Dungeoneering


 * This article is about the Dungeoneering skill. For information on training Dungeoneering, see Free-to-play Dungeoneering training and Pay-to-play Dungeoneering training.

Dungeoneering is the most recent skill, released in RuneScape on 12 April 2010, both free-to-play and pay-to-play are able to use this skill. 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" (achieved 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
The main purpose 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 you to complete the level. Therefore, teamwork and division of labour may 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. 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. But the people who want to be invited to a party, add the 'Inv'-word in the beginning. For example Inv F15 C6 means that that player wants to be invited in a party that goes to the 15th Floor and at 6th Complexity.

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. This includes monster drops as well as inventory management drops and drops on death (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 opened.
 * 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.

How to Defeat the Bosses
WARNING: SPOILERS BELOW

Gluttonous Behemoth:
This boss constantly heals himself by eating bodies off to his side. If there is a group of more than one, there will be two bodies. If the player is in alone, there will be only one body, though if a player was in a party and the rest of the group left, there would still be 2 bodies, making it impossible for the player to defeat it. To stop him from healing, you must stand in front of the two bodies, so he won't be able to get to them and eat them. When attacking, Protect from Melee is useful, as it highly limits the amount of damage he does, as he usually uses melee attacks, and with good melee armour, you have a high Ranged Defence bonus, so minimizing the amount of food.

Astea Frostweb:
Astea uses Ice Barrage (although with lower max hit) and melee. She will also use protection prayers (changing them anytime between 30 to 60 seconds, therefore take two styles to be most effective). Her protection prayers are not affected by the attack you use (for example, if Astea is using Protect for Melee, and you attack with Magic, she doesn't necessarily change to Protect from Magic). Astea can summon ice spiders and tends to summon them frequently if you use Protect from Magic. An effective way to kill her is to use the Protect from Magic prayer, and melee, while wearing ranged armour (more effective in lower floors as spider level is low). When frozen use ranged, but not necessary as the protection prayer limits the amount of time you're frozen. Another way to kill her is to use melee armour and melee with Protect from Magic to weaken her damage. Once she freezes you and steps back, switch to range/mage armour and attack with Protect from Melee

Icy Bones:
This boss has a special attack - it creates ice spikes from the floor. They are easy to avoid by just standing next to the boss. Damage is reduced (no full protection) by using the Protect from Melee prayer. This boss is easy and should not be a problem to beat. Be warned though, as this boss can freeze a player in place for several seconds with a ranged attack.

Luminescent Icefiend:
This boss uses magic and melee, but it also has a powerful special attack - ice slopes falling from the roof. As soon as you see the Icefiend cover in an icy block, start and keep on running in different directions until the ice cover around it melts. This special attack will not kill you, but it will bring you to under 100 lifepoints. If you are hit by icicles and with low health, don't panic to eat food. It is recommended to stock up on food before fighting this boss to avoid dying. Sometimes its easier to walk away in a straight line, and then turn to do another straight line. You can see the icicles failling before they land, but its hard to dodge them.

Plane-freezer Lakhrahnaz:
This boss in a very icy territory, that causes the player to slip around. It is very resistant to Magic and Ranged, but is weak to Melee. The boss moves around and can "blast" a player to the other side of the room. The best way to beat it is to corner it then attack it with Melee.

To'Kash the Bloodchiller:
Besides melee and magic attack, this boss has a special attack when it says "DEEP FREEZE". A player will be frozen and must be quickly rescued by one of his team-mates, or he/she will take a large amount of damage few seconds later.This boss is weak to crush attacks, magic and ranged.

Skeletal Horde:
You'll find Divine Skinweaver alone in the room, but soon skeletons will start to pour out of holes in the wall. Divine Skinweaver will heal you when you stand on the platform. Kill skeletons, and wait for Divine Skinweaver to tell you to block a hole. Block one, and then wait for her to command you again. Once you've blocked up all the holes, kill the remaining skeletons and talk to Divine Skinweaver to reveal the exit ladder.

