Dungeoneering

(F2P) (P2P).

Dungeoneering is a skill that consists of exploring the dungeons of Daemonheim, fighting monsters and bosses, and using other RuneScape skills to solve puzzles and survive its depths. It was released in RuneScape 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 with 60 underground floors in six different themes: Frozen, Abandoned I, Furnished, Abandoned II, Occult, and Warped (the bosses from Abandoned I may appear in the Abandoned II floor set). Within these halls, players explore and use all other pre-existing skills to clear each floor, where this involves finding keys, fighting monsters, and solving puzzles. Unlike other skills that are trained alone, players can cooperate together to train inside the halls in groups of up to five people. Additionally, players may earn experience in other skills by accomplishing various skill-related tasks.

The skill is trained entirely within the dungeons of Daemonheim (except for XP gained from extra sources, such as Tears of Guthix, or XP lamps), which separates the skill's training from the rest of Gielinor. However, you can earn some experience outside Daemonheim through exploring the various Resource Dungeons for the first time or by doing quests which give Dungeoneering XP, such as A Clockwork Syringe and Salt in the Wound.

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.

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 up to level 120, at which point players will have over 104 million experience. This new maximum level, which is only applied to Dungeoneering, is called "True Skill Mastery".

Parties on free-to-play worlds where the average combat level is of 90 or above will receive 50% less experience than parties who average under combat level 90. Players are given this handicap because they will find it easier to go through the lower-floor dungeons than the majority of other free-to-play players. This handicap affects all players in the party (so if the average combat level is over 90, everybody in the party will get 50% experience, but if the average is under, those in the party who are over 90 combat will still get full exp).

Development history
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, ranges and altars.

On 19 August 2010, the members-only Occult floors were released having Dungeoneering requirements from 71 up to and including 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 the one-off resetting of the Ring of Kinship's class upgrades.

On 1 November 2010, the behind the scenes gave away 13 new members-only floors that would be added to game called the Warped floors, requiring level 95 to 119 Dungeoneering, along with the last pieces of Primal, Celestial and Sagittarian gear. 8 new items (Twisted bird skull necklace, Split dragontooth necklace, Demon horn necklace, Scroll of cleansing, Amulet of zealots, Celestial surgebox, Spirit cape, and Sneakerpeeper spawn) were also made available at the rewards trader. It was released on the next day, 2 November.

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, but they require a dungeoneering level to enter in the first place and do not give a lot of experience overall), 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 two out of four options:


 * Board the ship found on the dock behind the Al Kharid bank or the dock in south-west Taverly. Once players have 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.
 * Players may walk 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:
 * The Hot Air Balloon network can be used to travel to the Varrock sawmill, from which players then walk North.

Items
No items can be taken into the dungeons of Daemonheim except for a Ring of Kinship and an Orb of Oculus. At the start of each dungeon, all bound items will appear in your inventory or equipped in your weapon/armour slots.

At Daemonheim


To enter the dungeon, players deposit all of their items into the bank, drop them, or use them, as well as dismiss any familiar you may have summoned. You do not need 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 unlocked access to complexity level 6
 * Abandoned 1 floors barrier - if unlocked floor level above 11 (abv) ab1
 * Furnished floors barrier - if unlocked floor level above 17
 * Abandoned 2 floors barrier - if unlocked floor level above 29 (abv) ab2
 * Occult floors barrier - if unlocked floor level above 35 (abv) occ
 * Warped floors barrier - if unlocked floor level above 47 (abv) warp
 * The south wall left and right dungeon entrances are for players who have manually created a party, and are the entrances used if players wish 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, can solo the dungeon by themselves.

NOTE: Since the release of Dungeoneering the autoteam barriers have not been used. This is due to the fact that leechers would abuse the system resulting in poor teammates. Therefore people form teams manually to ensure that no one is simply entering barriers, going afk, and automatically weening through experience.

Objective
The main purpose of Dungeoneering is to progress through the various floors of the dungeon (with or without 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 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 for teams.

The levels of the monsters are determined upon the levels of the player(s) trying to compete against the boss.

