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[color=limegreen][b][Dungeoneering][/b][/color] Indepth tips and tricks

Started by Dallar, June 29, 2011, 02:26:09 PM

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Dallar



You start out by going to the place where Dungeoneering takes place; Daemonheim. There are a few facilities here you must be aware of before you start. The location of all NPC's are good to know when you are here if you want to check amount of tokens, bank stuff, repair equipment etc. In the picture below I will show you where everything takes place within Daemonheim.


Recruitment hall: In here you start dungeoneering. All parties are formed in the spot marked with a white X.
Bank: Go here if you need banking. You cannot take anything but the Ring of kinship inside the dungeon.
Rewards trainer: He trades you the cool rewards for tokens. He also is responsible for the repair of your chaotic weapon rewards if they break.
Thok: He is the holder of the dungeoneering cape and an important part of the newly released Fremmenik sagas.


SO when you feel you are familiar with the place you are ready to go!

When you enter dungeoneering there are one thing you must make up with yourself. Do you want to be the host of your own team or would you like join someones team. There are pro's and con's about both but overall being a leader takes alot more responsibility. I'll start this guide out by explaining how to host a team and how all the mechanics work. When you host a team you must realise there are some "unwritten laws" you must abide by in order for it to be a succes..


1. The party leader is expected to be "Keyer" if nothing else has been negotiated.
You can find information on how to be "Keyer" under Raiding a Dungeon -> Team roles.

2. The party leader are responsible for finding solid teams who doesn't quit in the middle of the dungeon.
Be selective when you recruit your party members. You are more than welcome to put level requirements on your teams. These are very popular since people will be more attracted by a level 130 combat level requirement team rather than a mixed team (You might get unlucky and recruit a level 60 combat who won't really contribute to the overall teamwork. Other than that you can require that people have the "Shadowsilk hood" binded. You can find information about this item under Raiding a Dungeon -> Items to go for.

3. The party leader must act mature no matter what personality joins your party.
If you can act mature and have a sense of overall humour, people will find the company nice and you will have an overall better chance of succeeding a dungeon.


Now you can start your own party. Wield your Ring and kinship, right-click and click "Open Party Interface"

Now we can go indepth with the mechanics of the Ring of kinship. Follow the steps beneath and you will be learning about creating parties, how complexity works and what prestige is and how that works.



Whenever you and your party are ready you descend into the dungeon by climbing down the dungeon entrance which can be found on right and left side of entrance to the recruitment hall!



Move on to 2nd chapter to learn about raiding a dungeon!






Before doing anything you should open the link below. The tool is very good if you are keying. You'll get the jist of the tool :)



As soon as your dungeon floor starts you have one goal. The goal is to get prepared for the floor as best as possible which is done by taking everything you can from the table at the base. There really is no order in how to get the things but important is to get something as fast as possible. If you don't get anything you are going to have a limited influence on the gameplay in the beginning. If you fail to get anything from the beginning you have to make sure to be careful while raiding. You should stay in the behind and wait for other people to tank monsters. You can easily help but make sure you don't get attacked and always make sure to have protect prayers at hand. You can then loot food off dead monsters. (Good idea is to get familiar with the F Keys1-5 - IT'S HELPFUL AS HELL) But when you start you have a primary goal which can be seen below. The secondary goal is if you fail to get the items from the beginning. The settled inventory is the best inventory possible when you are done buying and collecting:

Primary:
- Get food from table -
(Cave Morray -> Blue Crab -> Salve Eel -> Bouldabass -> Websnipper -> Giant Flatfish)
- Get any sellable item from the table -
- Sell the item and buy rune essence -
- Craft the essence into law runes (50 at least) -
- Buy a toolbox -

Secondary:
- Get money & food from killing monsters -
- Buy rune essence -
- Craft more law runes -
- Craft Astral & Cosmic runes -

Settled inventory:
- Group Gatestone (If keyer) -
(Group gatestone can be picked up at base in the beginning. No one will take it but the keyer so don't worry about this)
- 150-200 Law runes -
- 50-100 Cosmic and Astral runes -
- Toolbox contents -
(Hammer, Pickaxe, Hatchet, Knife, Vial, Fishing rod and feathers)
- Food -

In the beginning of a dungeon you will find out which role you are gonna be. Most of the time people only talk about the keyer and let the other roles assign automatically. It's up to you as leader to find out how much you wanna plan. Below is a list of the roles that can be assigned:

