Dungeoneering



Dungeoneering is a skill that consists of exploring the dungeons of Daemonheim by solving puzzles, unlocking doors, fighting monsters and Bosses, and using all other RuneScape skills to solve puzzles to ultimately survive its depths. It is open to both free players and members. Dungeoneering takes place underneath an old castle named Daemonheim, which contains a dungeon of 60 floors with six different themes: Frozen, Abandoned I, Furnished, Abandoned II, Occult, and Warped.

Unlike other skills that are trained alone, players can cooperate to train in groups of up to five people, receiving the most experience per dungeon, although soloing is possible and widespread. Most players choose to do the deeper floors with a group, rather than solo, because the greater xp awarded with larger party size is more apparent on those deeper floors. While completing these dungeons, players may also earn experience in other skills by accomplishing various skill-related tasks. The items and skilling materials involved are all different to their counterparts on the surface.

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, Orb of Oculus, Gorajo cards, any XP-boosting amulets, Keepsake Keys, and all tiers of the Daemonheim aura. Other items can be brought in only during Salt in the Wound.

Players can train Dungeoneering past level 99 up to level 120, at which point players will have over 104 million experience. This unique maximum level is called "true skill mastery". Although other skills offer equivalent capes, Dungeoneering is the only skill that offers actual obtainable levels past 99.

The skill is trained entirely within the dungeons of Daemonheim, although experience can be gained from rewards such as XP lamps. This separates the skill's training from the rest of Gielinor. However, some one-time experience rewards are available from entering Resource Dungeons and completing quests which give Dungeoneering XP.

Development history
On 19 July 2010, the skill received a massive upgrade to include, among other things, the ability to purchase Chaotic weaponry and unlock surface-world Resource Dungeons. Dungeoneering/Construction could be used within Dungeoneering to build facilities in the starting room, such as altars or cooking ranges.

On 19 August 2010, the members-only Occult floors were released with Dungeoneering requirements from 71 up to and including 93, making a total floor count of 47. Five new rewards were also added: the scroll of efficiency, magical blastbox, herbicide, ring of vigour, and the Rigour prayer. Some further changes were made, such as the addition of a one-time resetting of the Ring of Kinship's class upgrades.

On 2 November 2010, the Warped floors were released for members with Dungeoneering unlock requirements from 95 to 119. Along with the floors came the final pieces of level 99 equipment obtainable within Dungeoneering. Additionally, the twisted bird skull necklace, split dragontooth necklace, demon horn necklace, scroll of cleansing, amulet of zealots, celestial surgebox, spirit cape, and sneakerpeeper spawn) were released, available from the rewards trader.

On 11 April 2012, a toolbelt was added within Dungeoneering, allowing players to carry tools, hatchets and pickaxes included, without occupying space in their inventories. The update also made keys shared between all party members, again without use of the inventory. Finally, raw resources were made stackable, and most stackable items were given a drop-x option, including coins.

On 5 February 2013, the Sinkholes Distraction and Diversion was released. Sinkholes allow players to receive Dungeoneering experience and tokens twice daily in a short, five-player raid.

On 2 April 2013, offhand weapons were added to Dungeoneering to allow for dual-wielding. This included the new ability to make and receive wands, orbs, and throwing knives, along with new shields for Ranged and Magic. The charming imp reward was also added with a cost of 100,000 tokens.

On 10 September 2013, the Daemonheim Tasks were released. These tasks were the first to incorporate Divination. Rewards included the Daemonheim aura, a potion bind (which may be traded and dropped), a secondary role in the ring of kinship (allowing up to full effect of the secondary role at the same time as the primary), a hard mode dungeon option, and the title Of Daemonheim (which requires completion of all floors on Hard mode).

On 10 November 2014, the second half of Prifddinas was released, which included the ability to find lost potion recipes within Daemonheim. The update also included two new resource dungeons, offering access to edimmus, the Motherlode maw, and, once per day, a Gorajo card that may be taken into a dungeon and activated to produce various gameplay-changing effects.

