Teleport spell (commonly abbreviated as "ht") returns the player to the starting room for free.
A gatestone is an item that, when dropped, allows the player to teleport to it from anywhere in the dungeon, except under very rare circumstances. This teleportation is extremely important to clearing floors with speed.
There are three types of gatestones:
- The Group gatestone (only available on complexities 5 and 6). The party leader is given this gatestone by default at the start of a dungeon. It may be traded and dropped as the party wishes. This gatestone can be teleported to via the Group gatestone portal or, more conveniently, the Group Gatestone Teleport spell, requiring 64 Magic and 3 Law runes.
- The personal Gatestone. This gatestone is not given at the start of a dungeon and must be created with the Create Gatestone spell, requiring 32 Magic and 3 cosmic runes. When dropped, the gatestone is visible only to the player who placed it. It cannot be traded. The player may teleport to their gatestone with the Gatestone Teleport spell.
- The Gatestone 2. This gatestone is a second personal gatestone, unlocked after completion of the Elite Daemonheim Tasks. Unlike the Create Gatestone spell, the Create Gatestone 2 spell requires no runes. Both gatestones can be created and dropped separately. The player may teleport to their second gatestone with the Gatestone Teleport 2 spell.
It is recommended to place gatestones near doors that require keys which have yet to be obtained, or in branching parts of the dungeon far from the starting room.
Players progress through the dungeon by entering rooms through doors. However, there are different types of doors with different criteria to permit access.
- The basic door. This door has no requirements for entry and a player may pass through as soon as they find the door.
- A Guardian door. This door is locked until all hostile monsters within the room have been killed. Such doors will relock if a Reborn warrior teleports into the room. These doors are responsible for the majority of combat within Dungoneering.
- A Key door. These doors are locked unless possesses the required key. Keys can be found on the ground throughout the dungeon. These keys follow the template of having a random colour and random shape, both chosen from a list of predefined options. Note that within a dungeon, there is only one door for every key and vice versa. See Dungeoneering keys for more information.
- A Skill door. These doors suffer various blockages can be cleared with a sufficient level in a required skill. See Dungeoneering/Doors for a full list of these doors.
- A Puzzle door. These doors require completion of a puzzle before they will unlock. In some cases a puzzle is required simply to access a door, which may be a door of any other type except a Key door. See Dungeoneering/Puzzles for a full list and techniques for each puzzle.
Other features of gameplayEdit
- All armour, weapons, runes, ammunition, food, and other supplies necessary will be provided or can be made (provided the player's party has anyone with the skill level and someone can obtain materials to make them) or found inside the dungeon.
- Players may fill their toolbelts with all equipment, such as a needle, pickaxe, or hatchet. Tiered equipment works in the same way as the overworld, where a higher tier will replace lower ones and will be used from the toolbelt instead of any lower-tier ones (so long as the player has the level required to use it).
- The team is linked by the Ring of kinship. The ring performs several functions within the dungeon, mostly within the extra interface tab that it generates. The ring interface allows the toggling of shared experience, monitoring of team status, and allows teammates to view other teammates' inventory, familiar's inventory, stats, and worn items. In addition, players may specialise in certain roles by using the ring's customisation feature.
- Dropped items do not vanish as they normally do in the RuneScape overworld, but instead appear immediately to all players as they are dropped. This includes monster drops, inventory management drops, and drops upon quitting. These items will not disappear so long as the dungeon exists with at least one player inside of it, with the exception of less-useful items such as ashes, bones, and burnt food. Junk items placed on the tables in the room with the smuggler will not experience this disappearance.
- Until the 11 April 2012 update, there was a maximum limit on the number of items a room (even the start room) could contain. Items dropped in a room at its maximum capacity would cause other items in the room to disappear. The update removed this limit.
- When typing in public chat while in a dungeon, all messages are visible to everyone in the party regardless of where other players may be. Players, even on opposite sides of the dungeon, are able to communicate without using private messages.
- Rooms of the dungeon are connected by doors. It is not possible to see the a room beyond a door if it has not been opened—this occurs the first time any player tries to enter the door. All subsequent attempts to enter the door will allow the player to pass through the door into the room which is connected to that door.
- Some doors are locked or blocked off and must first be somehow accessed via special techniques before the door can be used. Some doors require a key, while some require a level in a certain skill to open. If a player does not have the required level, a message will appear in the chat box: "You need a (skill) level of (level) to do that." Once a door is unlocked, all players may pass through it.