Geomancer Shaman:
Also known as the Hobgoblin Shaman, this boss is easy, all he does is randomly binds you and teleports a few squares away from where he was standing. Either mage/range him, or wear high range armour and melee him. Shouldn't have much trouble with him. He also disables prayers.

Bulwark beast:
This boss has thick rock armour. Wield a pickaxe and attack it until you break through it all, then switch to standard weapon and attack as normal. Unless you just mage the fucker to death.

Unholy cursebearer:
Extremely easy. Uses melee and occasionally casts spells. Protect from mage and you will be fine. You can restore your points at the back of the room.

Rammernaut:
This boss hits quite hard, and often, so keep your hp up at all times. When he yells "CHARGE!!!", he will knock anyone in front of him back about 6 squares and stun them for 5 seconds, also disabling their prayer for about 10 seconds. He also reduces your defence after using his charge attack, but only by 1 level. He hits 200+ so be careful. The best way to defeat him is to range it from the edges of the room after being stunned as he stays in the middle for around 30 seconds.

Stomp:
You will find him in a room with two crystals next to him. When you attack him, he will become invulnerable, and spit out two crystal parts. Then rocks will start falling from the sky. Pick the crystals up before rocks fall. Then place the crystal parts on the crystals, and you should be able to attack him soon. Fail to do so, he will heal. Rocks can sometimes block you from reaching the crystals, so make sure you stock up on food, as it will be a long battle.

Har'Lakk the Riftsplitter:
This boss is quite strong. His magic attack drains prayer quite fast. He drains all your stats by 5. When he chants something, he's casting a spell, either: Red Rain = Hits high and follows you (do what you do with Luminescent Icefiend, run away until it stops). Purple Rain = Hits medium but only stays in one place (just move to the opposite side of him and you will be fine). He has very good slash defence, but very low stab defence, so any melee weapon with stab will be perfect. Due to the high hitting effects of Red Rain, it is advised to keep your life points high. He can also poison.

Lexicus Runewright:
He is found in a library. He can teleport and has two spells. Book Barrage and Almaniac army.When he shouts book barrage, explosive books are summoned and 3 seconds later, they explode, dealing very high amounts of damage. If you are not careful, three explosive books can deal 600+ damage. A way to avoid this, is to run from the explosive books. This is easily achieved as the explosive books are quite slow. Almanac army summons books with 10 health, and they deal low amounts of damage.

Sagittare:
''Sagittare will be in a large, spiral room. He himself will range, and some will be magic-based attacks. He will also have protect from range up while fighting. Every few hits, he will teleport and do an arrow rain, which is easy to avoid. Occasionally he will shoot an arrow that will ether slow you to a walk or stop you in your place completely. Praying magic is recommended against this boss, though he does not hit very hard with normal attacks. Meleeing can take a bit of time since it may require a bit of running, but run energy shouldn't be a problem if you choose to melee.''

Night-gazer Khighorahk:
''- No information at the time. -''

Shadow-forger Ihlakizan:
''- No information at the time. -''

Bal'lak the Pummeller:
''- No information at the time. -''

Titles
After the floor has been completed, titles are awarded to some of the players, giving no extra experience. See Dungeoneering/Titles for a full list.

Ending a raid and starting another
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 level if your Dungeoneering level is high enough. Otherwise, the same level will be repeated.

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 elects 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 1 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.

Attempting to bind more items than a player possible can will do nothing, and a message stating that a currently bound item must be destroyed before another item may be bound.

Tip: Rather then destroying your currently bound item, it may be sold to the Smuggler. (bounded ammo can't be sold)

Skills

 * Agility — To bypass spike traps in the dungeon.
 * Cooking — Used to cook raw fish on a fire or range to prepare food that can be used to heal.
 * Crafting — To make ranged and mage armour from raw materials. Also used to fix pulleys in broken doors so that you can open them.


