|Ab1/Abd1/Abdn1||Abandoned 1 Floors|
|Ab2/Abd2/Abdn2/A2/A||Abandoned 2 floors|
|High Warp/HW||High warped floors (usually floors 57+)|
|TF||Thunderous floor, floors 45-47|
|FF||Fleshy floor, floors 42-44|
|A/O||Abandoned 2 or occult floor|
|C1/Rush||Complexity 1 Dungeon|
|M/Med||Medium sized dungeon|
|L/Lrg||Large Floor (L can be also used for leech)|
Large is assumed if no floor size is given
|F1, f2, f3, etc.||Refers to floor numbers.|
Refers to the amount of people still needed to start that floor. Example: Occ+2 means that 2 more people are needed for an occult floor. F44+3 means that 3 more people are needed for Floor 44.
Proceeding is a list of common abbreviations within Dungeoneering itself. Parties often use these abbreviations to shorten typing time and thereby decrease the overall elapsed time.
|gt/ggs||"Group teleport," or "group gatestone". If used as a standalone, the player is requesting anyone who is idle to teleport to it. (ggs is typically only used by lower level players)|
|gtc||"Group teleport clear." Teleport to the group gatestone to clear the requested room (i.e., kill all the monsters). Less common than gt or gtgd.|
|gtgd/ggsgd (and other variants)||"Group teleport, guardian door." Teleport to the group gatestone to clear a guardian door room|
|denk||"Dead end no key"|
|dewk||"Dead end with key"|
|gdm||"Guardian door marked" (when idle, players should make their ways to the mark and finish the room)|
|gtd [X]/g8d [X]/gs [X]/gated [X]||Personal gatestone dropped at X location, usually with regards to a key or skill door.|
|g2 [X]/gate 2 [X]||Gatestone 2 dropped at the specified location|
|fg/fgt||"Free gate" (personal gatestone(s) has not been placed anywhere else)|
|nfg||"Not/no free gate" (personal gatestone(s) already placed elsewhere)|
|ht/base||Cast Home teleport OR used to direct team to a location using the home/base as a reference point.|
|"Move group teleport." Move the group gatestone to the target destination or player. Target player should drop a personal gate stone at his or her current location, teleport to the group gatestone, pick it up, and return to his or her personal gatestone.|
|hgt||"Hold group teleport/gatestone"|
|hgte||"Hold group teleport for end." The person who has the end door gated should hold the group gatestone and be ready to move it to the end when called|
|mgtb/sgtb||"Move group teleport to boss." Move the group gatestone to the boss room. Superseded by "mgte" when boss is dead.|
|mgte/sgte||"Move group teleport to end." Move the group gatestone to end (when boss is killed)|
|gto x||"Group teleport, open X door" (i.e. "gto 99 Herblore"). See also, "gt [skill]."|
|gt [skill] /ggs [skill]||Teleport to the group gatestone and open the skill door mentioned (usually level and skill are announced, i.e. "gt 99 con"). The abbreviation "ggs" is usually only used by lower level dungeoneers.|
|Rehood||Breaking the line of sight for the shadow silk hood to re-enable to conceal players. Deprecated by the inefficiency of a shadow silk hood bind after the evolution of combat update (and at high Dungeoneering levels in general).|
|gte||"Group teleport end." Teleport to the group gatestone and end the floor|
|bgt/buying/buy||"Buying group teleport/gatestone." (requesting to move the group gatestone)|
|sgt/selling/sell||"Selling group teleport/gatestone." (requesting that someone move the group gatestone); if no conditions precede or proceed the request, it is to anyone with a useful location at his gatestone.|
|dgt/cgt||"Drag/carry the group gatestone." (carry the group gatestone along with you) instead of leaving it on the ground|
|gh x||"got herb x type." (such as got herb Winter's grip, Lycopus and etc.)|
|path [door]||Open the door (i.e. "crimson wedge" or "cw") and "path" it (follow it until it dead-ends).|
Critical path (the path that leads to the boss)
Usually ascertained by the xp obtained from a skill door. Experience from doors in the 460 and 505 range is often critical, though may also be bonus, and this only holds true if at least one player in the party has level 99 in the skill required. The critical path is always continuous, i.e. it will always be one piece and will never be disconnected from another part of itself. The critical path contains keys and skill doors for bonus rooms.
Note that in free-to-play dungeoneering, any door giving from 210-255 xp is considered critical in 5:5, assuming at least one player has level 50 (or higher) in the given skill.
Bonus path (The path that gives you extra xp and will eventually leads to dead ends or skill doors over level 99)
455 xp or less is a bonus door and 510 or more xp is also bonus. Doors that give 510-535 xp are doors that require level 100-105 in the given skill; therefore, they are bonus. This all assumes that at least one player has level 99 in the skill, and the dungeon is the highest difficulty it can be (i.e. 5:5).
