Dungeoneering


 * This article is about the Dungeoneering skill. For information on training Dungeoneering, see Free-to-play Dungeoneering training and Pay-to-play Dungeoneering training.



Dungeoneering is a skill released in RuneScape on 12 April 2010 that is open to both free players and members. It features a castle named Daemonheim, which contains 35 underground floors. There, players explore and use other existing skills to clear each level, which involves finding keys, fighting monsters, and solving puzzles. Unlike other skills, players may venture under the castle in groups of up to five people. Additionally, players may earn a small amount of experience in other skills by accomplishing various tasks. Similar to other skills upon release, players cannot use experience lamps, penguin points, or Tears of Guthix to level up Dungeoneering until two weeks have passed since the skill's release.

Dungeoneering is trained entirely within Daemonheim - essentially an alternate dimension of Gielinor into which almost no external items can be taken and none can be removed. It is heavily dependent on other skills trained outside of Dungeoneering, and some may argue that Dungeoneering in itself isn't a skill. The items and skilling materials used within Daemonheim are all different and the game is group-oriented rather than being individual-oriented (although it is possible for players to train by themselves). In addition, players can train Dungeoneering past level 99 all the way to level 120, with over 104 million experience. This new maximum level is called "True Skill Mastery" as opposed to "Skill Mastery" (which is achieved at level 99).

Travel


Players may make their way to Daemonheim by one of three methods:
 * Take a ferry from the dock behind Al Kharid bank.
 * Venture through the deep Wilderness to the eastern part.
 * Teleport using the Ring of Kinship given by the Dungeoneering Tutor at Daemonheim.

If using the ferry, players should walk from where the ferry lands up to the central part of the castle.

At Daemonheim
There is a Dungeoneering tutor and a Fremennik Banker standing at the entrance to the castle. Players who are new to the skill or who have lost the Ring of kinship should speak to the tutor to obtain one. To gain access to Daemonheim, it is necessary to bank ALL worn items and all items carried, with the exception of the Orb of oculus. All armour, weapons, runes, ammunition, and other supplies will be provided inside the castle.

After players have received a ring and banked all their items, they may proceed into the castle courtyard.

In the courtyard, there are three energy barriers that players can go through:
 * Left barrier
 * 'Free-for-all' barrier
 * Right barrier

The left and right barriers are provided for players who would like to venture alone. To pass through these barriers, players have to use their ring of kinship to set the settings before going through. In the central 'Free-for-all' barrier, players are automatically teamed up to form a party. If there are no other suitable adventurers waiting, the player will be allowed to enter the dungeon by themselves. Players should ensure that their companion list is empty before going in, or they will be rejected.

Complexity


Complexity is a 6-tier scale that determines the number of other skills involved. Note that lower tiers will incur a penalty on the amount of experience gained at the end of a level as shown in the screenshot to the right. Each additional complexity level involves all skills from the level before plus some more; complexity level 6 includes every skill. The skills involved in each complexity level are shown below:

Floors


Floor levels, from 1 to 35, and the combat levels of party members determine the combat levels of the monsters that players encounter; the higher the floor level, the higher the combat of the monster. Players may only select the level based on half of their Dungeoneering level rounded up, provided that they have also cleared all levels previous to the one they select. 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 highest floor accessible to the player with the lowest Dungeoneering.

Starting out
The main purpose is to progress through the various floors of the dungeon with teammates and kill the boss monster at the end of each level. To do so, players must travel through a series of rooms while using their collective skills to equip themselves and their teammates with items that will help you to complete the level. Therefore, teamwork and division of labour may help in achieving better results and efficiency.

Finding a team:
 * Nothing in the worn slots and inventory is allowed, except the Ring of kinship and Orb of oculus.
 * Familiars and Pets are not allowed either. If your familiar was carrying anything when last summoned, it will have to be re-summoned and those items banked, otherwise you will not be allowed to enter.
 * When finding a team, many players use abbreviations. The abbreviation for Floor (Dungeon level) is 'F', while the abbreviation for Complexity is 'C'. For example, a player forming a team may say: F20 C6, meaning floor 20 at level 6 complexity. But the people who want to be invited to a party, add the 'Inv'-word in the beginning. For example Inv F15 C6 means that that player wants to be invited in a party that goes to the 15th Floor and at 6th Complexity.