 * Firemaking — To set fire to branches, allow you to cook food on them. Also used to burn log piles blocking doors so you can open them.
 * Fishing — To collect raw food from fishing spots located around the dungeon. Also used for certain puzzles.
 * Fletching — Used to make bows, arrow shafts and staves.
 * Hunter — To allow the player to set traps made with the Fletching skill.
 * Magic — To 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.
 * Mining — Used to harvest ore from rocks, used in some events to mine stone from rubble.
 * Prayer — For exorcising dark spirits from certain doors so that you may pass through them, as well as its normal use in combat.
 * Smithing — To turn ore into melee armour, melee weapons and arrow tips, or create tools for harvesting raw material. Also used to repair keys for some doors.
 * Woodcutting — To cut wood from various trees and growths around the dungeon. Also used to chop away logs blocking doors so you can open them.

Skill Doors
All doors are failable resulting in damage being taken

Runecrafting- The player must imbue the door with energy for it to open. No items are needed for this door.

Mining - The player must destroy the rock that is preventing you from entering. A Pickaxe is needed.

Firemaking - The player must burn the flammable debris covering the door. A Tinderbox is needed.

Magic - The player must destroy a barrier on the door. No items are needed.

Prayer - The player must dispel the soul on the door. No items are needed.

Woodcutting - The player must cut down a barricaded door. A Hatchet is needed.

Smithing - The player must repair a broken key near the door in order to unlock it. A hammer (Dungeoneering) is needed.

Summoning -The player must dispel a Rogue Familliar. No items are needed.

Herblore - The player must mix an ancient mixture to open the door. A Vial is needed.

Food
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 latest 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 can also 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 Salve eel itself heals 200.

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

Combat
Combat while Dungeoneering consists of the three main attack types: Range, Magic, and Melee



Spellbook
The spellbook contains a combination of the Lunar and Normal Spellbooks. There are three new spells which help a player teleport around while Dungeoneering.

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
Main Article: Dungeoneering/music

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 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.
 * With the new update in April 12th 2010, 46 new music tracks was released, which is the most songs released with a update.
 * In the Brazilian Portuguese Runescape, the name of that skill is only Dungeon, so it's a skill with an English name.

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 large of Rune Essence in your inventory. However the experience received for the actual crafting of runes is much less (10% of normal), and the rebuying price of crafted runes cannot fully cover the cost or essences. It results in slow free Runecrafting experience, since runecrafting speed is greatly reduced in the dungeons.
 * As of now, the game filter does not appear to work in Demonheim; 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.
 * 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.105Crafting.png
 * 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, but limited to those able to cast free spells. For example; Nature runes, Law runes can be crafted but astral runes cannot.
 * 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)
 * Dungeoneering has yet to be added to 'My levels' quick-chat option.
 * 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 get get loads of Runecrafting xp, (2000 xp per nature rune crafted), some players were getting 4 levels in 5 seconds. A System Rollback was needed to fix this issue.

Rollback
On April 14th, a bug occured, and by fixing it, players were able to get massive amounts of runecrafting experience,(2000 xp per nature rune crafted), Jagex did a rollback to the time just before the bug. Around 30 minutes.

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 not integrating 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.

On 14 April 2010, at approximately 5:00pm (UTC), Jagex had to shut down the RuneScape servers due to a Dungeoneering related bug, and roll back everyone's accounts by about 30 minutes.

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. (this may not be a glitch if the arrowheads can be given to a member for crafting:::needs to be tried)
 * When a dungeon is completed and one of the party members log off while the game shows stat window, the team will spawn in next round but they can move only on minimap and the stat window is being still showed. The team must then leave the party and start the round again.
 * Some times if you enter a door, the game will crash and will give you a error on another page. This is very irritating when trying to solo because then you have to restart the whole dungeon once which is mentioned above.

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.
 * When you left a party while you had the Orb of oculus, it would disappear. This was fixed on 14 April 2010.

Gallery
Dungeoneering