Dungeoneering



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 currently contains a dungeon of 60 floors in 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 deeper floors, such as the Warped, are known for awarding great experience if done in large. 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, any XP-boosting amulets, and all tiers of the Daemonheim aura. Other items can be brought in 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 new maximum level, once only applied to Dungeoneering, is called "true skill mastery". Even though 'true skill mastery' applies for every skill now, Dungeoneering is the only skill that actually has a '120' cap. Every other skill only has a virtual 'true skill mastery', still capping at 99.

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. This has not been adjusted since the Evolution of Combat's change to combat level formula and is a bug.

Development history
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 5 February 2013, the Sinkholes Distraction and Diversion was released. Sinkholes allow players to receive Dungeoneering experience and tokens twice daily in a short, five-player raid.

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. Currently dual-wielding requires two binds, but a statement made by Mod Fuzzlet suggests that they may only require a single bind per weapon pair in the future. 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).

Getting there
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.

Items
No items can be taken into the dungeons of Daemonheim except for:
 * A ring of kinship
 * Festive Aura
 * An orb of oculus
 * Any Pendant of Skill or Any Prismatic Pendant
 * Dragon keepsake keys
 * A mad necklace
 * A pumpkin amulet
 * A Christmas Pudding Amulet
 * Any Valentine necklace
 * Daemonheim aura 1, 2, 3, 4
 * Enlightenment aura

At the start of each dungeon, all bound items will appear in your inventory or equipped in your weapon/armour slots. After Mad May, players, who were a member for the entire month of May, received a mad necklace which is allowed in the dungeon for double experience while the necklace still has a charge.

At Daemonheim


To enter the dungeon, players must deposit all of their items into the bank, drop them, or use them, as well as dismiss any familiar you may have summoned. Players do not need to have the Ring of Kinship with them; it is only necessary for party formation. There is a Dungeoneering Tutor and a Fremennik banker standing at the entrance to the castle. Players who need to obtain the Ring of kinship for any reason, such as having lost it, should speak to the tutor to obtain it. All armour, weapons, runes, ammunition, food, and other supplies 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.

Within the castle, 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:
 * 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 "a," "a2" or "aba") barrier, if floor 30 is unlocked
 * Occult floors (commonly "o" or "occ") barrier, if floor 36 is unlocked
 * Warped floors (commonly "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 less players than five.

In the central 'Free-for-all' barrier, players are automatically teamed up to form a party to any floor. Using any of the other barriers will allow you to enter a dungeon with other people in the room to that specific type of floor. If there are no other suitable adventurers waiting, adventurers can solo the dungeon by themselves.

It should be noted that, since the release of Dungeoneering, the automatic team creation rooms beyond the barriers have very rarely been used. This is due to the fact that certain players would abuse the system resulting in poor teammates. Therefore, people form teams manually to ensure that no one is simply passing through the barriers, being grouped with a random party and then collecting experience without being an active member of said party. This is known as "leeching" and is highly frowned upon unless said "leech," the player doing no work, is paying the other members of the party for the privilege of doing no work on the floor.

Objective
The main purpose of Dungeoneering is to progress through the various floors of the dungeon and kill the boss monster at the end of each floor. To do so, players must travel through a labyrinth of rooms while using their skills to equip themselves and any teammates with items that will help themselves to complete the dungeon floor. Therefore, teamwork and division of labour will likely help in achieving better results.

The levels of the monsters are determined upon the levels of the player(s) in the team, the complexity of the floor, and the number of people the floor is intended for.

Gameplay

 * Upon entering, players will be transported to the home room where some armour, weapons and food are available according to the difficulty level the team has selected. The Smuggler is also located here. The Dungeon Home Teleport (commonly abbreviated as "ht") spell will bring players back to this room, which is commonly referred to as "home", "base", "start room" or the like. A list of common abbreviations can be found in the next section.
 * 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 specialize in certain roles by using the ring's customization 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, he or she will be placed in the same exact location in they left, with any items he or she dropped under them (provided they haven't been picked up by another player already).

Roles of the team/Positions
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.
 * 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.

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

Complexity


Complexity is a 6-tier scale that determines the number of other skills involved. Note that setting the floor to a lower complexity than 6 will incur a penalty on the amount of experience gained at the end of a dungeon, as shown in the screenshot to the right. Each additional complexity level involves all skills from the level before plus some more. Complexities 6 and 5 include every skill. Complexities 3 and below include every skill available to free players.

Floors


Floors, from 1 to 60, as well as the party member or members' combat levels determine the combat levels of the monsters that players encounter; the higher the floor level and/or combat level(s), the stronger the enemies.

