Dungeoneering (also known as Dung, Dungeoning, Dunge, or DG by players) is a skill that was released in RuneScape on 12 April 2010 that is open to both free players and members. It features a castle named Daemonheim, which contains 35 underground floors. There, players explore and use other existing skills to clear each floor, which involves finding keys, fighting monsters, and solving puzzles. Unlike other skills, which are performed alone, players can cooperate together, venturing under the castle in groups of up to five people. Additionally, players may earn a small amount of experience in other skills by accomplishing various tasks.
The skill is trained entirely within Daemonheim - essentially an alternate portion of Gielinor - into which only the Ring of kinship and the Orb of Oculus can be brought in and out of. It is heavily dependent on other skills trained outside of Dungeoneering. The items and skilling materials used within Daemonheim are all different and the skill is group-oriented rather than being individual-oriented (although it is possible for players to train by themselves). In addition, players can train Dungeoneering past level 99 all the way to level 120, with over 104 million experience. This new maximum level is called "True Skill Mastery".
As of 29 May 2010, the current minimum requirement to be ranked (at approximately rank 173,516) is level 30 with 13,363 experience. However, players with less than 30 Dungeoneering may still have their level recorded by the Hiscores page, though the rank will not be visible from the page itself. As of 29 May 2010, there are 83 players who have achieved level 99 Dungeoneering, but no one has achieved level 120 yet. The current rankings are visible at the Runescape Hiscores page.
To train the skill, players have to make their way to Daemonheim, located on a huge peninsula east of the Wilderness (the peninsula itself does NOT count as Wilderness). Players may make their way to Daemonheim by one of three methods:
- Take a ship from the dock behind Al Kharid bank.
- Venture through eastern part of low Wilderness.
- Teleport using the Ring of Kinship given by the Dungeoneering Tutor at Daemonheim.
If using the ferry, players must walk from the Eastern side of the peninsula North-West to the central part of the castle.
Other teleport methods are available such as:
- Using a Games Necklace to teleport to Clan Wars, then walking South-East to Daemonheim .
- Taking the Hot Air Balloon to travel next to the sawmill, then walk North.
- Using a Ring of duelling to teleport to Fist of guthix, then walk east to Daemonheim.
Starting a Dungeon
There is a Dungeoneering tutor and a Fremennik Banker standing at the entrance to the castle. Players who are new to the skill or who have lost the Ring of kinship should speak to the tutor to obtain one. To gain access to Daemonheim, it is necessary to bank ALL worn items and all items carried, with the exception of the Orb of oculus and the Ring of kinship. All armour, weapons, runes, ammunition, and other supplies will be provided inside the dungeon.
In the courtyard, there are energy barriers, and 2 entrances in the left and right walls that players can go through:
- Free-for-all barrier
- Frozen floors barrier
- Abandoned 1 floors barrier
- Furnished floors barrier
- Abandoned 2 floors barrier
The left and right entrances are there for people who have made a party by themselves. In the central 'Free-for-all' barrier, players are automatically teamed up to form a party to any floor. Using any of the other barriers will allow you to enter a dungeon with other people in the room to that specific type of floor. If there are no other suitable adventurers waiting, the player will be allowed to enter the dungeon by themselves.
The main purpose of Dungeoneering is to progress through the various floors of the dungeon with teammates and kill the boss monster at the end of each level. To do so, players must travel through a series of rooms while using their collective skills to equip themselves and their teammates with items that will help themselves to complete the level. Therefore, teamwork and division of labour will likely help in achieving better results and efficiency.
- After going into the entrance, players will be first transported to a room with armours, weapons and food according to the difficulty they have selected. The team is linked by a Ring of kinship, which brings up an extra interface pane in the bottom right hand window, allowing sharing of experience, monitoring of team status, and visibility of other players' inventory, stats, and worn items.
- Dropped items do not vanish as they normally do in RuneScape, but instead appear immediately as they are dropped. This includes monster drops, inventory management drops, and drops upon quitting (which are visible to others and may be picked up). Some items with no use in Daemonheim such as Ashes, however, do disappear.
- When typing in public chat while in a dungeon, all messages are visible to everyone in a party regardless of where a player is.
- Rooms of the dungeon are connected by doors. It is impossible to see into the next room until the door is first clicked on. This does not open it but reveals the room beyond the door. Some doors are locked and must first be unlocked with the proper item before the door can be clicked on to reveal the room. Once the next room is revealed, players can then pass through the door into the room.