During Gameplay

 * After going into the entrance, players will be first transported to a room with armours, weapons and food according to the difficulty they have selected. The team is linked by a Ring of kinship, which brings up an extra interface pane in the bottom right hand window, allowing sharing of experience, monitoring of team status, and visibility of other players' inventory, stats, and worn items.
 * Dropped items do not vanish as they normally do in RuneScape. This includes monster drops as well as inventory management drops and drops on quiting (which are visible to others and may be picked up).


 * When typing in public chat while in a dungeon, all messages are visible to everyone in a party regardless of where a player is.
 * Rooms of the dungeon are connected by doors. It is impossible to see into the next room until the door is opened.
 * Upon death, players will respawn in the starting room with the smuggler, and their death counter will be increased by one. All items are kept on death, however Gatestones that are in the players inventory will be dropped in place.

Ending a Dungeon
A Dungeon ends when you or your teammates enter the ladder behind the boss. For tips on defeating the boss, see Dungeoneering/Bosses

Titles
After the floor has been completed, titles are awarded to some of the players, giving no extra experience. See Dungeoneering/Titles for a full list.

Ending a raid and starting another
A raid is finished when the boss is defeated, and only then may the next raid be started. When the boss has been killed, a ladder to the next level appears on the wall. Additionally, at the end of each floor, one player will receive a random item. These items are often more powerful than ones dropped in the dungeon, and they may be worth binding.

You will advance to the next floor if your Dungeoneering level is high enough. Otherwise, the same floor will be repeated. In addition the complexity will also be increase (unless you are already on Complexity 6).

As soon as one person clicks on the ladder to leave the dungeon, a time based on the number of people in the party will start to count down. If every member of the party elects to leave, the dungeon finishes instantly.

Binding Items
No items may be brought to the next level, with the exception of bound items. When an item is bound, it appears in the player's starting inventory and a (b) is appended to the item's name. The number of items a player may have bound at once depends on his/her Dungeoneering level. Players with 1 Dungeoneering may only bind 1 item and 150 of a single stackable item. At level 50, 2 items may be bound, at level 100, 3 may be bound, and at level 120, 4 items may be bound.

In addition, you may always bind one type of rune or arrow, and up to 125 of these will be kept in your starting inventory.

Attempting to bind more items than a player possible can will do nothing, except elicit a message stating that a currently bound item must be destroyed before another item may be bound.

Weapon poison (of any strength) can be added to a bound dagger or spear, but cannot be added to bound arrows - you have to poison the arrows first and then bind them. Roseblood cloth in Daemonheim can be used like a Cleaning cloth elsewhere to remove poison from a weapon. This allows you wish to replace a weak weapon poison with a stronger one. Without roseblood cloth, if you wish to replace a weak weapon poison with a stronger one you need a new weapon on which to do so.

Tip: Rather then destroying your currently bound item, it may be sold to the Smuggler. (bounded ammo can't be sold)

Skill Doors
All doors can be failed, resulting in damage to the player.

Note: The obstacles on the path to the boss room from the start room can always be completed by the player. Bonus rooms sometimes require levels above that of the player

Food
Most food available in the dungeon is marine in nature. However, as you progress through the dungeon, you will be able to grow and cook cave potatoes, which you can then combine with the following fish, to form more complex foods.

Cave potatoes and mushrooms are grown in a herb patch and take about 1 minute to grow. There are two kinds of mushroom, Giselle and Edicap, the latest requiring a Farming level of 64. To cook them you need a range, some logs, and a tinderbox. Use the logs with the range and then the potatoes with the range. Potatoes can also be cooked in a fire. Then add the fish, and your choice of mushrooms. For example, a Giselle and Salve eel potato will heal 260, whereas the Salve eel itself heals 200.

A complete experience table for Cooking, complete with life points for the potatoes can be found at Dungeoneering/Cooking.

Combat
Combat while Dungeoneering consists of the three attack types: Ranged, Magic, and Melee. Magic only allows a few spells out of the regular Runescape spellbooks, with some additional spells only found in the dungeon.

Spellbook
The spellbook contains a combination of the Lunar and Standard spellbook spells. There are three new spells which help a player teleport around while Dungeoneering: Dungeon Home Teleport, Create Gatestone, and Gatestone Teleport.

Bosses
For guidance on how to defeat individual bosses, click on their name.

Rewards
Upon completion of a dungeon raid, players will receive Dungeoneering skill experience and a number of tokens equal to 1/10 of the experience received, rounded down. 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.

