Dungeoneering

Dungeoneering is the most recent skill released in RuneScape on 12 April 2010. It features an underground castle with 35 floors, called Daemonheim. There, players explore and use other existing skills to clear each level, which involves finding keys or solving puzzles. Unlike other skills, players can venture the castle in groups of a maximum of 5 people and earn a small amount of XP by in other skills through various different ways. Similar to other skills upon release, you can NOT use exp lamps, penguin points, or tears to level up Dungeoneering until 2 weeks have passed since the skill's release.

Dungeoneering is open to both free-to-play and pay-to-play players. It is called a skill, but in many respects, it's more like a parallel game that uses some aspects of Runescape. Items and skilling materials for your Runescape skills are all different, the game is group-oriented rather than individual, and carry-over of existing Runescape items is minimal.

Another difference with Dungeoneering is that it's possible to go beyond level 99 and head up to level 120, with over 100 million experience. The level 120 is called "True Skill Mastery," vs. level 99 Skill Mastery.

The current minimum requirement for the Dungeoneering hiscores is level 30, with 1650 players achieving this. The highest level currently is 56, held by Hell Raiserz.

As mentioned above, dungeoneering is heavily dependent on other skills trained outside of the dungeoneering skill/area.



Travel


Players can 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 tutor.

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

At Daemonheim
There are a Dungeoneering tutor, and a Fremennik Banker standing at the entrance to the castle. Players new to the skill or having lost the Ring of kinship should speak to the tutor to gain one. They will also need to bank ALL worn items and all items carried in their inventory to gain access. All armour, weapons, runes, ammunititon and other supplies will be provided inside the castle.

After the player has received the 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 any one of them:
 * Left barrier
 * 'Free-for-all' barrier
 * Right barrier

The left and right barriers are provided for players who would like to venture alone. For the central 'Free-for-all' barrier, players are automatically paired up to form a party. If there are no other suitable adventurers waiting, the player will be allowed to enter the dungeon by themselves. They should guarantee that their companion list is empty before going in, or else, they are rejected.

Complexity and Level
Before starting the adventure, players need to adjust the complexity and the level they like, apart from the companion list.

Complexity is a 6-tier scale that determines the number of other skills involved. Note that lower tiers would include a penalty in the experience gained at the end, as shown in the screenshot to the right. The skills involved in each complexity level are shown below:

The level, from 1 to 35, to be adjusted determines the combat level of the monsters that players would encounter. Players can only select the level based on half of their Dungeoneering level (rounded down), provided that they have also cleared all levels previous to the one they select. If players are in a group, the level other members cleared would also be shown on separate columns.

Starting out
Note:
 * Nothing in the worn slots and inventory is allowed, except the Orb of oculus.
 * Familiars 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.

After going into the entrance, players will be first transported to a room with armours, weapons and food according to the difficulty they have adjusted. 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 allowing to see other players' inventory, the players stats and the players worn items.

When typing in public chat while in a dungeon, your messages will be seen by everyone in your party regardless of how close or far away they are.

On death, characters respawn in the smugglers starting room, and their death count will be increased by one.

Dropped items do not vanish as they do in normal RuneScape. This includes monster drops as well as inventory management drops, and drops on death (which are visible to others and can be picked up).

The main purpose of the game is to progress through the various levels of the dungeon with your teammates and eventually killing the boss monster at the end of each level. To do so, players have to progress through a series of rooms while using both free and member skills to equip yourself and your teammates with items that will help you to complete the level. So, teamwork and division of labour may help in achieving better results and efficiency.

Ending One Raid and Starting A New One
A raid is finished when the boss is defeated.

A new raid is started by beating the boss, which leaves the room empty for you to click on the ladder to the level below. It may also leave you with a reward item in your inventory: you will be told if this is the case in your chatbox. These items are often more powerful than others you might find dropped in the dungeon, and, if you can use them, they may be worth binding.

You will advance to the next level if your Dungeoneering level is high enough, but if isn't, you'll stay on the same level.

Binding Items
Since no items can be brought into the next level, binding items before entering the next level keeps items in use.

When an item is bound, it appears in the player's starting inventory and a (b) comes after the item's name.

Players may only bind 1 item when their Dungeoneering level is one, 2 items at level 50, 3 items at level 100 and finally a maximum of 4 items at level 120.

Binding items out of quota causes one of the items to be destroyed.

Food provided
Most food available in the dungeon is marine in nature. The other kinds include potatoes-based food, that is, combining ingredients, such as the following fishes, with a potato.


 * Heim crab - Tier 1
 * Red-eye - Tier 2
 * Dusk Eel - Tier 3
 * Giant Flatfish - Tier 4
 * Short-finned eel Tier 5
 * Web Snipper - Tier 6 (members only)
 * Boulderbass - Tier 7 (members only)
 * Salve eel - Tier 8 (members only)
 * Blue Crab - Tier 9 (members only)
 * Cave Moray - Tier 10 (members only)
 * Tier 11 (members only)

Skills involved

 * Prayer — exorcise certain doors so that you may pass
 * Runecrafting — craft runes to be used in spells, use in puzzles to activate crystals, imbue rune energy into doors and open them
 * Agility — bypass spike traps in the dungeon
 * Herblore — create potions from ingredients bought/found in the dungeons.
 * Thieving — used to open some chests which contain items.
 * Crafting — make ranged and mage armour from raw materials.
 * Fletching — make bows and staves
 * Hunter — allow the player to set traps made with the fletching skill.
 * Mining — harvest ore from rocks, used in some events to mine stone from rubble.
 * Smithing — turn ore into melee armour and weapons, create tools for harvesting raw material.
 * Fishing — collect raw food from fishing spots located around the dungeon, use for certain puzzles
 * Cooking — cook raw fish on a fire or range into food that can be used to heal
 * Firemaking — set fires which allow you to cook food on
 * Woodcutting — cut wood from various trees around the dungeon
 * Farming — allows players to grow food and potion ingredients in farm patches
 * Summoning — infuse and summon familiar pouches, allowing them to fight for you through the dungeon.