- Upon death, players will respawn in the starting room with the smuggler, and their death counter will be increased by one. All items are kept on death, however Gatestones that are in the players inventory will be dropped in place.
- The leader of a dungeoneering party can make a flashing arrow appear over a monster by right clicking on the monster and clicking "Mark".
Complexity is a 6-tier scale that determines the number of other skills involved. Note that lower tiers will incur a penalty on the amount of experience gained at the end of a level as shown in the screenshot to the right. Each additional complexity level involves all skills from the level before plus some more. Complexities 6 and 5 includes every skill. Complexities 6,5 and 4 include every skill available to free players.
Floor levels, from 1 to 35, and the combat levels of party members determine the combat levels of the monsters that players encounter; the higher the floor level, the higher the combat level of the monster.
Dungeoneering level required for a certain room is: Floor number times 2 minus 1 for every 2 levels past level 1. For example you need level 39 for floor 20 (20 x 2 - 1 is 39). Plus, of course, you must have cleared all the previous floors.
If players are in a group, the floors other members have cleared would also be shown on separate columns. The highest floor accessible to a group is the deepest of the floors that all team members can access.
Dungeons are created in a small (4x4 grid), medium (4x8 grid), or large (8x8 grid). A dungeon may contain up to the maximum number of rooms possible from that grid, but usually contains fewer rooms, due to blank areas on the map.
Therefore theoretical maximum number of rooms per size is:
- Small - up to 16 rooms
- Medium - up to 32 rooms
- Large - up to 64 rooms
When soloing, only small size dungeons are available. A party of 2 is the minimum needed for medium, and 4 is needed for large.
Dungeon size is also a factor that affects the amount of experience.
Finding a team
- Nothing in the worn slots and inventory is allowed, except the Ring of kinship and Orb of oculus.
- Familiars and Pets are not allowed either. If your familiar was carrying anything when last summoned, it will have to be re-summoned and those items banked, otherwise you will not be allowed to enter.
- When finding a team, many players use abbreviations. For example, the abbreviation for the floor of the dungeon is 'F'. It is common for players to say "trade me" if they wish to be the party leader and need members for their party. It is also common for players to say "invite me" if they wish to be invited to a party.
- The Runescape forums are also a great way to find a team. It is under the "Dungeons of Daemonheim". Then click on the "Adventuring Parties" category. Here you can make a new thread stating what floor, what complexity, and specific requirements (ex. Cb 100+ only) you would like in your group. Another option is to look through the forums and find somebody that you can help.
- Unofficial Dungeoneering worlds are World 1 (F2P), World 2 (P2P), and World 117 (P2P).
Each dungeon is designed for a specific number of players. This governs the amount of loot/supplies, players required for puzzles, and characteristics of the boss. (For example, the Gluttonous behemoth will have 1 food source for 1 player dungeons, and 2 food sources for parties with 2 or more players. The Follow Me puzzle/minigame will have more pads to stand on for more people. And so on...)
If you choose a smaller party than what is recommended, you may receive a penalty on your score—this changes depending on how much lower it is set.
If you choose a party size that includes at least two members,and enough members leave that there are less than that number of members left, your team may become stuck and unable to complete the dungeon.
When working with other players, it is a good idea to collect extra resources and deposit them at the starting room, as your teammates may make good use of them.
The more players in a party the higher the average monster level will be(depending on the levels of the players to start off with).
Ending a Dungeon
A Dungeon ends when you or your teammates enter the ladder behind the boss. For tips on defeating the boss, see Bosses.
A raid is finished when the boss is defeated, and only then may the next raid be started. When the boss has been killed, a ladder to the next level appears on the wall. Additionally, at the end of each floor, one player will receive a random item. These items are often more powerful than ones dropped in the dungeon, and they may be worth binding.
You will advance to the next floor if your Dungeoneering level is high enough. Otherwise, the same floor will be repeated. In addition the complexity will also be increased (unless you are already on Complexity 6).
As soon as one person clicks on the ladder to leave the dungeon, a time based on the number of people in the party will start to count down. If every member of the party selects to leave, the dungeon finishes instantly.
After each floor has been completed, titles are awarded to some of the players based on their contributions to the team. However, the titles do not affect the amount of Dungeoneering experience received.