Quests Providing Dungeoneering Experience
''For two weeks after the release of Dungeoneering, no quests or reward lamps will offer Dungeoneering experience. Once those two weeks have elapsed, you will be able to gain Dungeoneering experience from quest lamps and other experience-giving items.''

Journal
While Dungeoneering, one can find parts of different journals; they can be viewed by right clicking the Ring of kinship, then selecting "Open journal".

Music
Main Article: Dungeoneering/Music

The skill

 * Dungeoneering is the first skill which is not actually unique in itself, it incorporates a lot of skills and puts it in into an activity of sorts.
 * This is the first skill in which levels greater than 99 can be reached.
 * This is the first new free-to-play skill since Runecrafting, which was added in 2004.
 * Thok is the only skill master that is not wearing a skillcape, rather, he guards it. This is because the other Fremenniks don't believe that he has mastered the skill.
 * When RuneScape 2 was first released, there was much talk about a skill very similar to Dungeoneering.
 * With the new update in April 12th 2010, at least 47 new music tracks were released, which is the most songs released with an update.
 * Its skillcape is the only skill related skillcape that can not be trimmed at 99 of an other skill. (Level 120 Dungeoneering is required to trim the cape.)

Curiosities

 * When you click Rejoin Party, if you enter your own username it will say "You want to party with yourself?"
 * Dungeoneering can be helpful to power level Runecrafting, allowing you to have large of Rune Essence in your inventory. However the experience received for the actual crafting of runes is much less (10% of normal [this was later changed to 2%]), and the rebuying price of crafted runes cannot fully cover the cost or essences. It results in slow free Runecrafting experience, since runecrafting speed is greatly reduced in the dungeons.
 * As of now, the game filter does not appear to work in Demonheim; so players still receive messages like "You cook the Blue crab." It is unknown if this is a glitch or not; if so, it has yet to be fixed.
 * There are ghosts walking the grounds with currently no known purpose. It's possible that they may be Revenant Fremenniks, although this is just a guess.
 * The ghost to the far west is aggressive and will attack you if you are in its area.
 * Unlike other chickens, the chickens in Daemonheim cannot be attacked and when examined it says "Who are you calling chicken?".
 * When the skill was released, players found doors which needed over 99 in other skills creating speculation they were raising the other skills. However Jagex has stated that they have no plans to increase the level cap on other skills; you can open these doors by making potions to increase your level over 99 for a short time.105Crafting.png
 * Dungeoneering has many similarities to and may have been inspired by board based Role Playing Games. Most notably the HeroQuest and Warhammer Quest games which were produced by Games Workshop. These similarities include the use of "board sections", the ability to look through doors to plan your attack and the unique boss at the end of each dungeon level.
 * Free to play players can make runes that normally only members can make, but limited to those able to cast free spells as long as they have the Runecrafting level required. For example; Death runes, which was only possible to craft as a member, can be crafted as long as the player has level 65 Runecrafting. Members only runes such as blood runes or astral runes can never be crafted by free players..
 * When Dungeoneering first came out, the P2P and F2P difficultly was not well balanced, as it was a lot easier to train in F2P. This was fixed with a game update that limited F2P xp the next day. (see forum article)
 * Dungeoneering has yet to be added to 'My levels' quick-chat option.
 * On the third day after the release of this new skill, a system update was used to fix various issues. After the update there was a bug that allowed players inside the Dungeons to get loads of Runecrafting xp, (2000 xp per nature rune crafted), some players were getting 4 levels in 5 seconds. A System Rollback was needed to fix this issue.
 * Dungeoneering currently can not be leveled using penguin points or Tears of Guthix. There is a 2 week waiting period before anyone may use penguin points/Tears of Guthix for Dungeoneering.
 * Some players think that the sorceress on the Dungeoneering home page is based on Mod Emilee and the warrior is based on Mark Gerhard.
 * When you talk to the Smuggler and select "I'm here to trade." option he says "What are you buying?" which could be a reference to Resident Evil 4's merchant.

Rollback
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 exp for crafting runes was accidentally increased exponentially instead of being decreased. All accounts were rolled back by about 30 minutes. The login server went offline for about an hour.

Controversy
Around release, there was debate about whether the skill was really a skill or rather just an activity. Many players felt that Dungeoneering did not meet certain requirements to fulfill the definition of being a skill. The reasons argued for this include the inability to take any items outside of the dungeons, the skill revolving around other skills and not integrating any game concepts outside of itself, or simply unmet expectations. Since Dungeoneering was in development for a long time - with the players aware of its development for many years of that time - much hype was built up (usually in the form of threads in the Future Updates forum). When Dungeoneering was finally released, it may not have been what some people had hoped for. Also, many former members playing in free worlds are upset that they must unequip their skillcapes in order to train the skill, making it so that they must renew their membership in order to equip their skillcapes again.