Shortly after the release of Dungeoneering, the skill was changed so that parties on free-to-play servers whose average combat level was between 90 and 138 were subject to a -50% experience penalty. This even remained in effect between 20 November 2012 and 14 July 2014, when the maximum combat level was 200. It affected all players in the party regardless of their own combat level. This restriction was removed in a Ninja update on 29 June 2015.

Getting there
As Dungeoneering is trained primarily in Daemonheim, players need to travel to its location on a huge peninsula off the east coast of the Wilderness. Fortunately, the peninsula itself is not actually in the Wilderness, is safe, and can be safely reached in three out of four options:
 * Teleporting using the ring of kinship; the preferred method. The ring is obtained from the Dungeoneering Tutor at the castle entrance, so players have to first reach Daemonheim by some other means to unlock this method.
 * Prifddinas Portal a portal at the Northeast corner of the Tower of Voices, next to the Clan portal and Ports portal. (You must have completed Plague's End to use this method.)
 * Boarding a Fremennik ship at either the dock behind the Al Kharid bank or the dock in south-west Taverley. Players arrive at the edge of the Daemonheim peninsula and must follow the path north-west to the castle itself. This is the recommended method for those without a Ring of kinship.
 * Walking north along the east coast of the Wilderness, whereupon players will easily find the peninsula. The entrance is roughly north of the Lumber Yard.

At Daemonheim
At the start of each dungeon, the bound items from the player's active loadout will appear in their worn equipment and inventory.

Preparing for a dungeon
To begin a dungeon, players must dismiss their familiar if they have one and deposit all of their items into a bank, such as the Fremennik Banker by the castle entrance. The items exempted from this are:
 * Ring of kinship
 * Daemonheim aura 1, 2, 3, 4
 * Orb of oculus
 * Festive aura
 * Any pendant of skill or any prismatic pendant
 * Dragon keepsake keys
 * Mad necklace
 * Pumpkin amulet
 * Christmas pudding amulet
 * Any Valentine necklace
 * Enlightenment aura
 * Gorajo cards

After it has been acquired, it is not necessary to carry the Ring of Kinship when beginning a dungeon, although if the player is hosting the party, it is required in their inventory or ring slot. The Ring of Kinship can be claimed by talking to the Dungeoneering Tutor across from the Fremennik Banker.

Within the castle courtyard, there are several energy barriers, and two entrances in the east and west walls which players may enter, assuming they meet the requirements to do so. The barriers are:
 * Free-for-all barrier
 * Frozen floors barrier, if complexity 6 is unlocked
 * Abandoned 1 floors (commonly abbreviated "a1", "aba1") barrier, if floor 12 is unlocked
 * Furnished floors (commonly abbreviated "furn") barrier, if floor 18 is unlocked
 * Abandoned 2 floors (commonly abbreviated "a," "a2", "aba", or "aba2") barrier, if floor 30 is unlocked
 * Occult floors (commonly abbreviated "o" or "occ") barrier, if floor 36 is unlocked
 * Warped floors (commonly abbreviated "w" or "warp") barrier, if floor 48 is unlocked
 * The southwestern and southeastern dungeon entrances are for players who manually create parties, and are also the entrances used if players wish to train with any party size lower than five.

In the central 'Free-for-all' barrier, players are automatically teamed up to form a party to any floor. The other barriers do the same, except with floors restricted to their theme. If there are not enough players to form a full party, the dungeon will begin regardless after some time, even if the player is alone.

It should be noted that very few players use the barrier-grouping rooms, instead choosing to manually create parties and thus begin dungeons via the two dungeon entrances. This allows players to choose carefully who they Dungeoneer with.

Making a party
To begin hosting a dungeon, the player must choose the option "Open Party Interface" from the Ring of Kinship. This opens an interface where the dungeon's floor, complexity, and party size can be set, among other options.

The dungeon's size and party size difficulty are set upon beginning a dungeon at either entrance.

Note: To solo a dungeon, form a party (even though only you are in the party) then descend the stairs behind the wall near the banker.

Floors


There are 60 floors to Daemonheim. The higher the floor, the greater the xp upon completion, and the higher the level of the enemies and overall difficulty. To access a given floor, all players in the party must have a Dungeoneering level of at least twice the floor number, and then minus 1. For example, level 39 is required to unlock floor 20 ((20 x 2) - 1 = 39). Moreover, to unlock a floor, the previous floor must be cleared once the player has the level for the next. For example, a player with level 38 Dungeoneering completes floor 19 and later reaches level 39, they must complete floor 19 again to unlock floor 20.