No items may be brought to the next level, with the exception of bound items. When an item is bound, it appears in the player's starting inventory and a (b) is appended to the item's name. The number of items a player may have bound at once depends on his/her Dungeoneering level. Players with 1 Dungeoneering may only bind one item. At level 50, 2 items may be bound, at level 100, 3 may be bound, and at level 120, 4 items may be bound.
In addition, you may always bind one type of rune or arrow, and up to 125 of these will be kept in your starting inventory. However, there is no need to replenish your bound stackable item to 125 at the end of a dungeon, since the game remembers the initial amount bound, and will replenish your stackable item to that number when you get to the next floor. If you wish to poison your arrows, do so before binding as bound arrows cannot be poisoned.
Attempting to bind more items than a player can will do nothing, except elicit a message stating that a currently bound item must be destroyed before another item may be bound. It is possible, however, to bind more of the same item than technically allowed (if the same kind of item is obtained while the player has already bound some, the bound and unbound ones will stay at different slots, wasting inventory slots. Binding them will cause them to merge into single slot, but the ammo bind limit isn't changed), but at the beginning of a new level players will be left with the amount they bound to them.
Weapon poison (of any strength) can be added to a bound dagger or spear, but cannot be added to bound arrows - you have to poison the arrows first and then bind them. Any cloth in Daemonheim can be used like a Cleaning cloth elsewhere to remove poison from a weapon. This allows you to replace a weak weapon poison with a stronger one.
Bound weapons and armour can be sold or alched, but bound runes and arrows cannot be sold. When selling items, one must be careful as there is no check to see if a weapon or piece of armour is a bound version and once an item is sold, there is no getting it back.
Main article: Dungeoneering 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.
|File:Attack.gif||Attack||To increase the chance of doing damage to the monsters and bosses, if using melee. Also makes you able to wield better weapons.|
|Agility||To bypass certain obstacles in the dungeons.|
|Constitution||To be able to withstand more hits from the powerful monsters and bosses, and therefore survive longer in the dungeons.|
|Construction||To repair broken doors that can't be opened, and to repair broken barrels so that they can be pushed to unlock rooms. Used to fix the supports in the mining room.|
|Cooking||Used to cook raw fish on a fire or range to prepare food that can be used to heal. Also used to add fish and then mushrooms to potatoes.|
|Crafting||To make ranged and magic armour from raw materials. Also used to fix pulleys in broken doors so that you can open them, and to craft stone body parts for magical constructs and weapons for statues so you can pass the room.|
|Defence||Lowers the chance of getting hit by the monsters and bosses, as well as makes you able to wield better armour.|
|Farming||Allows players to grow food and potion ingredients in farm patches, as well as to pick leaves for mage armour. Also used to prune vines from certain doors so 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.|
|Fletching||Used to make bows, arrows, arrow shafts, staves and hunter traps.|
|Fishing||To collect raw food from fishing spots located around the dungeon. Also used for certain puzzles.|
|Herblore||Used to create potions from ingredients bought/found in the dungeons. Also used to open doors.|
|Hunter||To allow the player to set traps made with the Fletching skill.|
|Magic||To allows players to dispel the magical barriers on certain doors. Also used for its normal use in combat. As well as charging the magical constructs that appear on floors four and up.|
|Mining||Used to harvest ore from rocks, used in some events to mine stone from rubble and to unblock doors covered with rocks.|
|Prayer||For exorcising dark spirits from certain doors so that you may pass through them, as well as its normal use in combat. Recharging prayer is limited to a certain amount of points per dungeon - carefulness is advised regarding prayer usage.|
|Ranged||Allows you to wield better bows and armour, and increases the damage when using ranged in combat. Ranged is also used in some puzzles.|
|Runecrafting||To craft runes to be used in spells. To enhance crafted staves with elemental or catalytic powers. Also used in puzzles to activate crystals, and to imbue rune energy into doors so that you can open them and into constructs that open heavy doors.|
|Slayer||For slaying some special creatures that require a slayer level, and have special drops.|
|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.|
|Strength||Increases the damage you do when using melee to fight the monsters and bosses. Also allows you to open barred doors, and push heavy barrels. Allows you to wield mauls of equal or lesser strength requirement.|
|Summoning||To infuse and summon familiar pouches, allowing them to fight for you through the dungeon. Also used to dismiss rogue creatures blocking some doors. Allows you to understand what summons say, useful for the summon puzzle.|
|Thieving||Used to open some chests which contain items, and picking the padlocked doors to unlock them.|
|Woodcutting||To cut wood from various trees and growths around the dungeon. Also used to chop away barricades blocking doors so you can open them and in the Ferret puzzle.|
Combat while Dungeoneering consists of the three attack types: Magic, Ranged, and Melee. Magic only allows a few spells out of the RuneScape Beginning and Lunar spellbooks, with some additional spells only found in Dungeoneering. Ranged and Melee only use weapons specific to Dungeoneering, all of which can be player made provided the resources can be found or bought AND the player has high enough skill to smith, fletch and/or craft them.
