Dungeoneering

Dungeoneering is the most recent skill, released in RuneScape on 12 April 2010, open to both free-to-play and pay-to-play players. It features a castle named Daemonheim, which contains 35 underground floors. There, players explore and use other existing skills to clear each level, which involves finding keys and solving puzzles. Unlike other skills, players may venture the castle in groups of a maximum of five people. Additionally, players may earn experience in other skills by accomplishing various different tasks. Similar to other skills upon release, you can not use experience lamps, penguin points, or Tears of Guthix to level up Dungeoneering until two weeks have passed since the skill's release.

Dungeoneering is heavily dependent on other skills trained outside of Dungeoneering. The items and skilling materials used within Daemonheim are all different and the game is group-oriented rather than being individual-oriented. In addition, players can train Dungeoneering past level 99 all the way to level 120, with over 100 million experience. This new maximum level is called "True Skill Mastery" as opposed to "Skill Mastery" (achived at level 99).



Travel


Players may 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 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. All armour, weapons, runes, ammunition, and other supplies will be provided inside the castle.

After players have received a 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:
 * Left barrier
 * 'Free-for-all' barrier
 * Right barrier

The left and right barriers are provided for players who would like to venture alone. In the central 'Free-for-all' barrier, players are automatically teamed up to form a party. If there are no other suitable adventurers waiting, the player will be allowed to enter the dungeon by themselves. Players should ensure that their companion list is empty before going in, or they will be 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 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; complexity level 6 includes every skill. The skills involved in each complexity level are shown below:

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 of the monster. Players may 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 floors other members have cleared would also be shown on separate columns. The highest floor accessible to a group is the highest floor accessible to the player with the lowest Dungeoneering.

Starting out
Note:
 * Nothing in the worn slots and inventory is allowed, except the Ring of Kinship and 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 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.
 * When typing in public chat while in a dungeon, all messages are visible to everyone in a party regardless of where a player is.
 * 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.
 * Dropped items do not vanish as they normally do in RuneScape. This includes monster drops as well as inventory management drops and drops on death (which are visible to others and may be picked up).
 * The main purpose of the game 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 both free and member skills to equip themselves and their teammates with items that will help you to complete the level. Therefore, teamwork and division of labour may help in achieving better results and efficiency.
 * Rooms of the dungeon are connected by doors. It is impossible to see into the next room until the door is opened. Throughout the dungeon, there are various items that allow players to equip themselves with food, weapons, summoning familiars, tools, and other items needed to beat the boss monster at the end of the level.
 * All raw materials found in the game differ from those found in regular RuneScape. For example, all of the herb types found in the game are different than the dungeoneering herbs, all of the types of ore are different than the types of ore in dungeoneering, and all of the types of armour and weapons are different than types of armour and weapons in dungeoneering. This supports the idea that dungeoneering is an alternate form of RuneScape.
 * When finding a team, many players use abbreviations. 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.

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.

As soon as one person clicks to leave the dungeon, a 1-minute timer will start to count down. If every member of the party elects to leave the dungeon finishes instantly.

Titles
After the floor has been completed, titles are awarded to some of the players. These appear to give no xp benefit, but are fun nontheless. They include:
 * MVP - most valuable player, the person who gained the most XP
 * Beserker - most melee damage
 * Battle-mage - most mage damage
 * Sharp Shooter - most range damage
 * Master Chef - most life points of food cooked
 * Meat Shield - most damage taken
 * Survivor - did not die
 * Most Deaths - does what it says on the tin
 * Least damage - self explanatory
 * Spontaneous Combustion - death by attempting to burn log-covered door(and failing)
 * Goliath - falling victim to an opponent with a lower combat level
 * 9 lives - dying 8 times and surviving on your ninth
 * Nothing Special - get no other titles

Puzzles and Bosses
Hints and tips on how to solve the puzzles and kill the bosses can be found on the Demonheim page.

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 1, 2 items at level 50, 3 items at level 100 and finally a maximum of 4 items at level 120.

Attempting to bind more items then your level allows will do nothing, and you will be told you must destroy your currently bound item first.

Tip: Rather then destroying your currently bound item, it can be sold to the Smuggler instead.

Skills involved

 * D-Prayer — exorcising dark spirits from certain doors so that you may pass through them, as well as its normal use in combat.
 * D-Runecrafting — craft runes to be used in spells. Also used in puzzles to activate crystals, and to imbue rune energy into doors so that you can open them.
 * D-Agility — bypass spike traps in the dungeon.
 * D-Herblore — create potions from ingredients bought/found in the dungeons, also used to open doors.
 * D-Thieving — used to open some chests which contain items.
 * D-Crafting — make ranged and mage armour from raw materials. Also used to fix pulleys in broken doors so that you can open them.
 * D-Fletching — used to make bows, arrow shafts and staves.
 * D-Hunter — allow the player to set traps made with the fletching skill.
 * D-Mining — harvest ore from rocks, used in some events to mine stone from rubble.
 * D-Smithing — turn ore into melee armour, melee weapons and arrowtips, or create tools for harvesting raw material. Also used to repair keys for some doors.
 * D-Fishing — collect raw food from fishing spots located around the dungeon. Also used for certain puzzles
 * D-Cooking — used to cook raw fish on a fire or range to prepare food that can be used to heal.
 * D-Firemaking — set fire to branches, allow you to cook food on them. Also used to burn log piles blocking doors so you can open them.
 * D-Woodcutting — cut wood from various trees and growths around the dungeon. Also used to chop away logs blocking doors so you can open them.
 * D-Farming — allows players to grow food and potion ingredients in farm patches
 * D-Summoning — infuse and summon familiar pouches, allowing them to fight for you through the dungeon.
 * D-Magic — allows players to dispel the locks on certain doors that cannot be unlocked with the coloured shapes found throughout the dungeons, as well as its normal use in combat.