Spellbook accessed
The spellbook contains three new spells (marked with a *)


 * Bind (20)
 * Low-level Alchemy (21)
 * Water Bolt (23)
 * Earth Bolt (29)
 * Create Gatestone (32) *
 * Gatestone Teleport (32) *
 * Fire Bolt (35)
 * Wind Blast (41)
 * Water Blast (47)
 * Snare (50)
 * Earth Blast (53)
 * High-level Alchemy (55)
 * Fire Blast (59)
 * Wind Wave (62)
 * Water Wave (65)
 * Vulnerability (66)
 * Monster Examine (66)
 * Cure Other (68)
 * Humidify (68)
 * Earth Wave (70)
 * Cure Me (71)
 * Enfeeble (73)
 * Cure Group (74)
 * Fire Wave (75)
 * Entangle (79)
 * Stun (80)
 * Wind Surge (81)
 * Water Surge (85)
 * Earth Surge (90)
 * Vengeance Other (93)
 * Vengeance (94)
 * Fire Surge (95)

Bosses
{| border="1" cellpadding="1" cellspacing="1" style="width: 500px;"

Dungeoneering Level Required

 * style="vertical-align: top;"|

Known Floors
1 1-3 1
 * Gluttonous Behemoth
 * Gluttonous Behemoth
 * style="vertical-align: top;"|
 * Astea Frostweb
 * Astea Frostweb
 * style="vertical-align: top;"|
 * style="vertical-align: top;"|Icy Bones
 * style="vertical-align: top;"|1
 * style="vertical-align: top;"|
 * style="vertical-align: top;"|Luminescent Icefiend
 * style="vertical-align: top;"|6
 * style="vertical-align: top;"|
 * style="vertical-align: top;"|To'Kash the Bloodchiller
 * style="vertical-align: top;"|18
 * style="vertical-align: top;"|
 * style="vertical-align: top;"|Geomancer Shaman
 * style="vertical-align: top;"|24
 * style="vertical-align: top;"|
 * style="vertical-align: top;"|Skeleton Horde
 * style="vertical-align: top;"|24
 * style="vertical-align: top;"|
 * }
 * Bulwark beast
 * Unholy cursebearer
 * Rammernaut
 * Har'Lak the Riftsplitter
 * Lexicus Runewright
 * Sagittare
 * Night-gazer Khighorak
 * Shadow-forger Ihlakizan
 * Bal'lak the Pummeler
 * Stomp
 * Sagittare
 * Night-gazer Khighorak
 * Shadow-forger Ihlakizan
 * Bal'lak the Pummeler
 * Stomp

Music

 * Adorno I
 * Adorno II
 * Adorno III
 * Adorno IV
 * Adorno V
 * Adorno VI
 * Adorno VII
 * Adorno VIII
 * Adorno IX
 * Adorno X
 * Desolo I
 * Desolo II
 * Desolo III
 * Desolo IV
 * Desolo V
 * Desolo VI
 * Desolo VII
 * Desolo VIII
 * Desolo IX
 * Desolo X
 * Glacialis I
 * Glacialis II
 * Glacialis III
 * Glacialis IV
 * Glacialis V
 * Glacialis VI
 * Glacialis VII
 * Glacialis VIII
 * Glacialis IX
 * Glacialis X

Trivia

 * Dungeoneering is the first skill which is not actually unique in itself, it incorporates a lot of skills and puts in into an activity of sorts.
 * This is the first skill which you could raise its level over 99.
 * This is the only skill whose skillcape can be trimmed only by raising it to 120.
 * 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.
 * This is the first free-to-play skill since Runecrafting, which was added in 2004.
 * On the day of release, there was a bug where players on Lunar Spells would find that after leaving Daemonheim their book was changed back to normal spells.
 * When you click Rejoin Party, if you enter your own username it will say "You want to party with yourself?"
 * Thok is the only skill master that is not wearing a skillcape, this could possibly be because this skill has 2 capes.
 * During the release of Dungeoneering on the Runescape Hiscores; many people have been moving ranks due to the release.
 * Upon the day of release, There was an bug which caused players who unlocked music tracks in the dungeon, and who reached 463 tracks were able to perform the Air Guitar emote when the requirement is 500. This was later fixed after a system update.
 * Upon the day of release, freeplayers could not set the skill as an objective; it was considered members-only by the Objectives system. This has yet to be fixed.
 * Another glitch for the Objectives system is that if you click 'Random Objectives' and if you go through 'More objectives...' Dungeoneering won't appear there. Even if you go through over 100 pages of objectives, Dungeoneering still will not appear there. This has yet to be fixed.
 * Dungeoneering can be helpful to powerlevel Runecrafting, allowing you to have unlimited Rune Essence in your inventory.
 * As of now, the game filter does not appear to work in Daemonheim; 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 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, and nothing can be done to revert to the game. The cause is unknown, and the browser page must be reloaded in order to log in again. This can happen in more then this situation. Users have found minimizing and maximizing might help to solve your problem quicker.
 * 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.
 * 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 agressive and will attack you if you are in it's area.
 * 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-cliped.
 * Burnt salve eels disappear after a while if dropped.
 * 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. This is unknown, but you can open these doors by making potions to increase your level over 99 for a short time.
 * 'View-Bob' allows other players to view the items in your beast of burden.