Dungeoneering

(F2P) (P2P).


 * "Dg" redirects here. For the gauntlets, see Dragon gauntlets.

Dungeoneering is a skill that was released in RuneScape on 12 April 2010 that is open to both free players and members. Dungeoneering features a castle named Daemonheim, which currently contains a dungeon with 47 underground floors, although more will be added including a warped themed floor. However, only the first 35 floors are available to free players. Within the castle, players explore and use all other pre-existing skills to clear each floor, involving finding keys, fighting monsters, and solving puzzles. Unlike other skills which are performed alone, players can cooperate together venturing 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.

The skill is trained entirely within the dungeons of Daemonheim (except XP from random events), which essentially equates to a separate subsection of Gielinor. However you can still earn experience outside Daemonheim with the new Resource Dungeon update. 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 and the Orb of Oculus only. Training Dungeoneering is heavily dependent on the other skills trained outside of Daemonheim. The items and skilling materials used within Daemonheim are all different and the skill is designed to be group-oriented rather than being individual-oriented, although it is possible and widespread for players to train by themselves.

Players can train Dungeoneering past level 99 all the way to level 120, at which point the player will have over 104 million experience. This new maximum level, which is only applied to Dungeoneering, is called "True Skill Mastery".

Free players who have achieved a combat level of 90 or above will receive 50% less experience than a free player who has not yet achieved combat level 90 or above. The reason given is that they will find it easier to go through the Dungeon than members, and so they are given this disadvantage.

On 19 July 2010, the skill received a massive upgrade to include, amongst other things, the ability to use Dungeoneering outside of Daemonheim to unlock new dungeons, and the ability to use Construction to build many useful things around the entrance room, such as farming patches and ranges.

On 19 August 2010, the members-only Occult floors were released having Dungeoneering requirements up to 93, and making the total floor count 47. Five new rewards were also added: the scroll of efficiency, the magical blastbox, herbicide, the Rigour prayer and the Ring of Vigour. Some other small things were also added, such as resetting the ring of kinship.

Getting There
As the skill can only be trained within Daemonheim itself (experience can also be granted from the resource dungeons which are found all over RuneScape), players will need to travel to its location on a huge peninsula off the east coast of the Wilderness. Fortunately, the peninsula itself does NOT count as being in the Wilderness and can be reached without passing through any wilderness area in 2 out of 3 options:
 * Board the ship found on the dock behind the Al Kharid bank. Once the player has arrived at the landing, they will need to follow the path north-west up the mountain to the entrance of Daemonheim.


 * Teleport directly to Daemonheim- using the Ring of kinship. Note that this item is given by the Dungeoneering Tutor at Daemonheim, as such players must have to travel to Daemonheim at least once before being able to use this method.
 * Walking- the player will be venturing through the eastern part of the low Wilderness area and will find the peninsula easily. There are several methods available to get into the general area:
 * 1) The Games Necklace teleport to Clan Wars, followed by a walk South-East to Daemonheim.
 * 2) The Hot Air Balloon network can be used to travel to the Varrock sawmill, from which players then walk North.
 * 3) The Ring of Duelling teleport to Fist of guthix, followed by a walk east to Daemonheim.
 * 4) The Games Necklace teleport to The Wilderness Volcano, followed by a long walk South-East to Daemonheim.

No Items
Players must bank all items from the general RuneScape game before entering Daemonheim, except for a Ring of kinship and an Orb of oculus. Players who have not banked all items will be barred from entering the dungeon. When a player leaves, all items from the dungeon vanish.

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.

At Daemonheim


To enter the dungeon, players must bank all items. You do not have to have the Ring of Kinship with you; you only need it to form a party. 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 one. All armour, weapons, runes, ammunition, and other supplies will be provided and/or can be made (provided you have the skill level and materials to make them) inside the dungeon.

In the castle courtyard, there are several energy barriers, and 2 entrances in the left and right walls that players can go through:
 * Free-for-all barrierEnterancetoDaemonhaim.png
 * Frozen floors barrier - if access to complexity level 6
 * Abandoned 1 floors barrier - if unlocked floor level above 12
 * Furnished floors barrier - if unlocked floor level above 18
 * Abandoned 2 floors barrier - if unlocked floor level above 30
 * Occult floors barrier-if unlocked floor level above 36
 * There is one room (south-east) that can't be accessed yet, it has red symbols in it for the warped floors.
 * The south wall left and right dungeon entrances are for players who have manually created a party, and are the entrances used if the player wishes to train solo.

