Dungeoneering

Dungeoneering (also known as Dung, Dunge, or DG by players) is a skill that was released in RuneScape on 12 April 2010 that is open to both free players and members. It features a castle named Daemonheim, which contains 35 underground floors. There, players explore and use other existing skills to clear each floor, which involves 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 Daemonheim - essentially an alternate portion of Gielinor - into which only the Ring of kinship and the Orb of Oculus can be brought in and out of. It is heavily dependent on other skills trained outside of Dungeoneering. The items and skilling materials used within Daemonheim are all different and the skill is group-oriented rather than being individual-oriented (although it is possible for players to train by themselves). In addition, players can train Dungeoneering past level 99 all the way to level 120, with over 104 million experience. This new maximum level is called "True Skill Mastery".

As of 15 May 2010, the current minimum requirement to be ranked (at approximately rank 148,805) is level 30 with 13,363 experience. As of 16 May 2010, there are twenty-three players who have achieved level 99 Dungeoneering, but no one has achieved level 120 yet. The current rankings are visible at the RuneScape Hiscores page.

Travel
To train the skill, players have to make their way to Daemonheim, located on a huge peninsula east of the Wilderness (the peninsula itself does NOT count as Wilderness). Players may make their way to Daemonheim by one of three methods:
 * Take a ship from the dock behind Al Kharid bank.
 * Venture through the deep Wilderness to the eastern part.
 * Teleport using the Ring of Kinship given by the Dungeoneering Tutor at Daemonheim.

If using the ferry, players must walk from the Eastern side of the peninsula North-West to the central part of the castle.

Other teleport methods are available such as:
 * Using a Games Necklace to teleport to Clan Wars, then walking South-East to Daemonheim.


 * Taking the Hot Air Balloon to travel next to the sawmill, then walk North.


 * Using a Ring of duelling to teleport to Fist of guthix, then walk east to Daemonheim.

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

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

In the courtyard, there are energy barriers, and 2 entrances in the left and right walls that players can go through:
 * 'Free-for-all' barrier EnterancetoDaemonhaim.png
 * Frozen floors barrier
 * Abandoned 1 Floors barrier
 * Furnished Floors barrier
 * Abandoned 2 Floors barrier

The left and right entrances are there for people who have made a party by themselves. 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.

Starting out
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 level. Therefore, teamwork and division of labour will likely help in achieving better results and efficiency.

Finding a team

 * Nothing in the worn slots and inventory is allowed, except the Ring of kinship and Orb of oculus.
 * Familiars and Pets are not allowed either. If your familiar was carrying anything when last summoned, it will have to be re-summoned and those items banked, otherwise you will not be allowed to enter.
 * When finding a team, many players use abbreviations. For example, the abbreviation for Floor (Dungeon level) is 'F', while the abbreviation for Complexity is 'C'. For example, a player forming a team may say: F20 C6, meaning floor 20 at level 6 complexity. They may also say "Trade me for f20", which means players who want to join the team trade the leader, and the leader will then invite that person, seeing the pink trade notice. But the people who want to be invited to a party, say "invite me", or if they want to be invited to a "trade me" party, trade the team leader.
 * 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.
 * Unofficial Dungeoneering worlds are World 1 (F2P), World 2 (P2P), and World 117 (P2P).

During gameplay

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


 * When typing in public chat while in a dungeon, all messages are visible to everyone in a party regardless of where a player is.
 * Rooms of the dungeon are connected by doors. It is impossible to see into the next room until the door is first clicked on. This does not open it but reveals the room beyond the door. Some doors are locked and must first be unlocked with the proper item before the door can be clicked on to reveal the room. 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 players 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".

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

Floors


Floor levels, from 1 to 35, and the combat levels of party members determine the combat levels of the monsters that players encounter; the higher the floor level, the higher the combat level of the monster.

Dungeoneering level required for a certain room is: Floor number times 2 minus 1 for every 2 levels past level 1. For example you need level 39 for floor 20 (20 x 2 - 1 is 39). Plus, of course, you must have cleared all the previous floors.

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.

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 dungeons are available. A party of 2 is needed for medium, and 4 minimum for Large.

Dungeon size is also a big factor that affects on your experience.

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/minigame 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 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.

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.

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.

Titles
After each floor has been completed, titles are awarded to some of the players based on their contributions to the team. However, the titles do not affect the amount of Dungeoneering experience received.

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

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

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

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

In addition, you may always bind one type of rune or arrow, and up to 125 of these will be kept in your starting inventory. However, there is no need to replenish your bound stackable item to 125 at the end of a dungeon, since the game remembers the initial amount bound, and will replenish your stackable item to that number when you get to the next floor. If you wish to poison your arrows, do so before binding as bound arrows cannot be poisoned.