Note: In the free to play version, any door giving an amount other than 210-255 xp is considered to be bonus in 5:5, assuming at least one player has 50+stats. Also, any door requires a level of 50 or more to complete is considered bonus.
|b/boss||Boss (called as soon as it is found)|
|Primal||Refers to a primal (tier 11) Forgotten warrior|
|Trollgazer||A colloquialism for seekers, as they bear a visual similarities with soulgazers, and may thereby be confused for each other at a glance.|
Key door abbreviationsEdit
Within a dungeon the names of the different keys and doors are often abbreviated. To form a door abbreviation state the colour first then the shape e.g. Crimson Corner could be cco or crco.
It is most common that the shortest abbreviation be used, such as: cco rather than crco, sp rather than spent, and so on.
|Key door colour||Abbreviation|
|Silver||s, si, sil|
|Key door shape||Abbreviation|
|Corner||co, crn, corn|
|Triangle||t, tr, tri|
|Rectangle||r, re, rec|
Players should avoid using "g" for colour, as well as "c" for shape as they can be either the gold or green colours and corner or crescent shapes, respectively.
Puzzle door abbreviationsEdit
Descriptions of how to solve the puzzles can be found here
Alternatively some puzzles such as the statue bridge/grapple tightrope are more commonly referred to only by skill levels required to complete (that the person calling lacks) e.g. gt 86 con. Some puzzles which use the same name within the dungeons have been omitted e.g. Pondskaters.
|Fish ferret/ff||Fishing ferret|
|Ramo||Ramokee familiars (special guardian door)|
|Frem/fremmy/skills||Fremennik camp room|
|Flowers/ivy/vine||Flower roots puzzle|
|Coloured blocks/blocks||The coloured recesses puzzle|
|Ports/Portals||Portal maze (Warped floors only)|
|Barrels||The push barrel puzzle|
|Riddle room||Enigmatic hoardstalker|
|Emotes/motes/emo||Follow the leader|
|Stats||can refer to either the sliding statues, 10 statue weapon, or 3 statue weapon rooms.|
|Ms||Moving statue room|
|Ghosts||Ghosts guardian door|
|Night/Night gazer||Night-gazer Khighorahk|
|Shadow/Shadow forg||Shadow-forger Ihlakhizan|
|Ballak/pumm/pummeler||Bal'lak the Pummeller|
|Thunder/Thundy/Thunderous||Yk'Lagor the Thunderous|
|Kal/Kalger||Kal'Ger the Warmonger|
|Hob Geo||Hobgoblin Geomancer|
|Necro||Necrolord (note: "necro" can also refer to the necromancers)|
|Saggy/Sag||Sagittare (note that "sag" can also refer to Sagittarian equipment)|
|Warped gulg/Gulega||Warped Gulega|
While Dungeoneering, directional indicators can be used, such as "altar 2w1n of ht" which would indicate there is an altar 2 rooms West and 1 North of the Base/Home Teleport. You can use the compass near the minimap to navigate using these directions.
|GTB||Go to boss|
|Gorg||Gorgonite (can also refer to a Gorgonite forgotten warrior)|
|Prom, Prome||Promethium (can also refer to a Promethium forgotten warrior)|
|Saggy, Saggi, Sag||Saggitare boss, Saggitarian Forgotten ranger, or Saggitarian equipment|
|Zeph, Zeppy||Zephyrium, typically referred to as a material for making an altar|
|Bovi||Most Typically refers to Bovistrangler branches, but can also refer to any items name using the branches.|
|Ssh||The Shadow silk hood (can also be the silver shield key)|
|Bn||The Blood necklace|
|Hex||The Hexhunter bow|
|T1, T2, etc.||Referring to ring of kinship customizations or resource tiers, i.e. tier 1, tier 2, and so on|
Suicide/Leech. This means the host suicide keys (picks up no food and tries to complete the critical path as quickly as possible) and there is a leecher (someone who does nothing) on the team. As one could probably assume, the "S" is for suicide, while the "L" is for leech; therefore, any number in front of a letter means that there are that many of that type; for example, "s2l" and "1s2l" both refer to a single suicider with two leeches.
|SNL||Suicide keying, no leech. The host picks up no food, suiciding to complete the critical path as quickly as possible, without a leech. Often done as a favor to someone, or to try to improve keying time. Just as with "S/L," a number in front of the "S" implies that many suiciders; for example, "2SNL" means two suiciders, no leeches.|
|J/L, JL||Join-and-leave. Once the dungeon starts, participants leave the dungeon. Common with item hunts, i.e. attempting to obtain primal, sagitarrian, or celestial equipment from bosses. This is done because 5:5 dungeons have a higher rate of yield for top-tier equipment.|
|Tyff||Thank you for the floor|
|Row||Multiple dungeons with the same party. Usually, party members will click the skip button on the WINterface, then click their respective buttons to continue. Leaving at this screen implies that one is done running the row, and the host will need to find a new member to replace them. It is considered rude to the host and team to join a "Row" but leave after the first floor.|