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, the player will be allowed to enter the dungeon by themselves.

Objective
The main purpose of Dungeoneering 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 themselves to complete the dungeon floor. Therefore, teamwork and division of labour will likely help in achieving better results and efficiency.

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 here. The Dungeon Home Teleport spell will bring players back to this room.


 * The team is linked by the Ring of kinship. The ring performs several functions within the dungeon, all within the extra interface tab that it generates in the bottom right hand window. 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.


 * 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.
 * Some less useful items such as Ashes and Burnt Food, however, do disappear.
 * All bones will also disappear after being dropped.
 * When typing in public chat while in a dungeon, all messages are visible to everyone in a party regardless of where a player is. Players on opposite sides of the dungeon will be able to communicate without using private messages.
 * Rooms of the dungeon are connected by doors. It is impossible to see into the next room until the door is first clicked on. This does not open it but reveals the room beyond the door. Some doors are locked or somehow blocked off and must first be somehow accessed via specialized techniques before the door can be used. Once the next room is revealed, players can then pass through the door into the room.
 * 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 player's inventory will be dropped in place.
 * The leader of a dungeoneering party can make a flashing arrow appear over a monster by right clicking on the monster and clicking "Mark". This can be used to guide the party in various ways, and sight powerful monsters.

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. Complexities 6 and 5 includes every skill. Complexities 4, 5, and 6 include every skill available to free players.

Floors


Floor levels, currently from 1 to 47, and the combat levels of party members 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, the player's 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 might penalize a party with an xp penalty. Level 6 complexity (Highest level) will give you no penalty.

Dungeon Size
Dungeons are created in a small (4x4 grid), medium (4x8 grid), or large (8x8 grid). 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.

Therefore theoretical maximum number of rooms per size is:
 * Small - up to 16 rooms
 * Medium - up to 32 rooms
 * Large - up to 64 rooms

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

Dungeon size is also a factor that affects the amount of experience.

When choosing a dungeon size, maybe you can make use of this (tested several times):

1-2 players: Choose small, medium takes too much time.

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

5 players: Choose large. You can usually break up into two smaller parties with 5 players, 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. It's important to note that although rare, it is very much possible to complete a large dungeon on a Free world.

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 they 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, resolving 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 1000 at max, plus the prestige, not being very effective). Just for the record, a party of three players of level ca. 80 set for three players gained about 18000 exp from a large floor 26, and about 11k from a med dung floor 27.

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" if they wish to be the party leader and need members for their party. It is also common for players to say "inv me (Invite Me)" if they wish to be invited to a party.

The Runescape forums are also a great way to find a team. It is under the "Dungeons of Daemonheim". Then click on the "Adventuring Parties" category. Here you can make a new thread stating what floor, what complexity, and specific requirements (ex. Cb 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 such as "Dungeon Tour".

On September 21, 2010, "Dungeon Tour" Clan Chat's forum petition about World 7 and World 117 being "Official Dungeoneering Worlds" was acknowledged by Jagex and was added 2 months after the petition started. (It is now deleted).

Official Dungeoneering Worlds:

(F2P) World 7

(P2P) World 117, World 77

Unofficial Dungeoneering Worlds:

(F2P) World 1, World 61

(P2P) World 2, World 53, and World 119

Due to the difficulty in those unofficial Dungeoneering worlds to find a team with the wanted floor, players often go to the world of the number of this floor, or the number under depending on if they are f2p or p2p (ex. A f2p searching a team for floor 27 will go in world 25).

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 Me puzzle will have more pads to stand on for more people. And so on...)

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.

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).

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 levels of the players to start off with).

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

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.

You will advance to the next floor if your team's Dungeoneering levels are high enough. Otherwise, the same floor will be repeated.

As soon as one person clicks on the ladder to leave the dungeon, a timer based on the number of people in the party will start to count down (players-1=minutes left). Every player after that selects to leave makes the timer go down 1 minute. If every member of the party selects to leave, the dungeon finishes instantly.