Attempting to bind more items than a player can will do nothing, except elicit a message stating that a currently bound item must be destroyed before another item may be bound. It is possible, however, to bind more of the same item than technically allowed (if the same kind of item is obtained while the player has already bound some, the bound and unbound ones will stay at different slots, wasting inventory slots. Binding them will cause them to merge into single slot, but the ammo bind limit isn't changed), but at the beginning of a new level players will be left with the amount they bound to them.

Weapon poison (of any strength) can be added to a bound dagger or spear, but cannot be added to bound arrows - you have to poison the arrows first and then bind them. Any cloth in Daemonheim can be used like a Cleaning cloth elsewhere 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 be sold. 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 and once an item is sold, there is no getting it back.

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.

Combat
Combat while Dungeoneering consists of the three attack types: Magic, Ranged, and Melee. Magic only allows a few spells out of the RuneScape Beginning and Lunar spellbooks, with some additional spells only found in Dungeoneering. 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 minimize the number of deaths.

NOTE: The abandoned levels reappear after the furnished levels on floors 30 through 35.

Food
Most food available in the dungeon are fish, cave potatoes, and mushrooms.

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 cooker, 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.

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

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

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 1/10 of the experience received, rounded down. These tokens are smuggled outside of Daemonheim so that they may be traded with the rewards trader in the Daemonheim camp for items to be used outside of the dungeons.

Quests Providing Dungeoneering Experience
You can claim experience in it from Tears of Guthix, Penguin Points and various reward lamps, however no quests provide experience as of yet. Any form of experience gained, will not give tokens unless from actually dungeoneering.

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

Skill Mastery
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.

Music Unlocking Tips

 * All Glacialis tracks are unlocked on the Frozen floors, all Desolo tracks are unlocked on the Abandoned floors, and all Adorno tracks are unlocked on the Furnished floors.
 * All three themes will have 10 possible music tracks to unlock.
 * Every time you enter a room with an enemy in it, the music player will randomly select a track. If you repeatedly enter and exit any of those rooms, you can unlock these music tracks very quickly.
 * All bosses have their own music, so it is recommended to fight each boss at least once.

Controversy
In the week of its release, there was debate about whether Dungeoneering was really a skill or rather just an activity. Many players felt that Dungeoneering did not meet certain requirements to fulfill the definition of a skill. The reasons given 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. Since Dungeoneering was in development for a long time - with the players aware of its development for many years of that time - much hype was built up (usually in the form of threads in the Future Updates forum). When Dungeoneering was finally released, it may not have been what some people had hoped for, and a number of players have refused to train the skill for the above reasons.

Another 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. 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. For example, chaotic equipment costs the equivalent of level 88 in experience tokens, but required only level 80 to use. The costs of items were lowered to a more reasonable level on 21 April 2010.

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".

Additionally, free players will sometimes encounter doors and puzzles that require members' skills to open and solve. They may consider this unfair, since it is impossible to open such doors or solve such puzzles as a free player.

There also exists a large number of unfixed glitches in the skill.

Unfixed

 * Sometimes, after killing a boss, no exit ladder will appear. The panel will remain in place, however, you can still exit by right clicking the panel.
 * 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.
 * Sometimes the entire game window goes black or white while in a dungeon. There is nothing that can be done to fix this.
 * After logging out in certain places, your character will appear inside a staircase. You can get out by walking to the side.
 * When eating a raw cave potato the player reports that they have eaten a baked cave potato even though it is not cooked.
 * Clicking on the life points globe near the minimap while poisoned and carrying antipoison displays an error message and will not cure the poison. Using the item from the inventory cures the poison.