Keyer: The keyer's job is to open all the doors that has key locks. Normally the team leader is the key'er because he has the ability to mark monsters which is effective when he needs help clearing rooms. The keyer collects all keys found on the floor and opens the corresponding doors. A good idea is to map out the dungeon while keying so you always know where to go if you find a key.
Tool'er: the tool'er always carries around the contents of a toolbox which can be bought for 1350 gp at the Smuggler who stands in the middle of the base of the dungeon. He is responsible for keeping all the tools ready for usage. Usually tooler is combined with skiller for easy approach on opening skill doors.
Skiller: The skiller is the one with the highest total level in a team. His primary job is to open all skill doors in the dungeon. He also stands in charge of brewing potions for skill-doors that requires a potion to open. Skiller are often combined with tooler for easy approach on opening skill doors.
Curer: The curer is responsible for carrying around cure runes (Astral + Cosmic rune). Whenever someone get's poisoned on the team the curer get's called by them to go cure their poison infection. This job doesn't have to be one person only. All teamplayers can do this with very little effort.
Healer: It's rare nowadays that people wants a dedicated healer but it happens. The healer carries around food and helps healing tanks + rushers while they fight off monsters. Healing is mostly an individual matter seeing that food is dropped very often in a dungeon - Enough for all to have a great share.

Now you are ready to raid the dungeons. Now you can keep an eye out for some of all the items that you are gonna look for, for more easy approach on the Dungeoneering skill.


When you raid a dungeon you will be faced by different challenges.. Whether it is doors, puzzles or riddles. There is always a skill level requirement attached to it and sometimes you are required to make potions in order to advance to the next room. Below is a chart of the 4 different potions available to boost your skills. You will need to pot in almost every dungeon so take your time to get acquainted with them. That will help you and the speed of the floor you are doing.


When you have raided the entire dungeon (Or as much as you and your teammates skills can take you) you are ready to face the boss. Actually you can fight the boss whenever you encounter him but it is IMPORTANT that you raid as much of the dungeon you possibly can afterwards. Raiding all rooms gives maximum experience and that is what we are going for. Whenever you face the boss there are certain factores you must be aware of with the particular boss you are getting. Below is a chart of all the tactics belonging to the different monsters.


So now when the boss is dead and all possible rooms are raided you can exit the dungeon through the ladder in the boss room!




Completing floors in Daemonheim gives you these precious tokens. Tokens that many work to get a ton of and it's obvious because 200.000 of these tokens unlock some of the most brutal weapons ever introduced to Runescape. All the rewards you get from dungeoneering are to be used outside Daemonheim which means that you can't buy items for your dungeoneering inventory (Only thing you can buy as reward that will affect your skill is experience which is bought at 1 token for 1 exp point) Don't do this unless you have bought everything else. Let's take a look at some of the most popular rewards you can buy from the rewards trader:

Chaotic Rapier - Chaotic Rapier is by many regarded as the best chaotic weapon. Due to it's speed and amazing stab bonuses, it can get you through a slayer task very quickly whether or not it's weakness is stab. Many people debate on whether to pick the Chaotic Rapier or longsword as their first weapon and it really is individual what you may think is the best. The Rapier wins in speed but the longsword wins in stats which is a personal preference. You can watch an indepth review of the Chaotic Rapier + a comparison with the longsword here: Chaotic Rapier Vs Longsword PvM Comparison (Comprehensive + Mathematical) Commentary! *REUPLOADED*
Chaotic Longsword - Chaotic Longsword is by many regarded as the best chaotic weapon. Mainly it is because it has impressive offensive stats compared to the Rapier but lacks abit in speed. The Chaotic longswords force is boss-killing which is why many people pick this first. Many people debates on whether to pick the Chaotic longsword or the Chaotic rapier as their first weapon but it's really all about personal preference. You can watch an indepth review of the Chaotic Longsword + a comparison with the Chaotic Rapier here: Chaotic Rapier Vs Longsword PvM Comparison (Comprehensive + Mathematical) Commentary! *REUPLOADED*
Chaotic Maul - Chaotic maul is a beast. With possible hits at around 700 it is feared by many adversaries and is a very popular pick amongst pk'ers who can afford it. Although it is a maul, the Chaotic maul is almost as fast a whip in attack speed which is beastly. The negative things to say about the chaotic maul is that it's all about having fun with massive hits. There are other weapon out there which is a better pick for faster kills. You can watch the Chaotic Maul in action here: Chaotic Maul - Max Hits
Chaotic Crossbow - Chaotic Crossbow is the most powerful one-hand range weapon in the game. With stats very similar to the hand cannon (Although the range attack bonus is +30 more than the handcannon), the Chaotic Crossbow delivers a cascade of deathly hits. There really ain't much to the Chaotic crossbow other than some impressive stats and it has been impossible for me to find a prober review on it. You can, however, watch a video on the crossbows max hits here: Max Hits with Ranged (Rigour Prayer and Chaotic Crossbow)
Chaotic Staff -Chaotic staff will ensure you get the highest magical damge hits in the game due to it's extreme hidden attack bonuses. It has about the same melee (crush) stats as a dragon battleaxe. The debate often lies on whether to pick the Chaotic Staff or the SoL (Staff of Light) because both delivers some useful hidden powers (CS = Hidden damage boosts, SoL = Saves room; More economical) - You can watch a review on the Chaotic Staff here: Chaotic Staff Review with Commentary