Titles
After each floor has been completed, titles are awarded to some of the players based on their contributions to the team. Better playing will lead to green titles, poor playing to red titles and neutral playing to yellow titles. These titles do not affect experience.

Binding Items
At the beginning of each raid, players have their inventories wiped (items dropped on ground in previous dungeon). All items that players had gathered and crafted will vanish as the team moved down a level, and the team will need to start from scratch. There is, however, one small exception to this rule. Players can select an item which they feel is very important to have at all times, and "bind" it to themselves. Once an item is bound, the player will always begin a raid with this item wielded (this was updated from the item appearing in the player's inventory). Usually players select to bind a high level weapon, or armour such as a platebody. Bound items are noted with a (b) appended to the item's name. Players can only bind a very small number of items. The number of items a player may have bound at once depends on his/her Dungeoneering level.

''Note that bound items can not be traded, and un-binding an item requires it 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.''

Ammo is an Exception. Players may bind a selected type of rune or arrow, as well as their other selected item(s). Players may bind a maximum of 125 units of one kind of ammo, the number of which is bound will always appear in the player's beginning inventory. The maximum units and the number of kinds of ammo does not increase with level. Players will begin a raid with the same amount of bound ammo, even if it is fully expended. There is no need to replenish your bound stackable item to 125 at the end of a dungeon, it will be replenished to the number that you bound when you begin the next floor. (Example: 76 blood runes are bound and are all used in a raid; at the beginning of the next floor, the player will begin with 76 blood runes (b) in inventory.) If you wish to poison your arrows, do so before binding as bound unpoisoned arrows cannot be poisoned. Items need not be in full stock to further bind. (For example, a player has bound 46 blood runes before raiding, he/she used up 20 of them and found another 13 blood runes from a drop of an monster. By binding these 13 runes he/she will have 59 blood runes bound in her 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 be made untradeable.)

Attempting to bind more items than a player can 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, at the beginning of the next raid players will begin with only 125 of the bound item.

Weapon poison (of any strength) can be added to a bound dagger or spear, but cannot be added to bound arrows - players must poison the arrows first and then bind them. Also, any type of cloth (roseblood, wildercress, etc.) can be used like a Cleaning cloth to remove poison from a weapon. This allows you to replace a weak weapon poison with a stronger one.

Bound weapons and armour can be sold or alched, but bound runes and arrows cannot (see below). When selling items, one must be careful as there is no check to see if a weapon or piece of armour is a bound version. '''If a bound item is sold, alchemised, or destroyed, there is no way to get it back. So be careful.'''

As of an update on 1 September 2010, bound runes and arrows can no longer be alchemised, 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 alchemise their bound arrows for cash every floor, increasing the general speed of gaining starting cash for runes, equipment, etc.

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.

Combat
Combat while Dungeoneering consists of the three attack types: Magic, Ranged, and Melee. Daemonheim has its own spellbook with a combination of normal spellbook and lunar spellbook, with some 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 the player has high enough skill to smith, fletch and/or craft them.

Bosses
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.

Food
Most food available in the dungeon are fish, cave potatoes, and mushrooms. Cave potatoes and mushroom's 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, 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 temporary 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 heim crab is, [Player's Name] already has full life points".

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

Spellbook
The spellbook contains a combination of the Lunar and Standard spellbook spells. There are four new spells which help a player 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 player(s) 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. 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.

Floor Experience
After completing the dungeon your score will be summed up. The floor has a set worth in experience and based on your score how much of the experience will be received. Other modifiers also take effect which can increase or decrease this amount. Such modifiers include size of dungeon, number of deaths, complexity, and so on.

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 a player enters 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 86,600 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 monsters (rare). 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 a player picks them up from the monster they received it from, so they may be destroyed safely.

Music Unlocking Tips

 * 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, and all Occulo tracks are unlocked on the Occult floors.
 * All four themes will have 10 possible music tracks to unlock.
 * Every time the player enters a room with an enemy in it, the music player will randomly select a track. If the room is repeatedly entered and exited, the player can unlock these music tracks very quickly.
 * All bosses have their own music, so if the player wants to unlock them quickly they should do small dungeons with the 'guide' option turned on.