- Upon death, players will respawn in the starting room with the Smuggler, and their death counter will be incremented by one. Most items are kept on death; however, if a personal and/or group gatestone is/are in a player's inventory, it will be dropped wherever the player died and they may teleport back to it at any time. If both types of gatestone are stored in a player's inventory at the same time, they will both be dropped.
- The leader of a Dungeoneering party can make a flashing arrow appear over a monster by right-clicking on the monster they desire to mark and clicking "Mark". This can be used to sight powerful monsters and to guide the party in various ways. Party leaders should be wary, however, that some monsters do not have this option, and it cannot always be relied upon.
- If a player leaves, all the items which the player possessed and were not bound are dropped where they left. If a player returns, they will be placed in the same exact location in they left, with any items they dropped under them (provided they haven't been picked up by another player already).
Roles of the team/PositionsEdit
- Keyer - Usually the host of the floor who leads the party and is charged with opening as many rooms as quickly as possible. As the name suggests, they run to most of the key doors, and are in charge of the movement of the group gatestone. The keyer is also responsible for marking monsters in a guardian room. A marked monster most commonly means that within the room in which it resides is a guardian door and to proceed to that room next, unless the mark is placed in same room as the rest of the team and could be used to quickly signal a monster which may be hiding or a dangerous monster to focus attacks on. Before the 11 April 2012 update, keyers were also required to hold the keys found within the floor. This update made giving the keys to the keyer significantly easier, as all keys became automatically shared by the entire party.
- Skiller - A skilling position, the person in charge of gathering and making items needed such as food, armour, and potions for opening doors. A skiller also helps prepare for the boss fight, and will make a home altar if needed. Skillers often customise their Ring of kingship to gatherer for a chance at more supplies and artisan for a chance of saving supplies while making armour and weapons. This role is now rarely present, especially amongst dungeoneers of level 90 and higher, and is usually found to slow the rest of the group down.
- Fighter - This role is one of combat: kill everything that either the keyer or the skiller requests them to kill. Typically if a skiller needs a room cleared, they will ask the keyer to take the team there to "clean" the room to either a "hood safe" or safe condition for the collection of resources (unless in a group of high dungeoneering levels, in which it is rare to ever see a room cleared for the specific purpose of skilling). Follow the order in the combat section unless a different monster is marked by the keyer.
Ideally, players should open doors and follow paths separate to each other while communicating keys and doors to the rest of the party. Some rooms can and should be cleared by one person when the opportunity presents itself, as this allows the rest of the team to open doors at the same time (although this is not possible with certain rooms such as the emote mimic room). With good communication and effective use of personal gatestones, teams can complete dungeon significantly faster in this manner when compared to having one person open all doors and others fight.
It should be noted that these roles are more specific to preformed groups and those before the Evolution of Combat update. For instance, a player whose combat level is low and is a skiller might not be accepted in dungeons; it is common to see players who demand at least close to maximum combat levels if one is to request a party invitation. Similarly, the term keyer is scarcely used because all keys picked up are shared by the whole team and they are not kept in inventory; therefore effectively making the role obsolete: usually everyone is expected to pick up keys upon sight and open doors like the rest of the team.
Abbreviations used within DaemonheimEdit
There are many abbreviations used within Daemonheim, for different items, bosses and puzzles.
Shared experience is an option set on a per-player basis. The party leader cannot change this for other players. Players may choose to receive experience from the activities of other players or not by clicking on the XP button to the right of their name in the party interface. This option can be changed on the fly, unlike other options, which are set before the dungeon and then cannot be changed while in the dungeon.
The experience gained by using skills or opening skill doors is shared among the person doing the skill and everyone in the party with the required level who has the option enabled. Players do not receive shared experience from actions that they could not have done themselves because of level. Players also never receive shared combat experience from fighting creatures or prayer experience from burying bones, even if the option is enabled. However, all experience from opening skill doors or completing skill puzzles can be shared, even for combat and prayer.
If a player turns off shared experience, it does not prevent experience from the player's activities from being shared with others. The option only controls whether players receive shared experience from other players, not whether they share their own experience.
On higher levelled teams, most of the keyers will require you to have xp-share OFF as this will help them predict the map. If no one in your party understands why it should be off exactly, there is no use for it.