The accessible floors of every player in a party are shown in separate columns in the Party interface. A floor is only suitable for a dungeon if it is accessible to the entire party.

Floors in the columns are assigned tick marks if they have been completed since the player's last ring reset.

Complexity


Complexity is a 6-tier scale that determines how many skills will be involved with the dungeon—the higher the complexity, the more skills accessible. There is a penalty on Dungeoneering experience that diminishes as the complexity is set higher, until it vanishes entirely at complexity 6.

All skills are incorporated with complexities 5 and 6, and all free-to-play skills are available with 3 and below.

Dungeon size
Dungeons are generated in small (4x4 grid), medium (4x8 grid), or large (8x8 grid) sizes. A dungeon may contain up to the maximum number of rooms possible from that grid, but generally the room count is smaller 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

If there are fewer than 3 players in the party, only small size and medium size dungeons are available; a party of 3 or more is required for a large-sized dungeon.

Dungeon size, coupled with party size and floor depth, are the major factors in experience rewarded upon completion.

Suggested dungeon size
In general, it is recommended to complete floors on large difficulty, as more experience is awarded per floor. However, this is not always the case—some players prefer to complete mediums, finishing more dungeons in the same amount of time at the cost of experience and efficiency per ring-reset.

The player should not be afraid to experiment with dungeon settings, as there are many factors that affect overall efficiency. If he or she dies often on large floors, reducing xp, or has difficulty exploring efficiently, mediums may be the better choice.

Prestige
Prestige is a crucial element to gaining maximum experience per dungeon. Once all floors have been completed since the player's last reset (all floors with tick marks), the Prestige should be reset to ensure maximum experience gain.

Party size difficulty
Every dungeon is designed for a specific number of players, ranging from 1 to 5. This number affects drops, the combat levels of the monsters, the players required for puzzles, and even characteristics of the boss. The number of players the dungeon is built for can be set manually when beginning a floor. It is not possible to set the number higher than the amount of party members.

More experience is awarded with a larger party size, although soloing and 2 person are viable options, even if not as efficient.

It is worth noting that if players leave the dungeon, puzzles requiring the full amount of players can no longer be completed. This can be avoided by setting the dungeon to generate for one less player (for example, setting it to 4 in a 5-man party), but this reduces the Dungeoneering experience earned. The decision is up to the party host.

Guide mode
Guide mode is an option accessible in the party interface. Enabling it highlights rooms on the dungeon map that are essential for dungeon completion (that is, rooms that are not bonus). However, completing a dungeon with guide mode reduces experience awarded on completion by 5%. Guide mode is always active in complexities 1 to 4.

Gameplay
The ultimate goal in raiding a dungeon is to locate the boss and defeat it, granting access to the exit ladder. However, in order to locate the boss, parties must slay monsters, solve puzzles, craft items, and both find and use keys, all while traversing the dungeon's deadly labyrinth of rooms.

Practice and strong teamwork are essential for efficient Dungeoneering.

The Starting Room
When the raid begins, all players will be transported to the dungeon's starting room. The key features are:


 * The Smuggler. Items and commodities can be purchased from him using coins earned within the dungeon.
 * "Change my starting items" - You can talk to the Smuggler to switch between receiving coins or receiving a set of feathers, rune essence, and antipoison. It is recommended to switch from coins to these items to speed the start of your floor.
 * The starting equipment tables. Relatively low-level equipment, food, rune essence, and modest stacks of coins can be claimed here.
 * The Group gatestone portal (only available in higher complexities). Accessible through one of the walls, this portal allows players to teleport to the Group gatestone.
 * The construction hotspot. By default this is the aforementioned Group gatestone portal, but with the correct materials and required Construction level, the portal may be replaced with a variety of other facilities. See Dungeoneering/Construction.
 * A runecrafting altar. Unlike runecrafting altars on the surface, altars in Daemonheim can be attuned to craft any non-combination rune except Armadyl, provided the player has the required Runecrafting level. Further altars may be found elsewhere in the dungeon.
 * A Summoning obelisk (only available in complexities 5 and 6). Functions like a standard summoning obelisk, although restricted to Dungeoneering-specific pouches and scrolls. Further obelisks may be found elsewhere in the dungeon.
 * The Divination crater. Unlike the obelisk or altar, this crater is the only one in the dungeon. Harvested memories can be refined here.