 * In the event that a dungeon is completed and one of the party members log off while the game is showing the stat window, the team will spawn in next round but they can move only on minimap because the stat window doesn't go away. The team must then leave the party and start the round again.
 * If a player loses connection during the Dungeon Completion, all of their stats will turn to 120 for about 10 seconds then revert back to normal.
 * If you are following someone (and they are part of your team) and they enter a dungeon, you will be facing their direction no matter where you move. This is also true for other areas, like Barbarian Assault.
 * If a player invites another player and then deletes the party, the other player will see an empty list once he accepts the invitation.
 * In the Lodestone room (which is a dungeon room), if a player jumps across a gap exactly when another player opens a new door in the room the player jumping will be flung outside of the room and will be standing in nothing for about 5 seconds then will appear back inside the room. This is also true if you click too fast while attempting to cross the agility spike traps.
 * Kal'Gerion demons seems to have a larger size of around 7x7, yet players are able to attack them with melee from 2-3 tiles away while there still is a relatively large distance between them.
 * Sometimes when starting a dungeon, looking at the quest bar will show up the party log completely blank.Gl1tch1ng_h4x0r5.png
 * There's a glitch where sometimes players can right click anywhere on the map and the game shows the option of cancel and examine "nothing". When clicked on the examine option there's no response in the chat box except for a blank line.
 * There is a glitch where Forgotten warriors may hold their weapons in an odd way, as if it were another weapon. For example, a Forgotten warrior holding a dagger like a 2h sword while still having a shield.
 * There is a glitch where a player can get unlimited Rings of kinship. The player must join or make a party, bank the ring, go in a dungeon, exit the dungeon, join or form another party, and bank the ring. Repeating this process allows the player to get any amount of rings they want. This has no real benefit, other than a placeholder in the bank.
 * If the final lever in the lever room puzzle is pulled by 2 members of a party at the same time, it will not register as being pulled.
 * If a player sits down with any robe bottom, the top of the robes turn grey because the middle area stretches.
 * In the barrel puzzle, you can open the door once the barrel is full without pushing it to the pressure pad.
 * Non-members may create members ranged armour from the hides of various animals. For example, a non-member can kill a Stegomastyx, receive its hide and then create a piece of armour from it. As all Stegoleather items are Tier 7 and non-members are only allowed to use up to Tier 5 items, they will have created a members object.
 * All spinning wheels positioned north of a wall cannot be used. Upon clicking the "Spin" option one receives the message "I can't reach that," because the spinning wheels are used from the southern face.
 * When you range the Stomp, your arrows would appear over the wall and you cannot take them.
 * Sometimes, when examining things, such as a Farming patch, there will be an option to examine nothing. When clicked, a completely empty line will appear in the chatbox.Lodestoneroom.png
 * The adventurer's log will sometimes incorrectly display the number of tokens spent on acquiring Dungeoneering rewards.
 * Bound weapons are held differently than unbound weapons
 * The lodestone room has a texture issue when one of the tiles is different from the others.

Fixed

 * For the first four days that Dungeoneering was released, a glitch existed where players could smuggle items from a dungeon into Runescape; this has since been fixed. This glitch was done by having a partner enter a dungeon of complexity level one while one item was put up in the price checker. This meant that that player couldn't enter the dungeon, but had the items that spawn with level 1 complexity added to their inventory in real RuneScape. Since initial base rooms can't get spawned with anything higher than tier 8, this means that a player could not gain a significant advantage from using items from the dungeon in PvP since tier 8 is the equivalent of barrows or a dragon weapon. However, it was possible to use any of the glitched items in PvP if desired. Only a few accounts had such glitched items in their possession, however. The glitch was fixed with the release of the Buyers and Cellars update, and all glitched weapons were removed as well.
 * On the day of release, there was a condition where Runecrafting could be raised "perpetually". Rune essence cost 50 coins each, but all elemental runes sold for 12 coins each. Having a 44 runecrafting level or above allowed players to earn more than 50 coins by making air runes, thus enabling them to make progressively more runes per batch. There was an update within a few hours which reduced the value of earth runes to 9 coins, water runes to 6 coins and left air at 12 coins. A few minutes later, air runes were reduced to their current 4 coins. The rollback that fixed the nature rune glitch had reinstated this 12 coins per air rune, giving once again perpetual Runecrafting experience, though at 1xp per 10 essence instead of the previous 5xp. Yet again, the day after the rollback, the air runes sold for 4 coins each.
 * On the day of release, there was a glitch where players on other spellbooks would find that after leaving Daemonheim their book was changed back to normal spells.
 * On the day of release, the Orb of oculus could not be taken into Daemonheim. The Game Guide stated that the Orb can in fact be brought into the castle.
 * Leaving a party with the Orb of oculus would make it disappear. This was fixed on April 14, 2010.
 * On the day of release, players who unlocked music tracks in the dungeon and who reached 463 tracks were able to perform the Air Guitar emote, even though the requirement for it was 500.
 * For the first 2 days, the lever room puzzle was impossible to complete by some people. The levers would not register being pulled and the doors would never unlock. However, players would still be damaged when the time limit had expired after the action of clicking the first lever.
 * For the first 3 days upon release, one could light a pile of logs all on the same spot; this glitch has since then been fixed.
 * For the first week, floor 18 in the Dungeoneering skill guide had the same colour of the abandoned floors when it was actually part of the "furnished floor" series.
 * Previously, Dungeoneering would not appear as a possible task for the Objectives system.
 * Players were able light a fire on the tables in the starting room if they placed some branches on a table and then used a tinderbox on them.
 * For the first 2 days, the puzzle room where players must mine a path through the rocks was impossible to complete: the last large rock before the door had no 'Mine Rock' option. The only option for players was to leave the dungeon and start over.
 * Previously, the Rammernaut boss would not move if players stayed around the edges of the room and attacked him with magic or ranged, which made him extremely easy to kill. This bug was fixed by the first weekend of the release, although Rammernaut still frequently gets 'stuck' chasing players around the room.
 * Previously, many of the bosses were encountered at one Dungeoneering level lower than claimed by the Knowledge Base. For example, Stomp could be encountered at level 35 rather than the claimed level 36.
 * Free players were able to smith arrowtips, which were member's objects.
 * On the third day after the release of this new skill, a System update was used to fix various issues. After the update there was a bug that allowed players inside the Dungeons to get very high amounts of Runecrafting experience, (2000 experience per nature rune crafted). A rollback was used to fix this issue.
 * When setting an objective for 99 attack, you will see the message: You can wield a White Warhammer, it was meant to be Primal Warhammer. This glitch also occurs when you set the objective to 90 attack.
 * In the event that a member binds a member's item and then logs into a free server, the member's item wouldn't appear and there is no option to destroy it.