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.
|Floor Type||Boss Name||Dungeoneering Level Required||Floors||Description|
|Frozen||Gluttonous Behemoth||1||1-11||Heals by eating nearby carcasses. Stand in front of them to prevent this. Its weakness is crush.|
|Astea Frostweb||1||1-11||Summons Ice Spiders, switches between all three protection prayers and can use ice barrage. Her weakness is range. Even while praying, she can still freeze you.|
|Icy Bones||1||1-11||Creates damaging stalagmites around the room that block movement, stand next to him to avoid. Uses Melee. Can hit through Prayer.|
|Luminescent Icefiend||5||3-11||Calls forth a barrage of icicles that must be avoided by running around the room until the icicles stop. Uses Range and Magic.|
|Plane-freezer Lakhrahnaz||11||6-11||Players must slip across ice to reach the boss, who pushes them away.|
|To'Kash the Bloodchiller||17||8-11||Freezes the player and then shatters the ice for increased damage. Can hit through Prayer|
|Abandoned||Divine Skinweaver and Skeletal Horde||23||12-17, 30-35||Divine Skinweaver heals player during the Skeletal Horde, which keep spawning until the entrance routes are blocked off.|
|Hobgoblin Geomancer||23||12-17, 30-35||Nullifies prayers and teleports around the room. Also uses curse spells.|
|Bulwark beast||23||12-17, 30-35||Armour must be broken with a pickaxe before it can be damaged by melee or range.|
|Unholy cursebearer||29||15-17, 30-35||Reduces the player's combat stats. Uses Magic and Melee.|
|Shadow-forger Ihlakhizan||59||30-35||Periodically sends out a force that reduces target's stats dramatically if hit. Possible of one-hitting someone in a team of 5.|
|Bal'lak the Pummeller||65||33-35||Has a defence that increases over time. Lure onto green portals or teleport out of the room to lower the defence.|
|Furnished||Rammernaut||35||18-29||Occasionally charges at the player, stunning them and reduces defence and nullifies prayer.|
|Stomp||35||18-29||Rocks fall from the ceiling which players must avoid while collecting lodestones to stop it healing at 2/3, 1/3 and zero health. Players must charge the lodestones 3 times to kill him.|
|Har'Lakk the Riftsplitter||35||18-29||Drains prayer and creates portals with stat reduction, poisoning and damaging effects. If you pray against his melee, he will hit through the prayer.|
|Lexicus Runewright||39||20-29||Deflects up to 1/3 melee damage that you deal, summons books that attack with mage, range, and melee. He uses a "Book Barrage" that is capable of killing a player in one hit if hit directly. His weakness is Ranged|
|Sagittare||45||23-29||Has protect from range and teleports around the spiral-shaped room. Occasionally makes the player unable to run. His magic attack can bind a player to a spot for 10–15 seconds.|
|Night-gazer Khighorahk||51||26-29||Periodically has an attack that smashes the ground and knocks back players using melee. Players must light "pillars of light" in the corners of the room in order to do damage to the first form. Respawns after it is killed the first time in a weaker form. Can stun a player for up to 20 seconds, depending on the boss's combat level.|
Most food available in the dungeon are fish, cave potatoes, and mushrooms.
As you progress through the dungeon, you will be able to grow and cook cave potatoes, which you can then combine with fish and/or mushrooms to form more complex foods.
For example, Cave potatoes and mushrooms are grown in a farm patch and take about 1 minute to grow. To cook them you need a cooker, some logs, and a tinderbox OR just logs and a tinderbox. Note that unlike on the surface, cave potatoes can be cooked over ordinary fires, although there is a significantly increased chance of burning them. Use the logs with the range and then the potatoes with the range. Then add the fish, and/or your choice of mushrooms. There are two kinds of mushroom, Gissel mushroom and Edicap mushroom, which heal 30 and 90 LP, respectively. Gissel mushrooms require a Farming level of 34, and Edicap mushrooms require level 68 Farming. Baked cave potatoes heal 30 LP plus the total amount of LP healed by the ingredient(s) they are combined with. For example, a Gissel mushroom and Salve eel potato will heal 260 LP, whereas the Salve eel itself heals 200 LP.