The Dungeon Home Teleport spell (commonly abbreviated as "ht") returns the player to the starting room for free.

Gatestones
A gatestone is an item that, when dropped, allows the player to teleport to it from anywhere in the dungeon, except under very rare circumstances. This teleportation is extremely important to clearing floors with speed.

There are three types of gatestones:
 * The Group gatestone (commonly abbreviated "ggs" and only available on complexities 5 and 6). The party leader is given this gatestone by default at the start of a dungeon. It may be traded and dropped as the party wishes. This gatestone can be teleported to via the Group gatestone portal or, more conveniently, the Group Gatestone Teleport spell, requiring 64 Magic and 3 Law runes.
 * The personal Gatestone (commonly abbreviated "pg"). This gatestone is not given at the start of a dungeon and must be created with the Create Gatestone spell, requiring 32 Magic and 3 cosmic runes. When dropped, the gatestone is visible only to the player who placed it. It cannot be traded. The player may teleport to their gatestone with the Gatestone Teleport spell.
 * The Gatestone 2 (commonly abbreviated "pg"). This gatestone is a second personal gatestone, unlocked after completion of the Elite Daemonheim Tasks. Unlike the Create Gatestone spell, the Create Gatestone 2 spell requires no runes. Both gatestones can be created and dropped separately. The player may teleport to their second gatestone with the Gatestone Teleport 2 spell.

It is recommended to place gatestones near doors that require keys which have yet to be obtained, or in branching parts of the dungeon far from the starting room.

Doors
Players progress through the dungeon by entering rooms through doors. However, there are different types of doors with different criteria to permit access.


 * The basic door. This door has no requirements for entry and a player may pass through as soon as they find the door.
 * A Guardian door. This door is locked until all hostile monsters within the room have been killed. Such doors will relock if a Reborn warrior teleports into the room. These doors are responsible for the majority of combat within Dungoneering.
 * A Key door. These doors are locked unless the party possesses the required key. Keys can be found on the ground throughout the dungeon. These keys follow the template of having a random colour and random shape, both chosen from a list of predefined configurations. Note that within a dungeon, there is only one door for every key and vice versa. See Dungeoneering keys for more information.
 * A Skill door. These doors suffer various blockages that can be cleared with a sufficient level in a required skill. See Dungeoneering/Doors for a full list of these doors.
 * A Puzzle door. These doors require completion of a puzzle before they will unlock. In some cases a puzzle is required simply to access a door, which may be a door of any other type except a Key door. See Dungeoneering/Puzzles for a full list and techniques for each puzzle.

When a door has not yet been opened by anyone in the party, the first attempt to open it will reveal the room on the other side, and the player will not enter. It is the second attempt in which the player enters.

Party mechanics

 * The team is linked by the Ring of kinship. The ring performs several functions within the dungeon, mostly within the extra interface tab that it generates. The ring interface allows the toggling of shared experience, monitoring of team status, and allows teammates to view other teammates' inventories, familiar inventories, stats, and equipped items.
 * The player may use the Customize option on their Ring of Kinship, obtaining a passive effect dedicated to either Melee, Ranged, Magic, or Skilling. There are twelve effects that may all be upgraded with Dungeoneering tokens, although only one effect may be active at once, or two, if the player has completed the Daemonheim Tasks. It is highly recommended to invest tokens in this feature. See Ring of kinship for more information.
 * Messages typed in public chat are broadcasted to all players regardless of the players' distance from each other.
 * The leader of a Dungeoneering party may indicate a monster with a flashing arrow by right-clicking the monster and clicking Mark. This can be used to highlight dangerous monsters or guide the party. The arrow may be removed by selecting Mark again.
 * The dungeon will instantly expire if all players have left the party, either by quitting or by logging out. It is possible to return to a dungeon after logging out if at least one party member has remained online.