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.
 * You may fill your toolbelt with all equipment.
 * 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, replacing the quest list. 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. Bones dropped on the floor in the home room also disappear. Bones put on the tables in the home room however will not disappear.
 * More useful items, including food and tools, have been found to disappear if left in the home room for a significant amount of time (estimated at roughly an hour).
 * When typing in public chat while in a dungeon, all messages are visible to everyone in a party regardless of where players are. Players, even 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. Some doors need a key, and some need your skills to open it. 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 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. 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.
 * 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.
 * If a player leaves, all the items obtained (that weren't bound) are dropped where they left. Keys are an exception, which are dropped in the home room. If a player returns, they will be placed in the same square they left (with any items they dropped that weren't picked up right under them).

Roles of the Team/Positions
At higher levels, all players are expected to open doors and follow paths while communicating to the party leader (instead of the leader being the designated "keyer"). 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. 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 - A leadership position charged with opening as many rooms as possible and, as the name suggests, carrying keys, as well as the group gatestone. The keyer is also responsible for marking monsters in a guardian room. When a monster is marked every fighter should be attacking that monster until it's dead or the keyer marks a different monster (often a keyer will switch marks when a monster is near dead so the team can identify what is next in line to kill.)
 * 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 have customized their Ring of kingship to gatherer, for a chance at more supplies, and artisan, which gives you a chance of saving supplies while making armour and weapons. This position may not be present in some groups, especially those of 100+ dungeoneers who may be expected to fend for themselves, but some dungeoneering clans require a skiller regardless of level.
 * Fighter - Their job is to fight, and 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 you are a high levelled dungeoneerer in which case you should rarely, if ever clear a room for the specific purpose of skilling). Follow the order in the combat section unless a different monster is marked by the keyer.

Abbreviations Used Within Daemonheim

 * abd /abdn - Abandoned Floors (12-17 & 30-35)
 * buy ggs / bgt - A player asks the group gatestone from the keeper.
 * de - Dead end (no doors save for the one out of the room)
 * denk - Dead end no key.
 * dewk - Dead end with key.
 * fg - Free gate, looking for a team member who has not yet placed a gatestone.
 * nfg - No free gate No Free Gatestone (gatestone already placed at another door)
 * gd - Guardian door.
 * ggs - Group gatestone, provided to the leader of the floor, usually the keyer.
 * gs/g8 [Location]- A personal gatestone is dropped at the said location, normally a key door, guardian door or a skill door. a personal gatestone is made with cosmic runes. A common way of using personal gatestones is by dropped the gatestone at a location and then picking up the group gatestone and teleporting back to the location the gatestone was dropped. This is a very fast and efficient way to move the team from one location to another.
 * gt gd/gtgd/gdgt/gd gt/ggs gd/gd ggs - Cast group gatestone teleport, clearance of a guardian room is required.
 * gdm - Guardian Door marked; the next guardian door to clear has been marked by the keyer (arrow pointing to the room on minimap). The mark is often on a random monster in this instance so does not necessarily mean kill marked monster first.
 * home/ht - Cast Home teleport OR used to direct team to a location using the home/base as a reference point.
 * hs - Hood safe; Example: ggs hs = group gate stone hood safe: see Shadow Silk Hood for details.
 * mgt - Move the group gate stone to another place; Example: mgtb = move group gate stone to boss. A keyer might say "player A mgt". This means, said player should take the group gatestone to their gatestone which the keyer most likely asked them to drop it at a door that needs to be opened when the proper key is found or a potion made for required level.
 * ns - Not safe; Example: ggs ns = group gate stone not safe.
 * Occ - Refers to the Occult floors (Floors 36-47)
 * rehood - Waiting outside a room or in a safe spot for a concealment disabling spell to wear off.
 * treasure room - A room that contains a lot of resources.
 * wasteroom/wroom/wr/de - A room that leads to a dead end (see de above). This does not include the boss room. A wasteroom may have monsters in it but will have no supplies or resources.
 * gtb - Group Teleport to the boss; The Group gatestone is at the boss room.
 * mgtb - Move the group gatestone to the boss room.
 * hgt - hold the group gatestone; usually when the player asked to "hgt" has the next available path or route gated.
 * gk [key abbreviation] - The Stated key has been found, this makes it easier for the keyer to keep track of which keys are active in the dungeon.

Key abbreviations
Within the dungeon's the names of the different keys are often abbreviated. To form a key abbreviation state the colour first then the shape e.g. Crimson Corner would be cco or crco.

Avoid saying "g" for colour or "c" for shape as they can be confused between the gold/green colours and corner/crescent shapes respectfully.

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 above include every skill available to free players.

Floors


Floors, currently 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 penalize 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 Complexity: 1.

Shared Experience
Shared experience is an option set on a per-player basis, by each player (the party leader cannot change this for other players) 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.