The spellbook contains a combination of the Lunar and Standard spellbook spells. There are three new spells which help a player teleport around while Dungeoneering: Dungeon Home Teleport, Create Gatestone, and Gatestone Teleport.
In addition to regular monster-filled rooms, a dungeon may contain one or more puzzle rooms. These puzzles range in difficulty and complexity. Many puzzles require certain skill levels to be performed and accomplished, and others may cause the player(s) to suffer damage if the puzzle was not done properly.
Upon completion of a dungeon raid, players will receive Dungeoneering skill experience and a number of tokens equal to 1/10 of the experience received, rounded down. These tokens are smuggled outside of Daemonheim so that they may be traded with the rewards trader in the Daemonheim camp for items to be used outside of the dungeons.
Quests Providing Dungeoneering Experience
You can claim experience in it from Tears of Guthix, Penguin Points and various reward lamps, however no quests provide experience as of yet. Any form of experience gained, will not give tokens unless from actually dungeoneering.
While Dungeoneering, one can find parts of different journals usually after a boss is defeated; they can be viewed by right clicking the Ring of kinship, then selecting "Open journal".
Music Unlocking Tips
- All Glacialis tracks are unlocked on the Frozen floors, all Desolo tracks are unlocked on the Abandoned floors, and all Adorno tracks are unlocked on the Furnished floors.
- All three themes will have 10 possible music tracks to unlock.
- Every time you enter a room with an enemy in it, the music player will randomly select a track. If you repeatedly enter and exit any of those rooms, you can unlock these music tracks very quickly.
- All bosses have their own music, so it is recommended to fight each boss at least once.
In the week of its release, there was debate about whether Dungeoneering was really a skill or rather just an activity. Many players felt that Dungeoneering did not meet certain requirements to fulfill the definition of a skill. The reasons given for this include the inability to take any items outside of the dungeons, the fact that it is dependent upon all other skills, the limitation of its training to only one area, and the lack of integration with the rest of the game. Since Dungeoneering was in development for a long time - with the players aware of its development for many years of that time - much hype was built up (usually in the form of threads in the Future Updates forum). When Dungeoneering was finally released, it may not have been what some people had hoped for, and a number of players have refused to train the skill for the above reasons.
Another source of controversy was the original token cost of the rewards available. Many players felt these costs were too high, citing that they do not receive sufficient tokens to buy any rewards until past level 50 Dungeoneering. Other players cited the mismatch between the Dungeoneering levels and the number of tokens required for a reward, which made it so that players could wield a reward they could not afford. For example, chaotic equipment costs the equivalent of level 88 in experience tokens, but required only level 80 to use. The costs of items were lowered to a more reasonable level on 21 April 2010.
There was also a discrepancy between members and free players. Since many members were going on free worlds to take advantage of the easier monsters, an update shortly after the release halved the amount of experience earned by players with level 90+ combat on free worlds. (A very steep drop in experience between combat 89 and 90.) Thus, Jagex reduced the advantages of simply being a high combat free player because they were able to kill monsters faster.
Additionally, free players will sometimes encounter doors and puzzles that require members' skills to open and solve. They may consider this unfair, since it is impossible to open such doors or solve such puzzles as a free player.
- There were 48 new music tracks released with this skill, making the most songs released with an update.
- This is the only skill that visibly changes after reaching level 99.
- After 1 week there were approximately 65,000 players ranked, the highest level being level 79. After 3 weeks there were approximately 90,000 players ranked, the highest level being level 99.
- Many pures/skillers were ruined when the skill was released by other players opening doors which gave magic, prayer and strength experience or other players attacking monsters as this gave shared experience. This can be countered by simply turning off shared experience with the ring.
- Dungeoneering is one of the only four skills not used in Stealing Creation, the others being Firemaking, Slayer, and Farming.
- When you complete the Tears of Guthix activity, the message for increasing your dungeoneering skill is "You feel the mysteries of Daemonheim unravel."
- Jagex stated here, (Swedish RuneScape Forums) that the reason why Dungeoneering can be levelled all the way up to 120 is because the developers couldn't fit everything they wanted in the skill with only level 99.
- Jagex has announced that they will add 2 new floor environments (warped and chaotic) and several new bosses and challenges to Dungeoneering.