Items

 * When Dungeoneering, the player has a separate toolbelt. The items required can be purchased easily from the Smuggler, with the exception of higher-level pickaxes and hatchets, with may be smithed or obtained as a drop from the Bulwark beast. It is safe and even recommended to bind a higher-level tool than you can use, as the tool will instead function as the highest-level tool available to you.
 * All armour, weapons, runes, ammunition, food, and other supplies necessary will be provided or can be made (provided the player's party has the skill levels and materials required) or otherwise received as drops from monsters and bosses. Tier 11 equipment, which requires level 99 in its respective skill to use, can only be obtained as a boss drop.
 * Every boss will only drop one or two types of equipment. These bosses can be targeted by players seeking high-level items to bind. See Dungeoneering for which bosses drop which items.
 * Upon quitting a dungeon (not completing), all the player's non-bound items are dropped where they left. If the player has merely logged out, they may pick up their items again after returning to the dungeon unless the items have been claimed by teammates. Gatestones, however, are destroyed.
 * Dropped items do not vanish with time as they normally do in the RuneScape overworld, and appear immediately to all players as they are dropped. This includes monster drops (with the exception of Slayer drops), items dropped from the inventory, and items abandoned upon quitting a dungeon. The only items that will vanish are ashes, bones dropped by a player, and burnt food.

Other

 * Upon death, players respawn in the starting room, and their death counter is increased by 1. All items are retained except for carried gatestones, which are dropped at the site of death.

Roles of the team
Through quality-of-life updates, Dungeoneering has over time gotten easier, and there is now less need for designated party roles. Nevertheless there exist certain tendencies.


 * Host/Party leader - The host of the party is usually the voice of authority. This extends to deciding where the Group Gatestone should be and calling for the party to assemble at guardian doors or skill doors. In casual teams, especially with players who do not know each other, this authority is relaxed or nonexistent. The keyer also has the ability to mark monsters with a golden arrow, but in practice this is seldom used.
 * Fighter - A player who focuses on clearing guardian doors.
 * Skiller - Although rare, there are some players who do not fight within the dungeon and instead process commodities for themselves or the team, for example by making a prayer altar. These players usually buy floors rather than Dungeoneering with random players, because overall the dungeon is slowed down.

It is very important to note that in skilled teams, these roles are largely redundant. All players work together to split up, open doors, manage their gates, and solve puzzles. It is said that in the best parties, everyone "keys". No efficient party will have one person opening all the doors, or only one person managing the group gatestone.

Ideally, players will open doors and follow paths separate to each other while communicating keys and doors to the rest of the party.

Abbreviations used within Daemonheim
There are many abbreviations used within Daemonheim, for different items, bosses and puzzles.

Shared experience
Shared experience is an option set on a per-player basis. The party leader cannot change this for other players. Players may choose to receive experience from the activities of other players or not 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.

The experience gained by using skills or opening skill doors is shared among the person doing the skill and everyone in the party with the required level who has the option enabled. Players do not receive shared experience from actions that they could not have done themselves because of level. Players also never receive shared combat experience from fighting creatures or prayer experience from burying bones, even if the option is enabled. However, all experience from opening skill doors or completing skill puzzles can be shared, even for combat and prayer.

If a player turns off shared experience, it does not prevent experience from the player's activities from being shared with others. The option only controls whether players receive shared experience from other players, not whether they share their own experience.

On higher levelled teams, most of the keyers will require you to have xp-share OFF as this will help them predict the map. If no one in your party understands why it should be off exactly, there is no use for it.

There used to be a myth that turning xp-share off decreased the amount of guardian doors in a dungeon. This however has not been proven, and is most likely spread by higher levelled players that didn't bother properly explaining why it should be turned off.

'''Using shared experience does decrease experience gained of you and others. This is also determined by whether or not party members have the required level to do the actions in question. The experience distribution is 55% to the party member doing the action and 45% to those with shared exp on, for a party of size 2.'''

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 "inv me", "joining party" "need floor (x)", or "n(x)" where (x) is the floor, if they wish to be invited to a party. Another way of hosting floors people tend to use is, for e.g. when doing an Occult floor - "O+4" is used to show the player is hosting an Occult and needs another four people to have a full party of 5.