To access a given floor, players' Dungeoneering level must be at least twice the floor number minus 1. For example you need level 39 for floor 20 ((20 x 2) - 1 = 39). Moreover to unlock a floor, you must complete the previous floor while you have the required level for the next floor. For example, a player with level 38 Dungeoneering who completes floor 19, and later reaches level 39, would have to complete floor 19 again to access floor 20.

If players are in a group, the floors other members have cleared would also be shown on separate columns. The highest floor accessible to a group is the deepest of the floors that all team members can access.

The choice of the level of complexity may penalise a party with an XP penalty. Level 6 complexity, the highest complexity available, will give you no penalty whatsoever.

Unlocking a new floor
If you have the level to access a floor, but have already completed the floor before it, the one which must be completed to access the next floor, it is recommended that you redo the floor on complexity 1. You will not get much experience for the complexity 1 floor, but it will open the next floor so that you can continue unlocking floors as much as your level will permit you to. If you have all your floors checked off and it suggests you reset but didn't open the next higher floor, do not reset until you have completed the highest floor you can on complexity 1, and then do the floor you have now unlocked in the way you normally would.

Guide mode
Guide mode is an option set before starting a dungeon, from the party interface. Enabling guide mode highlights rooms on the dungeon map, that are part of the critical path through the dungeon, that is the rooms that have to be entered to get from the smuggler's room to the boss room. However, completing a dungeon with guide mode on will give a negative multiplier. Guide mode is always active in Complexities 1-4.

Shared experience
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 (Only tested for a party of size 2).'''

Dungeon size
Dungeons are created in small (4x4 grid), medium (4x8 grid), or large (8x8 grid) increments. A dungeon may contain up to the maximum number of rooms possible from that grid, but usually contains fewer rooms, 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

When soloing or duoing, only small size and medium size dungeons are available; A party of 3 or more is needed for a large sized dungeon.

Dungeon size is also a factor which has a major impact on the amount of experience players receive.

Suggested dungeon size
1-2 players: Choose small at first, until familiar with the basics.

3-4 players: Choose medium, as you will get higher base experience (more monsters battled, more resources and puzzles). Large takes about twice as long and will only give about 50% more experience.

5 players: Choose large. You can usually break up into two smaller parties with 5 players (although some parties do not do this, and stay together as a large mass in order to rush in and kill things which might be difficult to normally, making them only a little longer than medium. In large dungeons, you will get very high base experience, plus a bonus for it being large. You are more likely to die though, and often won't be able to kill all the enemies and open all the rooms, giving a smaller bonus.

If, however, there are significant differences in levels, for instance 3 players being over combat level 110 and one being under 60, you may want to choose a dungeon as if the weak player didn't count, since that player won't be much help in battling the monsters and/or boss. If, on the contrary, there is one over level 110 and the others being under 60, you might want to set the dungeon for less players (this belongs to the player size or difficulty section), or the monsters will be too strong for most of the players, the high level player being basically the only combatant, resulting in a very long dungeon. It is also advised to only go high dungeons in a party, since low ones will give a lot less bonus (Floor 1 can give you a base of about 1,000 at max, plus the prestige, not being very effective).

Prestige
Prestige is one of the main factors determining the dungoneering xp gained for completing a dungeon.

Finding a team
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.

Party size
Each dungeon is designed for a specific number of players. This governs the amount of loot/supplies, players required for puzzles, and characteristics of the boss. (For example, the Gluttonous behemoth will have 1 food source for 1-player dungeons, and 2 food sources for parties with 2 or more players. The Follow the leader puzzle will have more pads to stand on for more people. The lever/switches will have less time to complete.)

If you choose a smaller party than what is recommended, you may receive a penalty on your score—this changes depending on how much lower it is set. However, with the experience rework update, gained experience and tokens were made more adequate for solo and small parties.

If you (for example) choose a party size that includes at least two members, and enough members leave that there are less than that number of members left, your team may become stuck and unable to complete the dungeon (ex. having a Gluttonous behemoth for a boss and all but one player leaves, meaning one corpse can't be blocked). This has been fixed, as now the behemoth will only eat to full health one time. However, if one blocks his feeding before full health, he will eat again.

When working with other players, it is a good idea to collect extra resources and deposit them at the starting room, as your teammates may make good use of them.

The more players in a party the higher the average monster level will be (depending on the highest level of your team).

Ending a dungeon
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):

$$\begin{align} Base & = \frac{Completed\,FloorX\!P + Prestige X\!P}{2} \\ Adjusted & = Base(1-Penalty\,percentage) \\ Final & = Adjusted(1+Bonus\,X\!P\,percentage) \\ \end{align}$$

Note that, contrary to popular belief, penalties and bonuses affect your overall XP by lowering and raising the base XP by certain percentages, rather than the Active Floor XP.