Chaotic kiteshield - Regarded as the best shield overall in the game and delivers some specials only to be compared with the expensive divine and eslysian spirit shields. The Chaotic kiteshield comes with a hidden speciality that absorbs up to 7% of all received melee damage and up to 14% of all received ranged damage.
Eagle-eye kiteshield - The Eagle-eye kiteshield soaks up 7% of all received ranged damage and 14% of all received magic damage that would have hit for 200 life points or more. Melee damage is not soaked up at all. Any damage soaked up by the shields will be noted in your chat window. "Soaking" damage lessens the charge on a shield more quickly than usual.
Farseer kiteshield - The farseer kiteshield soaks up 7% of all received Magic damage and 14% of all received melee damage that would have hit for 200 life points or more. Ranged damage is not soaked up at all. Any damage soaked up by the shields will be noted in both your chat window and the chat window of your opponent (if fighting another player). "Soaking" damage lessens the charge on a shield more quickly than usual. It is important to note that a melee hit of 300 won't necessarily end up with 42 points of damage being soaked (in other words, only up to 14% of melee damage and up to 7% of magic damage is soaked for attacks that would have hit for 200 life points or more, not necessarily always 14/7%).

Scroll of rigour - Gives a permanent effect: teaches you the Rigour prayer, which boosts your Ranged attack by 20% and your Ranged defence by 25%.
Scroll of augory - Gives a permanent effect: teaches you the Augury prayer, which boosts your magical attack by 20% and your magical defence by 25%.
Scroll of renewal - Gives a permanent effect: teaches you the Rapid Renewal prayer which restores your life points at 5 times the normal restore rate.
Scroll of life - Gives a permanent effect: When harvesting farming patches (including dead), there is a 10% chance your seeds will be returned to you.
Scroll of cleansing - Gives a permanent effect: Whenever the player creates a potion, they have a 1/8 chance of making that potion twice as fast, as well as a 1/10 chance of receiving a secondary ingredient back.
Scroll of effiency - Gives a permanent effect: Whenever the player smiths an item that requires three or more bars to create, there is a chance that they will retain a bar. This chance is dependent on the bars being smithed.

Gem bag - Holds up to 100 uncut gems (You can only store F2P gems within the gem back
Coal bag - You can use this bag to store up to 27 lumbs of coal. Useful in LRC
Bonecrusher - Bones dropped from monsters will bury automatically
Herbicide - Herbs dropped from monsters will clean and destroy automatically for double the exp than normally.
Anti-poison totem - You can not be poisoned while wielding it in your shield slot. Has defensive bonuses similar to a Rune kiteshield.

This is only a select few of all the rewards from Dungeoneering. A full list of rewards can be found here: http://runescape.wikia.com/wiki/Dungeoneering_rewards



HT (Home-Teleport) - Whenever someone calls HT you teleport home unless they say something is at HT
GD (Guardian-door) - A room which only can be unlocked by killing the monsters within it
GGS (Group-Gate-Stone) - Whenever someone calls out GGS you teleport to the group gatestone (Requires 3 law runes)
GGS-GD (Group-Gate-Stone, Guardian door) - When it get's called out you teleport to the group gatestone to clear a guardian door (Requires 3 law runes)
DE (Dead-end) - When the leader/keyer runs into a dead end he calls DE so you know that you don't need to follow
DENK (Dead end, no key) - When leader/keyer runs into a dead end where no key is found, he calls DENK so you know you don't need to follow
DEWK (Dead end, with key) - When someone runs into a dead end where a key is found, he calls DEWK so you know you don't need to follow but a key is found
CURE (Cure) - When someone calls out CURE, he needs to be cured from poison

I hope this guide has taught you something about the skill of Dungeoneering. Any feedback on the guide are much apprieciated!



Dallar

#1
Reserved for feedback list:

- What floors to raid at level x
- Cleanup the rewards section  //// CHECK
- Link to puzzles, challenges, riddles
- Link big pictures instead of embedding

- Add in the toolkit for all - Pyroclastic
- Surgebox as ammobound - Pyroclastic

Moose:
Roles
There really should only be a "keyer" and "non-keyer?", everyone should have a toolbox, everyone should have cures, you should be able to heal yourself etc.
The roles of the rest of the team who isn't keying are:

When the keyer isn't with the group, it is important to call out every door/key you see so the keyer knows whats going on.
If it's a key, pick it up. If it's a door, gate it and if the keyer has the key he will give it to you when he can.
You should always have something gatestoned, it makes the dungeon a whole lot smoother. Simply gate doors which the keyer doesn't have the key for, so it can be opened up quickly when you find the key. Call it out as well so it doesn't get gated twice. "CT gated"
You should always show initiative and open every door that you can, instead of waiting for the keyer to open it, though your main role is basically to just clear Guardian doors.