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.

Binding items
When beginning to train Dungeoneering, players on a high complexity will begin every dungeon with only their Ring of Kinship, except for the party leader, who is given the Group gatestone. However, certain items can be bound — that is, they will appear either equipped, in the player's inventory, or in the bind pool at the start of every dungeon.

The items that may be bound are:
 * A weapon, stackable throwing knives included
 * A piece of armour or jewellery
 * An ammunition bind: either a stack of arrows or a stack of runes (up to 125, or 225 with completion of Salt in the Wound). A stack does not need to be bound at once; for example, if a player has 125 arrows bound and then completes Salt in the Wound, they may obtain 100 more arrows of the same type and add them to the bound stack.
 * A potion (with completion of the Medium Daemonheim Tasks)

It is worth noting that potions and stackable items are given their own bind slots separate from the rest — they do not take up slots in the bind pool. Additionally, an ammunition bind cannot be viewed in the bind pool, and must be managed in the player's inventory or worn equipment interface.

All bound items are identifiable as having a (b) appended to their name. All of a player's bound items are viewable in their bind pool, which is accessible from the Smuggler. Although the bind pool holds 10 items or, if the player has completed the Hard Daemonheim Tasks, 12, the player can only carry a small number of those items at once: their active bound item limit. That number increases with a higher Dungeoneering level.



The bind pool also offers three loadouts for the player to create and wear while Dungeoneering. Each loadout is limited by the amount of binds a player may carry at once. A loadout is set by dragging bound items from the pool and onto the loadout's spaces. The same item may be used on more than one loadout. Potions and ammunition binds cannot be included in a loadout as they are carried automatically, and thus, neither ammunition nor potion binds count towards a player's active bound item count.

One loadout may be marked with the check mark to the left of the interface to select that loadout as the default upon starting a dungeon. Items in that loadout will be equipped on the player, and if two bound items compete for the same slot, the unworn item will be placed in their inventory. Other loadouts may be temporarily adopted during a dungeon by clicking the respective white arrow to the loadout's right.

Bound items cannot be traded, sold, or alchemised, and to unbind an item is to destroy it permanently. The only way to reclaim an item is to obtain another of it, either by making one or receiving one as a monster or boss drop.

Suggested binds
The highest-levelled weapon the player can wield and reasonably obtain should always be their first bind. As more active bind slots are unlocked, the player is given more immediate options. High-level armour is a recommended next bind.

When binding armour of the same combat class, the player receives the most benefits per item by prioritising body armour above leg armour, and then above head armour, and then above gloves and boots.

An important item to consider binding is the Shadow silk hood. This piece of hybrid armour is commonly used among players of all combat classes. Wearing the hood makes the player invisible to all humanoid enemies except mages. However, Forgotten mages, Necromancers, Reborn mages, Mercenary leaders, and Seekers may disable the hood's effect for an amount of seconds that increases with the monster's combat level. This item is very useful as a sole piece of armour, but it is not necessarily the best option, and can be replaced with higher-level headgear when the player has access to multiple pieces of armour at once. This item is obtained as a rare drop from the Night spider, which requires 41 Slayer to kill.

There are some other items that, while generally not of use, are worth knowing about:
 * The Blood necklace. When worn, this item will every 15 seconds deal 400-600 damage to all adjacent enemies and heal the player for the damage dealt. It also provides a small damage bonus to all combat styles. It is obtained as a rare drop from the Edimmu, which requires 90 Slayer to kill.
 * The Hexhunter bow. While statistically inferior to the Sagittarian longbow, the Hexhunter bow (also a shieldbow) has a passive effect that raises damage against magical targets. It is obtained as a rare drop from the elusive Soulgazer, which requires 99 Slayer to kill.

For an ammunition bind, players who have completed the Medium Daemonheim Tasks can claim 40 free law and cosmic runes from the Smuggler to create gatestones with. This and the use of Runecrafting frees up the ammunition bind for arrows if the player chooses to use a bow, although if the player uses Melee, which requires no ammunition, or Magic, which uses weapons that provide their own runes, they may choose to bind extra law or cosmic runes regardless. Alternatively, nature runes, coupled with a magic weapon to provide fire runes, allow a source of income through High and Low Level Alchemy, and Astral runes may be used to cast Lunar spells, such as Cure Me.