The skill

 * This is the first new free-to-play skill since Runecrafting, which was added in 2003.
 * There were 48 new music tracks released, making the most songs released with an update.
 * This is the only skill that visably 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.


 * A video with the 99 skill cape emote with good quality can be found here.
 * The emote includes the player changing into the tier 11 type armours found in dungeoneering (magic, melee and range) although it is uncomfirmed if you choose what you want to transform into.
 * Many players ruined pures/skillers when the skill was released by opening doors which gave magic, prayer and strength experience or by attacking as this gave shared experience, this can be countered by simply turning off shared experience with the ring.
 * Dungeoneering is one of the only four skills not used in Stealing Creation, the others being Firemaking, Slayer, and Farming.
 * When you complete the Tears of Guthix activity, the message for increasing your dungeoneering skill is "You feel the mysteries of Daemonheim unravel."
 * The reason why Dungeoneering can be leveled all the way up up 120 is because the developers couldn't fit everything they wanted in the skill with only level 99 as stated by Jagex here. (Swedish RuneScape Forums)
 * Jagex has annouced that they will add 2 new floor environments and several new bosses and challenges to Dungeoneering.

Curiosities

 * When you click Rejoin Party, if you enter your own username it will say "You want to party with yourself?" This means if you leave a dungeon when you are the last or only person in it, you can't rejoin.
 * 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 are ghosts walking the grounds with currently no known purpose, but one to the far west is aggressive and will attack you if you are in its area.
 * Unlike other chickens, the chickens in Daemonheim cannot be attacked and when examined it says "Who are you calling chicken?".
 * When the skill was released, players found doors which needed over 99 in other skills creating speculation they were raising the other skills. However Jagex has stated that they have no plans to increase the level cap on other skills; you can open some of these doors by making potions to increase your level over 99 for a short time.105Crafting.png
 * Dungeoneering has many similarities to and may have been inspired by board based Role-playing games. Most notably 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.
 * Free to play players can make runes that normally only members can make, but limited to runes used for free spells as long as they have the Runecrafting level required. For example, Death runes, which were 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.
 * There is a glitch where sometimes when a floor is completed, the ladder does not actually appear (though you can still enter it). This is yet to be fixed.
 * There is a glitch in the lever puzzle. It is unknown how it occurs but it can trigger the trap after completing the puzzle. This is yet to be fixed.
 * As you go deeper into the dungeon you'll notice that some of the rooms require member skills, even when you're in a free-to-play world.
 * It's possible, though extremely rare, to have two or more of the same puzzle in a dungeon, like on the picture to the right.
 * If the above happens, materials from the first puzzle room may be used in the second room if requirements are impossible to meet.
 * 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).
 * It's possible that Jagex picked the level cap of 120 for Dungeoneering (as opposed to 115 or 130) because it is the closest number divisible by ten under the 200 million experience cap. Level 130 would require about 280,683,356 experience, which is well over 200 million experience.
 * When a player is fighting using a melee skill (Strength, Attack, Defence) while solo Dungeoneering, a player will receive around twice more melee experience (including Constitution) than Dungeoneering experience. This depends somewhat on different factors, including: Dungeoneering floor, Prestige system, different melee methods/weapons, etc.
 * 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 mini-game qualities to refer to the Dungeoneering FAQ's section. However, this is not listed as a frequently asked question.

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 exp for crafting runes was accidentally increased exponentially instead of being decreased. All accounts were rolled back by about 30 minutes. The login server went offline for about an hour. Consequently, this caused several people to lose whatever item they had bound prior to the rollback, even if it was bound more than 30 minutes beforehand.

There were also numerous system updates throughout the first week Dungeoneering was released as developers scrambled to fix a number of 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.

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Jagex Dungeoneering Trailer

Dungeoneering Skillcape Emote