There used to be a myth that turning xp-share off decreased the amount of guardian doors in a dungeon. This however has not been proven, and is most likely spread by higher levelled players that didn't bother properly explaining why it should be turned off.
Using shared experience does decrease experience gained of you and others. This is also determined by whether or not party members have the required level to do the actions in question. The experience distribution is 55% to the party member doing the action and 45% to those with shared exp on, for a party of size 2.
Finding a teamEdit
When finding a team, many players use abbreviations. For example, the abbreviation for the floor of the dungeon is "F". It is common for players to say "trade me" or "Hosting" if they wish to be the party leader and need members for their party. It is also common for players to say "inv me", "joining party" "need floor (x)", or "n(x)" where (x) is the floor, if they wish to be invited to a party. Another way of hosting floors people tend to use is, for e.g. when doing an Occult floor - "O+4" is used to show the player is hosting an Occult and needs another four people to have a full party of 5.
Players can gain prestige for completing floors that have already been marked off in a particular theme, provided that another floor in the theme remains unmarked. For example, a player who needs to mark off floor 36 can join a party hosted on floor 37 in order to mark off the lower floor at its relevant base experience. This has made it easier for players to join teams, particularly at higher Dungeoneering levels. However, caution should be taken, as joining a party hosted on a lower floor level will result in the player receiving the base experience of the lower floor.
It is also much easier to find players that can access lower floors, as these are accessible to a greater number of players. Accordingly, when participating in large dungeons, players should aim to complete deeper level floors first. This will ensure that the relevant base experience is obtained, and that minimal difficulty occurs in finding a team relevant for your Dungeoneering endeavors.
The RuneScape forums are another good way to find a team. It is under the "RuneScape-Specialist" forum. Then click on the "Adventuring Parties" category. Here you can make a new thread stating what floor, what complexity, and specific requirements (ex. Combat 100+ only) you would like in your group. Another option is to look through the forums and find somebody that you can help. One other easy way to find other people wanting to join a party or looking for people in a party is to join a Dungeoneering clan. Dungeoneering servers are often so crowded that the chatbox moves too fast to read when at Daemonheim.
When beginning to train Dungeoneering, players on a high complexity will begin every dungeon with only their Ring of Kinship, except for the party leader, who is given the Group gatestone. However, certain items can be bound — that is, they will appear either equipped, in the player's inventory, or in the bind pool at the start of every dungeon.
The items that may be bound are:
- A weapon, stackable throwing knives included
- A piece of armour or jewellery
- An ammunition bind: either a stack of arrows or a stack of runes (up to 125, or 225 with completion of Salt in the Wound). A stack does not need to be bound at once; for example, if a player has 125 arrows bound and then completes Salt in the Wound, they may obtain 100 more arrows of the same type and add them to the bound stack.
- A potion (with completion of the Medium Daemonheim Tasks)
It is worth noting that potions and stackable items are given their own bind slots separate from the rest — they do not take up slots in the bind pool. Additionally, an ammunition bind cannot be viewed in the bind pool, and must be managed in the player's inventory or worn equipment interface.
All bound items are identifiable as having a (b) appended to their name. All of a player's bound items are viewable in their bind pool, which is accessible from the Smuggler. Although the bind pool holds 10 items or, if the player has completed the Hard Daemonheim Tasks, 12, the player can only carry a small number of those items at once: their active bound item limit. That number increases with a higher Dungeoneering level.
|Dungeoneering level||Number of Active bound items|
|1||1 (2 if using an offhand item)|
|20||2 (3 if using an offhand item)|
|50||3 (4 if using an offhand item)|
|90||4 (5 if using an offhand item)|
|120||5 (6 if using an offhand item)|
The bind pool also offers three loadouts for the player to create and wear while Dungeoneering. Each loadout is limited by the amount of binds a player may carry at once. A loadout is set by dragging bound items from the pool and onto the loadout's spaces. The same item may be used on more than one loadout. Potions and ammunition binds cannot be included in a loadout as they are carried automatically, and thus, neither ammunition nor potion binds count towards a player's active bound item count.
One loadout may be marked with the check mark to the left of the interface to select that loadout as the default upon starting a dungeon. Items in that loadout will be equipped on the player, and if two bound items compete for the same slot, the unworn item will be placed in their inventory. Other loadouts may be temporarily adopted during a dungeon by clicking the respective white arrow to the loadout's right.