If shared experience is set to on, the experience gained by using skills or opening skill doors is shared equally between the person doing the skill and everyone in the party with this option on that also has the required level. Combat experience from fighting creatures and prayer experience from burying bones is never shared - however experience from opening skill doors or completing skill puzzles is, even for combat skills. Turning shared experience off does not prevent experience from your activities from being shared with others.

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, such as a level 133 Mysterious shade), 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 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).

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 "invite me", "joining party" "need floor (x)", or "n(x)" where (x) is the floor, if they wish to be invited to a party.

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.

Official Dungeoneering Worlds
(F2P) World 7

(P2P) World 117 is geared towards level 1 - 60+ Dungeoneers.

(P2P) World 77 is geared towards level 71+ Dungeoneers, though some teams require 80+ Dungeoneering. (often crowded)

Unofficial Dungeoneering Worlds
(P2P) World 24 is for players with 90+ dungeoneering, if you try to join a team there below that level you will most likely be frowned at or kicked.

(P2P) World 62 is geared towards skillers and 90+ Combat.

(P2P) World 67 is the 3bo (3 binds only) world and is geared toward 105 - 110+ Dungeoneering.

(P2P) World 139 is mainly suited for players with 1-61 Dungeoneering.

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.

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 now the Behemoth will only eat to full health one time. However if you block his feeding before full health he will eat again. Some do this for an easy way to earn more exp, if you do it correctly, but others say it is not worth the time and effort.

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".

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 raid with this item wielded (this was updated from the item appearing in a player's inventory). Bound items are noted with a (b) appended to the item's name. The number of items players may have bound at once depends on their Dungeoneering level. The most common items to bind are a high tier weapon, armour such as a platebody, and the Shadow silk hood. The suggested, and most common way to do it is to bind a weapon of the best type that you can use, then a Shadow silk hood or if you've not yet gotten one from a Night spider (which is considerably rare), 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).

''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. If you wish to poison your arrows, do so before binding as bound unpoisoned arrows cannot be poisoned, as that would create two different stacks of items. 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.)

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.

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 raid 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!

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 of 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 heim crab 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 86,600 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.

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, 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.

Criticism
Players criticize Dungeoneering for not being an actual skill, even though it is classified as such, because it does not share characteristics common to other skills.

Below are reasons given by players for why Dungeoneering is not a skill:


 * Players are unable to take items out of the dungeons (which are dependent upon all other skills to create)
 * Players are unable to bring items into the dungeon (except the ring of kinship and the orb of oculus)
 * Training is limited to only one area, Daemonheim. Resource dungeons only grant one-time experience opportunities.
 * Players can only maximize experience by working with other players.
 * Raiding dungeons relies heavily on other skills (clearing obstacles blocking doors, solving certain puzzles).
 * A serious lack of integration with the rest of the game, as Dungeoneering can be used only within Daemonheim.
 * Players cannot reliably predict the experience gained in training.
 * Dungeoneering doesn't yield a strange rock, which can be obtained while training other non-combat skills.

Below are reasons why Dungeoneering resembles more a minigame than a skill:
 * The activity-esque use of tokens. Much like Fist of Guthix tokens and the Great Orb Project tokens, Dungeoneering tokens can be traded in for items that can be used in Gielinor.
 * When a player engages in combat with monsters in the rest of Runescape, death results in the loss of items. However, dying when in a dungeon floor results in no loss of items whatsoever, resembling a "safe" minigame.
 * When the Wisdom aura was introduced, the description of this aura said that the Wisdom aura gives a +2.5% boost to the experience gained in training skills, but the aura will not work in minigames. The Wisdom aura can be used for an XP boost in all skills but Dungeoneering.

Temporary boosts
Unlike other skills, there are no positive boosts for Dungeoneering at this time, aside from the Dungeoneering cape and the Dungeoneering master cape. However, the boosts of these items wear off as soon as they are unequipped, and the capes cannot be taken into dungeons. Considering how the skill is utilised, it is unlikely that there will be a boost outside of the capes in the future. While there are no Dungeoneering boosts at this time, 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.

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.

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.
 * 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, new and old players alike have the ability to access Al Kharid from Lumbridge without having to pay the 10 coins (If player hasn't completed Prince Ali Rescue) or use the Agility Shortcut 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?"

Videos

 * Jagex Dungeoneering Trailer
 * Dungeoneering Developers' Blog