Binding items
By default, players will start each floor with no items (unless they set the dungeon complexity low enough to be allocated weapons and armour); items obtained on the previous floor will be lost. However they can select an important item to have at all times, and "bind" it to themselves. Once an item is bound, players will always begin a floor with the items in the player's selected loadout.

Bound items are indentified with a (b) appended to the item's name. Players may bind a maximum of 10 items (12 if the easy, medium, and hard Daemonheim Tasks have been completed), plus ammunition of one type - either arrows, runes, celestial surgebox, or magical blastbox - may be swapped in the bind interface via the Smuggler, however they may only use some of these bound items (active bound items) based on a player's Dungeoneering level:

As of the March 3 2014 update, players may have an additional active bound item for use in the offhand slot only. However, the maximum number of total bound items (10-12) is still the same as it was before the update.

Three sets of loadout slots are available for making combinations of the bound items. In each loadout row, the maximum number of items is limited by dungeoneering level (see above table). To confirm the choices, click the white arrow on the loadout slots. Items chosen will then be in the inventory or equipment slot. Note that bound ammo/runes do not occupy a slot in bound item list. That is, they always appear at the beginning of raiding.

The most common items to bind are a high tier weapon and armour such as a platebody. Bind a platebody (if one doesn't yet have access to Primal platebody, Promethium platebody offers significantly more defence than Primal platelegs), and finally, platelegs. Recommended binds also include Blood necklace (dropped by Edimmu) and Hexhunter bow (dropped by Soulgazer). A shadow silk hood recommended only for lower level players.

''Note that bound items can not be traded, and unbinding an item requires it to be destroyed. Also note that if your bound item is P2P and you lose membership, when you go to bind a F2P item, you get an option to destroy all bound members items, but you are not required to destroy them (just realize that you will not receive them).''

In addition to these items, players may also bind ammo/runes. The number of bound ammo at the beginning of a floor will never decrease, even if a player has used all of their ammo at the previous floor. Players may bind a maximum of 125 units of one kind of ammo. Players who have finished the Salt in the Wound quest get access to 100 extra ammo bounds, thus a maximum of 225 units. Items need not be in full stock to further bind. (For example, a player has bound 46 blood runes before raiding, that player used up 20 of them and found another 13 blood runes from a drop of an monster. By binding these 13 runes that player will have 59 blood runes bound in that player's next raid. Once the maximum amount of ammo binding is reached, further binding will cause new runes to combine with the bound ammo slot and will be untradeable.)

Attempting to bind more items than allowed will do nothing, except showing a message stating that a currently bound item must be destroyed before another item may be bound. Ammo, however, can have far over the maximum number of items actually bound, as unbound ammo and bound ammo technically count as 2 separate items and take additional inventory space. If an excess amount is bound, however, at the beginning of the next floor players will begin with only 125 (or 225) of the bound item.

Bound weapons, armour and ammo cannot be sold or alchemized as of an update on 1 September 2010, but instead, the amount of coins dropped by NPCs in the dungeon has been increased. The change in monster drops more than made up for disabling the previous practice of some players to alchemize their bound arrows for cash every floor, increasing the general speed of gaining starting cash for runes, equipment, etc.

'''Remember: if a bound item is destroyed, there is no way to get it back! Unless, of course, the player wishes to find the item again. For example, if a player unbinds their Shadow-silk Hood, they will have to get a new one by killing Night Spiders.'''

Skills
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 XP for it (for doors, it depends on the level that was required for the door). At the same time, anyone with XP sharing enabled via their Ring of Kinship's party interface will receive a reduced amount of XP 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 XP at all because grave creeper branches require a Firemaking level of 90 to burn). This is a nice benefit to dungeoneering in groups.

Combat
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.

Bosses
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, like the Luminescent Icefiend, which you cannot even teleport out of, so make sure you're ready for a fight.

Food
A complete experience table for Cooking, complete with life points for the potatoes can be found here.

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 lifepoint. 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".

Spellbook
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.

Puzzles
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.

Rewards
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.

Hidden resource dungeons
An update on 19 July 2010 added resource dungeons hidden all over Gielinor. Each of them requires a certain Dungeoneering level to enter. The first time players enter each, they receive bonus Dungeoneering experience. Various monsters or resources are available in each resource dungeon. The maximum amount of experience gained after entering all of the resource dungeons is 91,600 for members and 12,000 for free users.

Journal
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 monster, 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 music

 * 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.

Temporary boosts

 * 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 updates
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 XP for crafting all runes was accidentally increased (2000 XP per nature rune, 1400 XP 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.

Bugs

 * 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.

Trivia

 * 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 1xp you get, as opposed to normally leveling 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.

Videos

 * Jagex Dungeoneering Trailer
 * Dungeoneering Developers' Blog