Bound items cannot be traded, sold, or alchemised, and to unbind an item is to destroy it permanently. The only way to reclaim an item is to obtain another of it, either by making one or receiving one as a monster or boss drop.
The highest-levelled weapon the player can wield and reasonably obtain should always be their first bind. As more active bind slots are unlocked, the player is given more immediate options. High-level armour is a recommended next bind.
When binding armour of the same combat class, the player receives the most benefits per item by prioritising body armour above leg armour, and then above head armour, and then above gloves and boots.
An important item to consider binding is the Shadow silk hood. This piece of magic armour is commonly used among players of all combat classes. Wearing the hood makes the player invisible to all humanoid enemies except mages. However, Forgotten mages, Necromancers, Reborn mages, Mercenary leaders, and Seekers may disable the hood's effect for a amount of seconds that increases with the monster's combat level. This item is very useful as a sole piece of armour, but it is not necessarily the best option, and can be replaced with higher-level headgear when the player has access to multiple pieces of armour at once. This item is obtained as a rare drop from the Shadow silk spider, which requires 41 Slayer to kill.
There are some other items that, while generally not of use, are worth knowing about:
- The Blood necklace. When worn, this item will every 15 seconds deal 400-600 damage to all adjacent enemies and heal the player for the damage dealt. It also provides a small damage bonus to all combat styles. It is obtained as a rare drop from the Edimmu, which requires 90 Slayer to kill.
- The Hexhunter bow. While statistically inferior to the Sagittarian longbow, the Hexhunter bow (also a shieldbow) has a passive effect that raises damage against magical targets. It is obtained as a rare drop from the elusive Soulgazer, which requires 99 Slayer to kill.
For an ammunition bind, players who have completed the Medium Daemonheim Tasks can claim 40 free law and cosmic runes from the Smuggler to create gatestones with. This and the use of Runecrafting frees up the ammunition bind for arrows if the player chooses to use a bow, although if the player uses Melee, which requires no ammunition, or Magic, which uses weapons that provide their own runes, they may choose to bind extra law or cosmic runes regardless. Alternatively, nature runes, coupled with a magic weapon to provide fire runes, allow a source of income through High and Low Level Alchemy, and Astral runes may be used to cast Lunar spells, such as Cure Me.
For a potion bind, it is recommended to bind a strong combat potion to consume early in the dungeon and thus quicken clearing of guardian doors with. Alternatives include a Strong gatherer's potion to raise Divination to create higher-level Portents of passage.
Ending a dungeonEdit
Players may leave the dungeon at any time via the ladder in the starting room or via the "Leave Party" button in the party interface.
In order to complete a raid, the boss must be defeated (see Bosses for tips on defeating the boss). At this point one player will receive a random item from the boss's drop table, and a ladder to the next level will appear on the wall. Players may then opt to complete the dungeon and begin the next raid by clicking the ladder.
As soon as one person clicks on the ladder and selects the "Yes, continue" option, a timer will start to count down to the end of the floor, the length of which (in minutes) is one less than the number of players. The time will reduce by a minute each time another player opts to leave. Therefore, if all members of the party opt to leave, the dungeon will end instantly.
Players will then receive Dungeoneering experience, and be shown a dialogue box indicating how much experience was gained, and the bonuses and penalties that determined this. This will directly affect your token gain as well, as you gain 10% of your experience in tokens (that's one token per ten experience, or for an easy way to figure it out, drop the last digit of the experience needed, or if finding how much experience one would need for a reward, add a zero to the end of the tokens required). See Dungeoneering/Winterface for more details.
After thirty seconds, the party will move on to the next floor automatically, as long as everyone in the party has a high enough Dungeoneering level. Otherwise, the same floor will be repeated. If the skip calculation button which is initially in the top right of the interface is clicked, it will be replaced by several numbers in boxes, each representing a player in the party. These can be used to skip the interface, if everyone in the party selects "Ready", or leave the party and return to the surface, by right clicking and selecting "Leave"
XP calculation is always calculated using the following formula (note that prestige XP, penalty percentage, and bonus XP percentage may be 0):
Note that, contrary to popular belief, penalties and bonuses affect your overall experience by lowering and raising the base experience by certain percentages, rather than the Active Floor experience.
