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< Dungeoneering

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This article is focused on how one can successfully key dungeons very quickly and very efficiently. However, the keyer is not the only factor in the speed of a dungeon and for a dungeon to go smoothly and quickly, the help of the entire team is necessary.

The keyer's inventoryEdit

For a dungeon to go as fast as possible, the keyer's inventory should contain the following items right when the dungeon begins:

  • Law runes - for teleporting to the group gatestone.
  • Cosmic runes - for gating doors. Be sure that all players have cosmic runes right when the dungeon begins, you will need all players to gate doors.
  • When you get to higher levels of dungeons, you will find that summoning a bloodrager familiar can be extremely useful. It not only increases your defence level by an invisible amount, but also helps you defeat enemies. You will find that as you get to high levelled dungeons (high occult and warped) that these familiars will save you food and end up benefiting you more than using a worldbearer familiar might.
  • Any level worldbearer to hold food. Encourage your team to collect all charms/bags and drop at the starting room for both you and your skiller to utilise. The difference is speed. Once a Skiller has a bag then the keyer should get one then the fighters get what's leftover. Don't forget they can help you fight too.

The terminology needed to keyEdit

There are many abbreviations used within Daemonheim, for different items, bosses and puzzles. The use of these abbreviations can greatly reduce your floor time.

How to keyEdit

Rushing MethodEdit

  • First and foremost, don't ever waste your time doing a guardian door unless it is absolutely the only way you can go. The correct thing to do when you reach a guardian door is to shout "gtgd" or "ggs gd" and promptly drop the ggs and move in another direction.
  • Encourage your team to "tank" lever rooms. This means only to kill creatures that would kill you such as a 133 Mysterious shade. Other aggressive monsters should be ignored to make the room go quicker.
  • Try to avoid clearing any room that is not a guardian door, as this wastes time and effort.
  • Try to do every puzzle room you come across on your own unless it is too dangerous or would be much easier with the help of your team.
  • Always remind your teammates to gate doors you don't have the keys to
  • Once your team has told you that they have finished clearing a guardian door, put your personal gatestone at your position and retrieve the group gatestone so that your teammates can assist you in what you are doing.
  • Don't be afraid to yell at your teammates if you think they are slacking off. Remember that keying is the most difficult job in the dungeon party and that nobody should sit by and leech while you are doing it.
  • Don't be afraid to ask for help. If a room is too hard or contains too many high levelled monsters, call your team to you. That is what they are there for.
  • Don't spend time skilling unless you are idle (fishing, woodcutting, farming, etc.) this goes for the whole team. If there is a shortage of food, however, do not be afraid to fish or encourage your team to fish. Always share food and make sure that your team does also.
  • Don't quit in rage. It is highly frowned upon and not only wastes your time, but your teammates' as well.

Relaxed DungeoneeringEdit

  • First and foremost, you will need a Keyer, Skiller and 3 fighters. The better they know their jobs/roles will define how well you are able to complete the dungeon. Make sure everyone who wants it, has shared experience on.
  • The Keyer should make sure all "Resource" rich rooms are "hood safe" for the skiller or designated fighter to collect the items within. A good skiller won't have armour or food. so its important to keep them safe while collecting materials that will in turn keep you from getting killed on the floor. No deaths is more exp for you.
  • The Keyer is always the first one to receive armour and a summoning bag/follower.
  • The Fighters should never follow a keyer, doing so wastes supplies and pray. When the Keyer marks a monster for death, kill it, when the keyer calls for ggs gd, report to the room via teleport spell and kill marked monster it is important for everyone to work on the same kill taking something out follows the kill order, so the faster you take out the highest threat the less damage you will take from the smaller threats. However, the Keyer may chose to take out certain monsters or beasts due to their positions in the room Taking out the most likely threat or most heavily damaging monster first.

Selling leeches and suicide keyingEdit

This is only for keyers who have 100+ dungeoneering but best at 120 as the customer has to trust that the keyer knows what they are doing, recommended world to do this in is 67. At first glance, this method of dungeoneering seems to be cheating the system as it allows one player to just sit at base and do nothing while the rest of the team is forced to carry that player's slack, but this is untrue. The way this works is the keyer advertises that they wish to sell a leech ("Selling floors pm me"). When the keyer receives a private message from a customer, a price is negotiated (based on how high the floor is), and then the customer pays the keyer the agreed amount. The keyer then advertises that they want players to join a party with a leech and a suicide keyer "F37+3 s/l". Players want to join these parties because they can actually be faster than a party without a leech and a suicide keyer. Once the party is full the dungeon begins:

  • The keyer, true to the name, must not care whether or not he/she dies. This means that the keyer should never spend time gathering food unless there is some laying on the ground.
  • The keyer follows a procedure similar to the above, except runs into any room that has a door that needs to be opened without caring whether or not he/she dies. This makes for a faster keyer and a faster dungeon.
  • Levers in a 5:5 dungeon can be done with only 4 players. The keyer stands in the corner where two levers are extremely close together and tells the remaining 3 players to pull their levers on 3. The keyer counts to 3, but pulls one lever a little bit before entering 3 and then pulls the other lever a little after 3. (therefore entering 3 in-between the levers).
  • When an emote room is found, the keyer should private message their leech and tell them to come to the emote room to open the door.
  • When the dungeon is complete, the keyer often has 15+ deaths and would receive terrible experience for the floor and would not like it ticked off; this can be avoided using three methods:
    • Leaving the dungeon directly after killing the boss, so that the floor doesn't get ticked off
    • Having all floors already ticked off before entering the dungeon
    • Activating a Consistent yak card which effectively removes any experience penalty after the player's second death. This is very rare given the chances of obtaining the card in the first place and the fact that it can not be used more than once per day.

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