The Skill Cape
- Players with level 99 Dungeoneering are entitled to wear the Dungeoneering cape, despite the fact that the number of maximum attainable levels is 120 - every other skill requires the player to reach the level cap in order to wield the skill's respective Achievement cape.
- A video with the 99 skill cape emote with good quality can be found here.
- The emote includes the player changing into the tier 11 type armours found in dungeoneering corresponding what weapon they have wielded it could be either Celestial (magic), Primal (melee) or Sagittarian (range). If a player has no weapon wielded, a random emote will be performed.
- The Dungeoneering skillcape is the first one to offer more than one performable emote when worn.
- Level 120 may have some side effect not explained in the dungeoneering guide. This is suggested by Mod Mark's confirmation that the strange power has something to do with level 120 dungeoneering.
- When you click Rejoin Party, if you enter your own username it will say "You want to party with yourself?" This means if you leave a dungeon when you are the last or only person in it, you can't rejoin.
- As of now, the game filter does not appear to work in Daemonheim; so players still receive messages like "You cook the Blue crab." It is unknown if this is a glitch or not; if so, it has yet to be fixed.
- There are ghosts walking the grounds with currently no known purpose, but one to the far west is aggressive and will attack you if you are in its area. Note: This area is in the Wilderness, known for reverants, this could be related to the spirits here.
- Unlike other chickens, the chickens in Daemonheim cannot be attacked and when examined it says "Who are you calling chicken?".
- When the skill was released, players found doors which needed over 99 in other skills creating speculation they were raising the other skills. However Jagex has stated that they have no plans to increase the level cap on other skills; you can open some of these doors by making potions to increase your level over 99 for a short time.
- Dungeoneering has many similarities to and may have been inspired by board based Role-playing games. Most notably HeroQuest and Warhammer Quest. These similarities include the use of "board sections", the ability to look through doors to plan your attack and the unique boss at the end of each dungeon level. There is also a similarity to Blizzard's Diablo 1
- Free to play players can make runes that normally only members can make, but limited to runes used for free spells as long as they have the Runecrafting level required. For example, Death runes, which were only possible to craft as a member, can be crafted here as long as the player has level 65 Runecrafting. Runes used exclusively in members only spells, such as blood runes or astral runes, can never be crafted by free players.
- When Dungeoneering first came out, the P2P and F2P difficulty was not well balanced, as it was a lot easier to train in F2P. This was fixed with a game update that gave an exp penalty of 50% on F2Pers with 90+ combat the next day.
- As you go deeper into the dungeon you'll notice that some of the rooms require member skills, even when you're in a free-to-play world.
- It's possible, though extremely rare, to have two or more of the same puzzle in a dungeon, like on the picture to the right.
- If the above happens, materials from the first puzzle room may be used in the second room if requirements are impossible to meet.
- When levelling up, some boss monsters are written in plural and some are singular (see picture to the right). The names are not capitalized, however, which would indicate that this is not actually the monster's name, but instead is its species or group (i.e. Rammernauts are a division of heavy guard, similar to brutes).
- When a player is fighting using a melee skill (Strength, Attack, Defence) while solo Dungeoneering, a player will receive around twice more melee experience (including Constitution) than Dungeoneering experience. This depends somewhat on different factors, including: Dungeoneering floor, Prestige system, different melee methods/weapons, etc.
- When the party leader invites himself/herself while already Dungeoneering, this message will appear:<Insert party leader's name> is not on the Daemonheim peninsula and cannot be invited.
- In the recent Dungeoneering Q&A with Jagex, the moderators tell anyone who asked about the skill's mini-game qualities to refer to the Dungeoneering FAQ's section. However, this is not listed as a frequently asked question.
Rollback and System Updates
On 14 April 2010, at approximately 5:00pm (UTC), Jagex had to shut down the RuneScape servers due to a Dungeoneering related bug where the exp for crafting runes was accidentally increased exponentially instead of being decreased. All accounts were rolled back by about 30 minutes. The login server went offline for about an hour. Consequently, this caused several people to lose whatever item they had bound prior to the rollback, even if it was bound more than 30 minutes beforehand.
There were also numerous system updates throughout the first week Dungeoneering was released as developers scrambled to fix a number of bugs as they were uncovered, many of which made certain rooms impossible to complete, even with all the required skill levels. There were instances of multiple updates within one hour, which made training the new skill extremely frustrating to players who were unable to finish a dungeon before the update occurred.
|Click show to view the gallery.|