Main article: Dungeoneering Skills
Every skill can be used in some way while raiding the dungeons. They can give advantages, such as access to bonus rooms, or are sometimes necessary to complete a dungeon. The uses of skills while in a Dungeon are unique to Daemonheim. Doors that require skills to open start at Complexity 5.
Inside dungeons, when a player performs a skill task, they will receive a set amount of experience for it (for doors, it depends on the level that was required for the door). At the same time, anyone with experience sharing enabled via their Ring of Kinship's party interface will receive a reduced amount of experience from the aforementioned task, so long as the player has the level required to perform that action too. If the player does not have a high enough skill level to perform a task, they will receive no experience at all for the task (ie, someone else burning a grave creeper branches when the player only has a Firemaking level of 89, the player will not get experience at all because grave creeper branches require a Firemaking level of 90 to burn). This is a nice benefit to dungeoneering in groups.
|Attack||To increase the chance of doing damage to the monsters and bosses, if using melee. Also lets you wield better weapons.|
|Agility||To pass certain obstacles in the dungeons without receiving damage and there are some doors which require a certain Agility level to open.|
|Constitution||To be able to withstand more hits from the powerful monsters and bosses, and therefore survive longer in the dungeons, meaning you die less.|
|Construction||To repair broken doors that can't be opened, and to repair broken barrels so that they can be pushed to unlock rooms. Used to fix the supports in the mining room. With the 19 July "Dungeoneering 1.5" update, Construction may now be used to build various skill hotspots in the start room by using the items needed to make a certain object and right clicking on the Group Gatestone Portal or whatever is currently built and clicking on "Replace".|
|Cooking||Used to cook raw fish on a fire or range to prepare food that can be used to heal. Also used to add fish and then mushrooms to potatoes.|
|Crafting||To make ranged and magic armour from raw materials. Also used to fix pulleys in broken doors so that you can open them, and to craft stone body parts for magical constructs and weapons for statues so you can pass the room.|
|Defence||Lowers the chance of getting hit by the monsters and bosses, and lets you wield better armour.|
|Divination||Used to create various types of Portents of passage and Portents of restoration. Also used to drain certain doors of divine energy to open them.|
|Farming||Allows players to grow food and potion ingredients in farm patches, as well as to pick plants for mage armour. Also used to prune vines from certain doors in order to open them. Jagex confirmed that there will be more options in Dungeoneering to use Farming soon.|
|Firemaking||To set fire to branches, allowing you to cook food on them. Also used to burn log piles blocking doors in order to open them.|
|Fletching||Used to make bows, arrows, arrow shafts, staves and hunter traps.|
|Fishing||To collect raw food from fishing spots located around the dungeon. Also used for certain puzzles.|
|Herblore||Used to create potions from ingredients bought/found in the dungeons. Also used to open doors. Jagex has confirmed that there will be more options in Dungeoneering to use Herblore in the future.|
|Hunter||To allow players to set traps made with the Fletching skill. Also used to catch ferrets with crystals around their necks, which will open up doors.|
|Magic||To allow players to dispel the magical barriers on certain doors. Also used for its normal use in combat, as well as charging the magical constructs that appear on floors four and up. Magic is also used to activate lodestones that appear in the 4 colour room to align all the crystals into one to activate the light in the middle to make it brightly lit. This action requires a Magic level of at least 90 in order to do so.|
|Mining||Used to harvest ore from rocks, used in some events to mine stone from rubble and to unblock doors covered with rocks.|
|Prayer||For exorcising dark spirits from certain doors so that you may pass through them, as well as its normal use in combat. Recharging prayer is limited to a certain amount of points per dungeon depending of the size of the dungeon you are in. In small dungeons, the amount you can recharge is ten times your prayer level, in medium dungeons it's twenty times your prayer level, and in large dungeons it's thirty times your prayer level (with a Prayer level of 89 - 890 in small, 1780 in medium, 2670 in large). Caution is advised regarding prayer usage. Additionally, bones may now be used on Daemonheim's altars to gain 4x experience.|