Controversy
There is a debate about whether Dungeoneering is really a skill or rather just an activity, sharing similarities with Stealing Creation. Many players felt that Dungeoneering did not meet certain requirements to fulfil the definition of a skill. The reasons for this include the inability to take any items outside of the dungeons, the fact that it is dependent upon all other skills, the limitation of its training to only one area, and the lack of integration with the rest of the game. It is widely considered to be an activity.

Since Dungeoneering was in development for a long time - with 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, a number of players refused to train the skill for the above reasons.

A source of controversy was the original token cost of the rewards available. Many players felt these costs were too high, citing that they do not receive sufficient tokens to buy any rewards until past level 50 Dungeoneering. This was due to a mistake just a short while before the release the amount of tokens a player would receive at the end of the dungeon was dramatically lowered but the rewards were not changed in line with this, Jagex has apologised for this. Other players cited the mismatch between the Dungeoneering levels and the number of tokens required for a reward, which made it so that players could wield a reward they could not afford. The costs of items were lowered to a more reasonable level on 21 April 2010, although most of them still could not be bought at the required level.

There was also a discrepancy between members and free players. Since many members were going on free worlds to take advantage of the easier monsters, an update shortly after the release halved the amount of experience earned by players with level 90+ combat on free worlds. (A very steep drop in experience between combat 89 and 90.) Thus, Jagex reduced the advantages of simply being a high combat free player because they were able to kill monsters faster. A more efficient solution would be to have a feature that only free players can use, so free players are never limited, while members are limited on free player worlds.

Jagex also stated that they were removing a large number of Members' advertisements in the free game (such as pickpocket options, options to open members only gates, etc.). The exceptions are the doors in Dungeoneering that require members skills to open on a free world. They prevent a free player from gaining extra experience, thus slow down the process of levelling.

The Skill

 * On the 15/9/2010 Update Players could wield items that they don't yet have requirements to wield. This was done by binding an item in which you could not yet wield and starting a new dungeon.
 * There were 48 new music tracks released with this skill, making the most songs released with an update. This makes it a good method of unlocking the "Air Guitar" emote.
 * This is the only skill that visibly changes after reaching level 99.
 * After 1 week there were approximately 65,000 players ranked, the highest level being level 79. After 3 weeks there were approximately 90,000 players ranked, the highest level being level 99.
 * Many pures/skillers were ruined when the skill was released by other players opening doors which gave magic, prayer and strength experience or other players attacking monsters as this gave shared experience. This can be countered by simply turning off shared experience with the ring.
 * It has an indirect relation to your combat level, the only other skill that does this is Slayer.
 * Dungeoneering is one of the only four skills not used in Stealing Creation, the others being Firemaking, Farming, and Slayer.
 * When you complete the Tears of Guthix activity, the message for increasing your Dungeoneering skill is "You feel the mysteries of Daemonheim unravel."
 * Jagex stated here (Swedish RuneScape Forums) that the reason why Dungeoneering can be levelled all the way up to 120 is because the developers couldn't fit everything they wanted in the skill with only level 99.
 * Jagex has announced that they will add 2 new floor environments (occult and warped) and several new bosses and challenges to Dungeoneering. They have released occult, but we have yet to see the warped floors.
 * Dungeoneering became more useful along with the massive Dungeoneering Update on 19 July 2010. It is now a mild money making skill thanks to the new Resource Dungeons- exclusive based on your Dungeoneering level.
 * Frost Dragons are currently one of the best money making methods in the game, using dwarf multicannons, a relatively high combat, and having a Pack yak to bank the bones.
 * There are currently no quests that reward Dungeoneering experience points.
 * Within Daemonheim, the coin examination is different, reading "Makes the world go round." instead of "Lovely money!"

The Skillcape

 * Players with level 99 Dungeoneering are entitled to wear the Dungeoneering cape, despite the fact that the number of maximum attainable levels is 120 - every other skill requires the player to reach the level cap in order to wield the skill's respective Achievement cape.
 * The emote includes the player changing into the tier 11 type armours found in dungeoneering corresponding what weapon they have wielded it could be either Celestial (magic), Primal (melee) or Sagittarian (range). If a player has no weapon wielded, a random emote will be performed. The 120 emote will have the player switching between all three types of tier 11 armour, and killing four of the Dungeoneering bosses. This emote requires space in order to preform. 120 Dungeoneering.gif
 * The Dungeoneering skill cape is the first one to offer more than one performable emote when worn.
 * Skiller 703 was the first player to reach dungeoneering level 99.
 * HS Telmomarques was the first player to reach Dungeoneering level 120.