Food Provided
Most food available in the dungeon is marine in nature. However, as you progress through the dungeon, you will be able to grow and cook cave potatoes, which you can then combine with the following fish, to form more complex foods.

Cave potatoes and mushrooms are grown in a herb patch and take about 1 minute to grow. There are two kinds of mushroom, Giselle and Edicap, the latter requiring a farming level of 64. To cook them you need a range, some logs, and a tinderbox. Use the logs with the range and then the potatoes with the range. Potatoes cannot be cooked in a fire. Then add the fish, and your choice of mushrooms. For example, a Giselle and Salve eel potato will heal 260, whereas the eel itself heals 200.

A complete XP table for cooking, complete with life points for the potatoes can be found at Dungeoneering/Cooking

Skill Items
Herblore

Herbs:
 * Sagewort
 * Valerian
 * Aloe
 * Wormwood leaf
 * Magebane
 * Featherfoil
 * Winter's grip
 * Lycopus
 * Buckthorn

Secondary:
 * Void dust
 * Misshapen claw
 * Red moss
 * Firebreath whiskey

Spellbook accessed
The spellbook contains three new spells (marked with a ^), member-only spells are in *. For combat spells, the damage with boosts is not included.

Melee Armour
This table shows the variety of metals available and the levels to use them. The table below shows the smithing level needed to smith the weapon armour piece. X is the tier minus 1.

Bosses
For guidance on how to defeat individual bosses, click on their name.

Journal
While Dungeoneering you can find parts of different journals, you can view these by right clicking the Ring of kinship, then selecting "Open journal".

Music

 * Adorno I
 * Adorno II
 * Adorno III
 * Adorno IV
 * Adorno V
 * Adorno VI
 * Adorno VII
 * Adorno VIII
 * Adorno IX
 * Adorno X
 * Astea Frostweb
 * Bal'lak the Pummeller
 * Bulwark Beast
 * 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
 * Gluttonous Behemoth
 * Har'Lakk the Riftsplitter
 * Icy Bones
 * Lexicus Runewright
 * Luminescent Icefiend
 * Night-gazer Khighorak
 * Plane-freezer Lakhrahnaz
 * Rammernaut
 * Sagittare
 * Shadow Forger Ihlakhizan
 * Stomp
 * To'Kash the Bloodchiller
 * Unholy Cursebearer

The skill

 * 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 that can be trained past level 99.
 * This is the only skill whose skillcape can be trimmed only by raising the level to 120, which is the equivalent of 104,273,166 xp, or getting to level 99 8 times.
 * This is the first new free-to-play skill since Runecrafting, which was added in 2004.
 * Thok is the only skill master that is not wearing a skillcape, rather, he guards it. This is because the other Fremenniks don't believe that he has mastered the skill.
 * When RuneScape 2 was first released, there was much talk about a skill very similar to Dungeoneering.

Curiosities

 * When you click Rejoin Party, if you enter your own username it will say "You want to party with yourself?"
 * Dungeoneering can be helpful to power level Runecrafting, allowing you to have unlimited Rune Essence in your inventory. However the experience received for the actual crafting of runes is much less (only about 10% of normal), so this may not be a valid way to power level this skill. More research is needed.
 * 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. It's possible that they may be Revenant Fremenniks, although this is just a guess.
 * The ghost to the far west is aggressive and will attack you if you are in its area.
 * 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.
 * Dungeoneering has many similarities to and may have been inspired by board based Role Playing Games. Most notably the Heroquest and Warhammer Quest games which were produced by Games Workshop. 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 people can make runes that normally only members can make. For example; Nature runes, Law runes.
 * During the release of Dungeoneering on the Runescape Hiscores, many people have been moving ranks due to the release.
 * When Dungeoneering first came out, the P2P and F2P balance was extremely weighed, as it was a lot easier to train in F2P. This was fixed with a game update that limited F2P xp the next day. (see forum article)
 * When you enter a game with the Orb of oculus, you would have it but if you leave the party, you would lose the Orb of oculus. It is unknown if this is a glitch.

Controversy
Around release, there was debate about whether the skill was really a skill or rather just a minigame (Activites). Many players felt that Dungeoneering did not meet certain requirements to fulfill the definition of being a skill. Reasons for this include the inability to take any items outside of the dungeons, the skill revolving around other skills and does not integrate any game concepts outside of itself, or simply unmet expectations. 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 many people had hoped for. This debate is still quite lively.

Unfixed

 * Upon the day of release, free players could not set the skill as an objective; it was considered members-only by the Objectives system.
 * Another glitch for the Objectives system is that if you click 'Random Objectives' and if one goes through 'More objectives...' Dungeoneering won't appear, regardless of the number of pages one goes through.
 * 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. Reverting the size of your game screen usually helps.
 * 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.
 * 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-clipped.
 * Until now, if a player logs out in dungeon while soloing the stage, he/she will appear above the staircase mentioned before, and unable to continue process, because they are unable to rejoin themselves into solo parties.
 * 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.
 * Free players can smith arrowtips, which will appear as a members' object.
 * Trying to imbue specific runed doors will yield the message: "You need a Runecrafting level of 103" to do that", though this is not possible.

Fixed

 * On the day of release, there was a condition where you could raise Runecrafting perpetually. Runes cost 50, but Air runes sold for 12 each. If you had a level close to 44 or above, you would earn more than 50 coins, thus enabling you to make progressively more runes per batch. There was an update within a few hours which reduced the value of Air runes to 4 coins rather than 12 each.
 * On the day of release, there was a bug where players on other spellbooks would find that after leaving Daemonheim their book was changed back to normal spells.
 * 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.
 * On the day of release, a 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.

Gallery
Dungeoneering