|Ranged||Allows you to wield better bows and armour, and increases the damage when using ranged in combat. Ranged is also used in some puzzles, such as guiding the ferret onto the pressure pad puzzle.|
|Runecrafting||To craft runes to be used in spells. To enhance crafted staves with elemental or catalytic powers. Also used in puzzles to activate crystals, flip tiles, and to imbue rune energy into doors so that you can open them and into constructs that open heavy doors.|
|Slayer||For slaying some special creatures that require a slayer level, that may give special items as drops.|
|Smithing||To turn ore into melee armour, melee weapons and arrow tips, or create tools for harvesting raw material. Also used to repair keys for some doors.|
|Strength||Increases the damage you do when using melee to fight the monsters and bosses. Also allows you to open barred doors, and push heavy barrels. Allows you to wield mauls of equal or lesser strength requirement.|
|Summoning||To infuse and summon familiar pouches, allowing them to fight for you throughout the dungeon. Also used to dismiss rogue creatures blocking some doors. Allows you to understand what familiars say, which is useful for the summoning riddle puzzle.|
|Thieving||Used to open some chests which contain items and picking the padlocked doors to unlock them.|
|Woodcutting||To cut wood from various trees and growths around the dungeon. Also used to chop away barricades blocking doors so you can open them. Used to chop dry sticks in the hunter ferret puzzle.|
Combat while Dungeoneering consists of the three attack types: Magic, Ranged, and Melee. Daemonheim has its own spellbook with a combination of Standard spellbook and Lunar spellbook, with three new spells too. Ranged and Melee only use weapons specific to Dungeoneering, all of which can be player-made, provided the resources can be found or bought and players have a high enough skill to Smith, Fletch and/or Craft them, besides Primal, Celestial, and Saggitarian equipment, which can only be obtained from boss drops.
The order in which monsters are preferably killed is usually Shades>Mages>Rangers>Warriors. With this in mind the keyer should "mark" targets due to their damage ratio and position in the room.
This is based on the Shadow silk hood's ability to hide the wearer from all humanoids except mages and necromancers. Thus it would make sense that a team with hooded players would use the hood's concealment effect to their advantage. Even if you don't have a hood yet, someday you may get one from a Night Spider, and learning to take out monsters in this order will not only help you in the future, but will help your team in the present. It also benefits those wearing metal armour, since mages pose the greatest threat to them.
Players must defeat the boss in order to complete the floor.
Once you enter a boss room it will be nearly impossible to exit through the door during the fight. It's highly recommended that you create a gatestone before entering the boss room to minimise the number of deaths. You should always determine what the boss is instead of rushing into it. There are a couple of bosses, such as the Luminescent Icefiend, which you cannot even teleport out of, so make sure you're ready for a fight.
|Floor Type||Boss Name||Dungeoneering Level Required||Floors||Drops|
|Astea Frostweb||1||1-11||Wands and shoes|
|Icy Bones||1||1-11||Knives and vambraces|
|Luminescent icefiend||5||3-11||Daggers and off-hand daggers|
|To'Kash the Bloodchiller||17||9-11||Mage gloves|
| Abandoned 1|
Also found in Abandoned 2
|Skeletal Horde/Divine skinweaver||23||12-17, 30-35||Helmets|
|Hobgoblin Geomancer||23||12-17, 30-35||Leather boots|
|Bulwark beast||23||12-17, 30-35||Pickaxes and Hatchets|
|Unholy cursebearer||29||15-17, 30-35||Staves|
|Stomp||35||18-29||Coifs and ranged shields|
|Har'Lakk the Riftsplitter||35||18-29||Rapiers and off-hand rapiers|
|Lexicus Runewright||39||20-29||Hoods and orbs|
|Sagittare||45||23-29||Longbows and arrows|
| Abandoned 2|
|Bal'lak the Pummeller||65||33-35||Warhammers and off-hand warhammers|
|Skeletal trio||71||36-47||Shortbows and arrows|
|Runebound behemoth||71||36-47||Robe bottoms and mage shields|
|Necrolord||77||39-47||Chaps and off-hand knives|
|Yk'Lagor the Thunderous||89||45-47||Battleaxes and off-hand battleaxes|
|Blink||95||48-60||Longswords and off-hand longswords|
|Warped Gulega||95||48-60||Robe tops|
|Hope devourer||101||51-60||Leather bodies|
|Kal'Ger the Warmonger||113||57-60||2h swords|
Most food available in the dungeon are fish, cave potatoes, and mushrooms. Cave potatoes and mushroom seeds are found mostly by killing monsters. Free players can only access raw and cooked fish, and bananas using the bones to bananas spell though not any product of other food. As mentioned free players can only gain food by buying or fishing them as raw form, or loot from fallen enemies and smuggler room as cooked form.