Curiosities

 * The game filter does not work in Daemonheim, so players will receive messages like "You cook the blue crab" repeatedly.
 * Unlike other chickens, the chickens on the Daemonheim peninsula cannot be attacked; the examine info is "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 some of these doors by making potions to increase your level over 99 for a short time. However, on non-member servers it is impossible to complete the level.105Crafting.png
 * Dungeoneering has many similarities to and may have been inspired by board based Role-playing games, most notably HeroQuest and Warhammer Quest. 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. It also has many similarities with Jagex's FunOrb game Dungeon Assault, and most closely resembles World of Warcraft.
 * Free to play players can make runes that normally only members can make as long as they have the Runecrafting level required, but they are limited to runes used for free spells. For example, Death runes, which are only possible to craft as a member, can be crafted here as long as the player has level 65 Runecrafting. Runes used exclusively in members only spells, such as blood runes or astral runes, can never be crafted by free players.
 * When Dungeoneering first came out, the P2P and F2P difficulty was not well balanced, as it was a lot easier to train in F2P. This was fixed with a game update that gave an exp penalty of 50% on F2Pers with 90+ combat the next day.
 * It's possible to have two or more of the same puzzle in a dungeon, like on the picture to the right.
 * If this happens, materials from the first puzzle room may still be used to complete second room (especially useful if the second room has a higher requirement).
 * This is also possible with rooms with similar puzzles. For instance, a stone weapon made from a rock mined in a room with the Ten statue weapon puzzle can be used to solve a Three statue weapon puzzle.
 * When levelling up, some boss monsters are written in plural and some are singular (see picture to the right). The names are not capitalized, however, which would indicate that this is not actually the monster's name, but instead is its species or group (i.e. Rammernauts are a division of heavy guard, similar to brutes).
 * When the party leader invites himself/herself while already Dungeoneering, this message will appear:  is not on the Daemonheim peninsula and cannot be invited.
 * In the recent Dungeoneering Q&A with Jagex, the moderators tell anyone who asked about the skill's activity qualities to refer to the Dungeoneering FAQ's section. However, this is not listed as a frequently asked question.
 * On one of the doors you "force-bar", but the chat says "You pull the plank off the door."
 * Sometimes after completing a dungeon, there are slight errors due to displaying rounded percentages.
 * In some dungeons there are shelves and drawers. When hovering the mouse beneath them, on the floor, an extra option will be displayed "Examine". Upon examining, it will not display the examine text on the chatbox.
 * It may be useful to note that one can recharge prayer points, remove a skull above the player, or restore life points by entering and leaving a dungeon.
 * When crafting items in dungeons, occasionally for a split second, you can see a bit in the text box where it says 'null' instead of 'What would you like to make?'.
 * If the Ring of Kinship is used on a fire, a message will show up that says "The ring seems to be resistant to the fire. There appears to be some text glowing, but you can't make it out." There is current speculation about what this means. However, this is most likely just a reference to the One Ring in J.R.R. Tolkien's The Lord of the Rings.
 * After the update on the 19th of July, when having marked the boss, the smuggler would be marked in the next game.Other glitch.png
 * After the update on 19 July 2010, the in-game skillguide says that the Photobooth for Construction requires 1 Novite bar, but it's listed elsewhere that this is not true. (Ex: Looking in the Knowledge Base or by trying to replace the portal)
 * Jagex stated in an update that they like to call the interface after completing a dungeon the "WINterface".
 * Level 120 takes almost eight times the experience needed for level 99.
 * The Fremenniks to do with the skill and in Daemonheim are the only ones not to call by your Fremennik name (if you've completed the Fremennik Trials Quest).
 * When you complete a dungeon, the two sides of the door with the ladder at the end resemble two crying faces.
 * The maximum number of deaths is 15. After that, you can still die, but the counter does not go up anymore. Interestingly, 15 also is the maximum number representable with four bits, which might mean that the number of deaths is stored in a four bit custom integer variable.

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 nature runes was accidentally increased (2000 XP per rune) 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 the new skill 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.

Videos
Jagex Dungeoneering Trailer

Dungeoneering Developers' Blog