Other complaints about the skill were that it could only be trained in one place and not all over RuneScape. Also, it was seen as being hugely derivative, taken from other games which involve travelling through dungeons, battling monsters and solving puzzles. Finally, it was thought to be 'too different' from anything else. Some people who played it commented that when they went to Daemonheim, they felt like they were playing a completely different game.

Unfixed

 * Upon the day of release, free players could not set the skill as an objective; it was considered members-only by the Objectives system.
 * There is a glitch in Daemonheim where if a player does not progress through the dungeon fast enough, an unlocked door will re-lock itself, possibly making it impossible to proceed through the dungeon.
 * There appears to be a glitch in which the entire game window goes black while in a dungeon. Reverting the size of your game screen usually helps.
 * When the skill was released, if you talked to the Fremennik captain outside the Al Kharid bank while playing as a female character, the warrior would call you "Sir." This hasn't been fixed yet.
 * On the day of the release there is a glitch if you log out in a some places you will be inside a staircase and you must walk out to get out, people have been reported and mods muted because they thought they no-clipped.
 * When eating a raw cave potato the player reports that they have eaten a baked cave potato even though it is not cooked.
 * Clicking on the life points globe near the minimap while poisoned and carrying antipoison displays an error message and will not cure the poison. Using the item from the inventory cures the poison.
 * Free players can smith arrowtips, which will appear as a members' object.
 * Free players can runecraft members runes. This may not be a bug, though.
 * When a dungeon is completed and one of the party members log off while the game shows stat window, the team will spawn in next round but they can move only on minimap as the stat window will still shown. The team must then leave the party and start the round again.
 * Some times if you enter a door, the game will crash and will give you an error on another page. This is very irritating when trying to solo because then you have to restart the whole dungeon once which is mentioned above.
 * If a player loses connection during the Dungeon Completion all of their stats will turn to 120 for about 10 seconds then revert back to original.
 * You can light a fire in the tables in the starting room if you place some branches on a table and then use a tinderbox on them.
 * When you level up from 70 to 71 smithing the usual flashing icon appear in your skill bar. When you click on this to look at what new abilities are available to you it currently says you can now smith Katagon boots, Gauntlets and Hatchet. However when checking the smithing table the Katagon Hatchet actually requires level 72 Smithing.
 * If you are following someone(and they are part of your team) and they enter a dungeon, you will be facing their direction no matter where you move.

Fixed

 * On the day of release, there was a condition where you could raise Runecrafting perpetually. Rune essence cost 50 coins each, but all elemental runes sold for 12 coins each. If you had a level close to 44 or above, you would earn more than 50 coins by making Air runes, thus enabling you to make progressively more runes per batch. There was an update within a few hours which reduced the value of Earth runes to 9 coins, Water runes to 6 coins and left Air at 12 coins. A few minutes later Air runes were reduced to their current 4 coins. The rollback that fixed the nature rune glitch had reinstated this 12 coins per air rune, giving once again perpetual rc xp, though at 1xp per 10 ess instead of the previous 5xp. Yet again, the day after the rollback, the Air runes sell for 4 coins each.
 * On the day of release, there was a bug where players on other spellbooks would find that after leaving Daemonheim their book was changed back to normal spells.
 * When the skill was first released, the Orb of oculus could not be taken into Daemonheim. The Game Guide states that the Orb can in fact be brought into the castle.
 * On the day of release, players who unlocked music tracks in the dungeon and who reached 463 tracks were able to perform the Air Guitar emote even though the requirement for it was 500.
 * When you left a party while you had the Orb of oculus, it would disappear. This was fixed on 14 April 2010.
 * For the first 2 days, the lever room puzzle was impossible to complete by some people. The levers would not register being pulled and the doors would never unlock. However, players would still be damaged when the time limit had expired after the action of clicking the first lever.
 * For the first 3 days upon release, one could light a pile of logs they received from a drop or cut all on the same spot, this glitch has since then been fixed.
 * Another glitch for the Objectives system is that if you click 'Random Objectives' and if one goes through 'More objectives...' Dungeoneering won't appear, regardless of the number of pages one goes through.