For a potion bind, it is recommended to bind a strong combat potion to consume early in the dungeon and thus quicken clearing of guardian doors with. Alternatives include a Strong gatherer's potion to raise Divination to create higher-level Portents of passage.

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"

XP calculation is always calculated using the following formula (note that prestige XP, penalty percentage, and bonus XP percentage may be 0):

$$\begin{align} \text{Base} & = \frac{\text{Completed Floor XP} + \text{Prestige XP}}{2} \\ \text{Adjusted} & = \text{Base}(1-\text{Penalty percentage}) \\ \text{Final} & = \text{Adjusted}(1+\text{Bonus XP percentage}) \\ \end{align}$$

Note that, contrary to popular belief, penalties and bonuses affect your overall experience by lowering and raising the base experience by certain percentages, rather than the Active Floor experience.

Daemonheim Task Set
The Daemonheim Tasks are the tasks relating to Daemonheim and its surrounding area. They were released on 10 September 2013.

To start the tasks, players can speak to Drangund, Marmaros, Talsar or Thok, who are all located in the camp near Daemonheim. Players are rewarded with an aura.

Hard Mode
Hard Mode is a reward from Elite Daemonheim Task Set. It is a Dungeoneering feature that was released 10 September 2013. It can be obtained as a reward after completing the elite set of Daemonheim tasks. It is only available for complexity 6 dungeons and makes the dungeon as difficult as it can randomly be.

Thok will show players the list of floors completed in hard mode.

Fremennik Sagas
The Fremennik Sagas are a combination of Questing and Dungeoneering, where sagas told by Skaldrun play the main role.

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 dungeons, when a player performs a skill task, they will receive a set amount of experience for it (for doors, it depends on the level that was required for the door). At the same time, anyone with experience sharing enabled via their Ring of Kinship's party interface will receive a reduced amount of experience 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 experience 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, such as 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 life points. 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 [Type of Food] 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.

Resource dungeons
There are 20 resource dungeons scattered all over Gielinor. Each requires a certain Dungeoneering level to enter and grants a one-time Dungeoneering experience reward upon first entry.

Every dungeon contains creatures, resources, or both. Some of these entities are exclusive only to their respective resource dungeon.

Journal
While Dungeoneering, one can sometimes find parts of different journals near the exit ladder after a boss is defeated. They can also be dropped by monsters, 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.

Tips for unlocking music

 * 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. If they are looking for a specific boss and have completed enough Daemonheim tasks, they can use their Daemonheim Aura to choose which boss to face at the end of the dungeon.

Temporary boosts

 * The Dungeoneering cape and the Dungeoneering master cape boost the skill by 1 level temporary. However, the boosts of these items wear off as soon as they are unequipped, and the capes cannot be taken into dungeons. 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.
 * Toffee apple and Sugar skull obtained from the SoF during Halloween 2012 have the possibility of boosting your Dungeoneering level by 2.

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 experience for crafting all runes was accidentally increased (2000 experience points per nature rune, 1400 experience points 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.

Bugs

 * There was(?) a bug which caused some dungeons to have a "null-square" square when which right-clicked, you could select "Examine ", with really nothing after it. Clicking this would return an empty line break on the player's chat log. It is unknown if this has been fixed, as the bug is rare and hard to find.
 * Chests and other unmovable objects occasionally appear in front of trees or facing the wall, causing them to be impossible to reach.
 * It is possible for wisps to spawn in areas of rooms that are not accessible.

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."
 * The use of any XP lamps, experience-boosting items or XP rewards on this skill was not possible for the first 14 days after the release of Dungeoneering.
 * 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.
 * When 2 players in a party try to open the same key door at the same time, there will be 2 chat messages stating the key is used.
 * When a player enters the Occult and Warped floors, the Zamorakian-like symbol doesn't appear anymore on the carpet near the Smuggler at the starting room and the rest of the dungeon.

Videos

 * Jagex Dungeoneering Trailer
 * Dungeoneering Developers' Blog