Some bosses;

Ballak - You shouldn't have to tele out of this one, his def only goes up if you aren't luring him right. You have to lure him over the green puddles spread out across the room (while staying out of them yourself).
Trio - Unless the team has 3 or more hexhunters, just kill the range first his defence is a lot lower.
Behemoth - If all pillars are activated at one time he will use a special ability hitting upto 900, so make sure they are all activated one after the other
Necro - Have one dedicated member to kill the skeletons that spawn (your lowest range level)

Vocabulary;
Keys and doors can be abbreviated to save time like so; *The first letter of the first and second word* Eg.
Crimson Triangle - CT key/door  (can be abbreviated to K or D for key/door but it's only a couple more chars)
Silver Pentagon - SP K/D

another note, Binds should be
Primary Bind: 2H > B'axe > Spear
Secondary Binds: Hood > Bloodneck / Hex > Plate > Legs

Creeper975

Wow Dallar this really is epic, I only just skimmed through it now but will give it a proper good read later as it deserves.

Quikdrawjoe

Former Tip.It Super Moderator, LND Legionnaire, WG Elite Guardian

Tip.It and WG Real Life Meeting Attendee

Bgpgraebner

Wow, this should be stickied. Extremely helpful, really really nice! Great pics, great comparisons, etc. Truly epic guide mate, thanks a lot for this! :)

Raging Mage2

Holy, Epic guide, skimmed through, but I am actually looking to level my DG very shortly, so I'll be reading the rest later!

Click image for achievement thread!


#1 In Heaven's Slayer Challenge (2mil exp in 1 month)

Originally WG 16/05/06

Pyroclastic0

very nice guide
could add in that everyone should carry tool kits
and surgebox into ammo bind section

DestroyerDmc

unreal guide with such in-depth information, dude this needs shared with more than just WG


              

Mark

I'll be bookmarking this. Your a Legend.


I set the standard.

Vephy

Nice guide you wrote here.  +1 to you.

jaredspurr

awesome job dallar, u need to teach me how to make topics like this

PineappleTom


Zemus

Awesome guide, good job. A few things i picked up:

Roles
There really should only be a "keyer" and "non-keyer?", everyone should have a toolbox, everyone should have cures, you should be able to heal yourself etc.
The roles of the rest of the team who isn't keying are:

When the keyer isn't with the group, it is important to call out every door/key you see so the keyer knows whats going on.
If it's a key, pick it up. If it's a door, gate it and if the keyer has the key he will give it to you when he can.
You should always have something gatestoned, it makes the dungeon a whole lot smoother. Simply gate doors which the keyer doesn't have the key for, so it can be opened up quickly when you find the key. Call it out as well so it doesn't get gated twice. "CT gated"
You should always show initiative and open every door that you can, instead of waiting for the keyer to open it, though your main role is basically to just clear Guardian doors.

Some bosses;

Ballak - You shouldn't have to tele out of this one, his def only goes up if you aren't luring him right. You have to lure him over the green puddles spread out across the room (while staying out of them yourself).
Trio - Unless the team has 3 or more hexhunters, just kill the range first his defence is a lot lower.
Behemoth - If all pillars are activated at one time he will use a special ability hitting upto 900, so make sure they are all activated one after the other
Necro - Have one dedicated member to kill the skeletons that spawn (your lowest range level)

Vocabulary;
Keys and doors can be abbreviated to save time like so; *The first letter of the first and second word* Eg.
Crimson Triangle - CT key/door  (can be abbreviated to K or D for key/door but it's only a couple more chars)
Silver Pentagon - SP K/D

another note, Binds should be
Primary Bind: 2H > B'axe > Spear
Secondary Binds: Hood > Bloodneck / Hex > Plate > Legs

Will let you know if i notice anything else, good job :)



Robertwb69

Amazing guide. A lot of information in here + 1 to you.



Death_Outlaw


52 Pray

Wow.
This guide is amazing.
Should help me a ton in my quest to get a rapier. =3
Sorry for gravedigging but it deserved a comment!
- The OG t-girl peekayer

Haitred

This is a really nice guide, alot of effort put into this, if i get back into dungeoneering ill give a good read to this. thanks for the helpful guide.

viet4life114

Nice, I only hoped you posted this back then when it was still new.

JalJad

very nice! lots of information here, useful to dungeoneering noobs :D good job