As you progress through the dungeon, you will be able to grow and cook cave potatoes, which you can then combine with fish and/or mushrooms to form more complex foods.
For example, Raw cave potatoes and mushrooms are grown in a farm patch and take about 1 minute to grow. To cook them you need a range, some logs, and a tinderbox OR just logs and a tinderbox. Note that unlike on the surface, cave potatoes can be cooked over ordinary fires, although there is a significantly increased chance of burning them. Use the logs with the range and then the potatoes with the range. Then add the fish, and/or your choice of mushrooms. There are two kinds of mushroom, Gissel mushroom and Edicap mushroom, which heal 30 and 90 LP, respectively. Gissel mushrooms require a Farming level of 34, and Edicap mushrooms require level 68 Farming. Baked cave potatoes heal 30 LP plus the total amount of LP healed by the ingredient(s) they are combined with. For example, a Gissel mushroom and Salve eel potato will heal 260 LP, whereas the Salve eel itself heals 200 LP.
You may also use food items with other players to heal them. Without any medic property of Ring of Kinship, food can heal 100% amount of life points. They will get a message saying "[Player's Name] gives you a [food item], which you eat." This will terminate both player's action of attacking, and temporarily stop both from moving. If they already have full life points and you try to use food with them, you will get a message saying "As tasty as a [Type of Food] is, [Player's Name] already has full life points".
The spellbook contains a combination of the Lunar and Standard spellbook spells. There are four new spells which help players teleport around while Dungeoneering: Dungeon Home Teleport, Create Gatestone, Gatestone Teleport, and the Group Gatestone Teleport.
In addition to regular monster-filled rooms, a dungeon may contain one or more puzzle rooms. These puzzles range in difficulty and complexity. Many puzzles require certain skill levels to be performed and accomplished, and others may cause the players to suffer damage if the puzzle was not done properly.
Upon completion of a dungeon raid, players will receive Dungeoneering skill experience and a number of tokens equal to a 1:10 ratio of the experience received (1 token per 10 experience). These tokens are smuggled outside of Daemonheim so that they may be traded with the rewards trader in the Daemonheim camp for items to be used outside of the dungeons. Players may also receive weapons, armour, or other things that they can bind and take to the next floor.
There are 20 resource dungeons scattered all over Gielinor. Each requires a certain Dungeoneering level to enter and grants a one-time Dungeoneering experience reward upon first entry.
Every dungeon contains creatures, resources, or both. Some of these entities are exclusive only to their respective resource dungeon.
While Dungeoneering, one can sometimes find parts of different journals near the exit ladder after a boss is defeated. They can also be dropped by monsters, albeit rarely. They can be viewed at any time by talking to the Dungeoneering Tutor just outside the gates of Daemonheim. However, they are of no use within dungeons after players pick them up from the monster they received it from, so they may be destroyed safely.
Tips for unlocking musicEdit
- All Glacialis tracks are unlocked on the Frozen floors, all Desolo tracks are unlocked on the Abandoned floors, all Adorno tracks are unlocked on the Furnished floors, all Occulo tracks are unlocked on the Occult floors, and all Torqueo tracks are unlocked on the Warped floors.
- All five themes will have 10 possible music tracks to unlock not including the 6 Boss-specific tracks in each theme.
- Every time players enter a room with an enemy in it, the music player will randomly select a track. If the room is repeatedly entered and exited, players can unlock these music tracks very quickly.
- All bosses have their own music, so if players want to unlock them quickly, they should do small dungeons with the 'guide' option turned on. If the room before the boss has monsters in it, there is a glitch where it will not unlock the music track. If they are looking for a specific boss and have completed enough Daemonheim tasks, they can use their Daemonheim Aura to choose which boss to face at the end of the dungeon.
- The Dungeoneering cape and the Dungeoneering master cape boost the skill by 1 level temporary. However, the boosts of these items wear off as soon as they are unequipped, and the capes cannot be taken into dungeons. It is possible to temporarily reduce the dungeoneering level via the frost effect at the entrance to the God Wars Dungeon, resulting in the inability to access higher floors. For example, at 1/99 dungeoneering, it is only possible to access floor 1, instead of floor 50. However, if the floor has been set before the skill level is lowered, players can still access that floor even if the interface does not show the floor. Access to the dungeoneering resource dungeons is not affected by the stat reduction.
- Toffee apple and Sugar skull obtained from the SoF during Halloween 2012 have the possibility of boosting your Dungeoneering level by 2.
Rollback and system updatesEdit
On 14 April 2010, at approximately 5:00pm (UTC), Jagex had to shut down the RuneScape servers due to a Dungeoneering related bug where the experience for crafting all runes was accidentally increased (2000 experience points per nature rune, 1400 experience points per fire rune, etc) instead of being decreased. All accounts were rolled back by about 30 minutes. The login server was offline for 4 hours. There were also numerous system updates throughout the first week after Dungeoneering was released as developers scrambled to fix various design bugs as they were uncovered, many of which made certain rooms impossible to complete, even with all the required skill levels. There were instances of multiple updates within one hour, which made training extremely frustrating to players who were unable to finish a dungeon before the update occurred. They also cut the experience gained on free servers by 50% for players with 90+ combat level. This update was mostly made because many members logged into free worlds to train dungeoneering because the combat levels of monsters in free worlds are lower than those in member worlds.
- There was(?) a bug which caused some dungeons to have a "null-square" square when which right-clicked, you could select "Examine ", with really nothing after it. Clicking this would return an empty line break on the player's chat log. It is unknown if this has been fixed, as the bug is rare and hard to find.
- Chests and other unmovable objects occasionally appear in front of trees or facing the wall, causing them to be impossible to reach.
- It is possible for wisps to spawn in areas of rooms that are not accessible.
- When a player completes the Tears of Guthix activity, the message for increasing the Dungeoneering skill is "You feel the mysteries of Daemonheim unravel."
- It takes 6,495,080 (level 115) tokens to purchase both maximum upgrades for the Ring of kinship and one of each reward item.
- The use of any XP lamps, experience-boosting items or XP rewards on this skill was not possible for the first 14 days after the release of Dungeoneering.
- In 2004, Jagex released an "Upcoming updates" article in which plans were announced to add to the game "Randomly generated scenarios, where a new adventure is generated for you and your friends each time you go on it. Form an adventuring party and go on your own personal quest". Not until 2010, however, was Dungeoneering actually released.
- The death counter in the upper left corner will be maxed at 15, meaning that dying more than 15 times in a dungeon counts as dying just 15 times.
- In September 2010, there was a bug that allowed players to get twice the experience upon finishing a floor. Many of the players who were in top 5 at that time (level 114) quickly got level 120 within 24 hours. However, due to a fault in the bug detection system, Jagex banned innocent players as well. As Jagex was unable to reliably tell which players abused the bug, Jagex reversed the bans and gave all affected free membership.
- On 17 May 2011, Jagex added the first Player-made content to the Knowledge base in the form of a Dungeoneering Skill Guide written by the player Skiller . As such, this is the first Player written content which has been added to the Game Guide.
- The Occult floors can be seen near the railway area in Another Slice of H.A.M., when using the Orb of oculus. It is likely that these are the templates for generating a Dungeoneering floor.
- Upon an update with Dungeoneering, a new route to Al Kharid from Lumbridge was created thanks to the bridge that connects from the Lumbridge Swamp to the Fremennik Boat to Al Kharid.
- If you create a Dungeoneering party then leave it without entering a dungeon, a message will come up saying "You collect your toolbelt as you leave". Even though you did not enter a dungeon or even take the belt off.
- If you try to inspect yourself using the Ring of Kinship interface, a message will say "Why don't you just use your inventory and stat interfaces?"
- When 2 players in a party try to open the same key door at the same time, there will be 2 chat messages stating the key is used.
- If you train Runecrafting here without completing Rune Mysteries, you automatically level up on the first experience point you get, as opposed to normally levelling up, but this only applies for going from level 1 to 2. After that, levels are gained normally.
- When a player enters the Occult and Warped floors, the Zamorakian-like symbol doesn't appear anymore on the carpet near the Smuggler at the starting room and the rest of the dungeon.
- When the ring of kinship is used on the table in the floors base, player will get a message saying "You cannot place an item there" and then kicked out of the party. This has been fixed.