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Navidx

Basic Dungeoneering Guide
« on: December 07, 2012, 20:02:13 »
Guide to Basic Dungoneering

Introduction

Dungeoneering is a skill based on all the other skills in Runescape. In this skill you will either alone or together with a team be entering a dungeon. In this dungeon be solving puzzles, fighting monsters and finally fighting a boss at the end of the dungeon.
How to get started
To get started you will need to obtain your Ring of Kinship. This can be obtained by teleporting to Al Kharid and going just west of the bank and talking with sailors there and request them to take you to Daemonheim.


Once arriving at Daemonheim, follow the paths to the castle in the center of the island and talk with the Dungeoneering Tutor, and he will provide you with the Ring of Kinship.

Ring of Kinship

Right click the Ring of Kinship and choosing the option “Open party interface”
 
Now you can click “Form party” and you will continue to this interface, I will give a short summary on this interface.


 
1.   This is the Party members list. The first one is the leader of the starter and he will be starting the floor. The other names are the rest of the party members.
2.   With this button you will be leaving your party, if there is more than one person in the party, the person below the leader will become the new leader.
3.   This is the button to set the floor, when you click it you will be given the option you choose between the floors that you are able to access. This ranges between 1-60, the higher your Dungeoneering level is, the higher floors you will be able to access.
4.   This is to set the complexity of the floor, how “hard” the floor should be to say.  This ranges between 1-6 and you will unlock complexity every time you level up until you reach level 6.
5.   This is the guide mode. Having this enabled will show you the “critical” path, by this I mean the only rooms you are required to do to find the boss in the dungeon and so to say finish the floor. I do NOT recommend having this enabled, as it will decrease your experience gain significantly, I will explain this further later on.
6.   This is the Reset button, pressing this it will reset all the floors you have completed and your previous progress will be set depending on how many floors you have completed, this and prestige I will also explain further later in the guide.

Forming a party and starting a dungeon
You are able to invite people to your party by pressing the invite button, or by right clicking whoever you wish to invite to your party and click “Invite”, and they will receive a party request. When you have gathered your party or you are going in alone, set your floor and complexity and go down one of the stairs east or west of the entrance. And you will be put into a starting room.


Useful Information

Toolbelt

To complete to the dungeon you will need to solve various puzzles and skill doors and for some of these doors and puzzles you will need a pickaxe, hatchet, knife, hammer, chisel, fly fishing rod, feathers, needle and a tinderbox. These are all provided for you in your toolbelt except for the feathers, which you will need to buy from the Smuggler at the starting room. The hatchet and pickaxe can be upgraded anytime, to a higher tier. You can both mine and smith these from resources within the dungeon or get them as drops from the bosses in the dungeon. Keep in mind that you are able to equip a higher level pickaxe that you might not be able to use due to low Woodcutting or Mining, but these will simply as the highest pickaxe or hatchet that you have available on your current level.

Keybelt

Whenever you pick up a key within the dungeon it will be added to your keybelt, which all members of the party have access to. This is to avoid that some people are running around with keys in their inventory or they might even hide them from their party members. This also means that anyone can open a door anywhere on the map as long as the key is in the Keybelt. The available keys are shown in the top left corner of your screen.

Starting room and items

Start off by taking a few items on the start table and sell to the smuggler and buy the following
•   10 Feathers
•   As many rune essence as you can

Go to the runecrafting altar and make
•   60 Cosmic runes
•   60 Law runes

This should be enough for the rest of the dungeon, but if you can see that you are running low, make sure to grap some coins, items that you can sell or rune essence and make some more runes, because it is very annoying when you are about to gate somewhere and you realize you have run out of cosmics or laws.

Abbreviations used in Dungeoneering
Key colors
Go – Gold
Gr – Green
O – Orange
Blue – Blue
S – Silver
C – Crimson
Y – Yellow
P – Purple
Key shapes
Co – Corner
Cr – Crescent
D – Diamond
P – Pentagon
T – Triangle
R – Rectangle
S – Shield
W – Wedge

Others

Ggs/gt – Group gatestone
Pgt – Personal gatestone
Gate/G8 – Gate the area or door
Gd – Guardian door
Gtgd – Teleport to gt and clear the room for monsters
Gdm – Gd mark
Ht – Home teleport
Fg – Free gate, you are free to gate something new.
Sgt – You want the gt moved anywhere else
Mgt – Move gt
Wyg – What is your gate
Hgt – Hold gt
Cgt – Carry gt
Dgt – Drag gt with along the path you are following
Mgtb- Move gt to the boss room
Gtb – Teleport to gt and start killing the boss
Gte – Teleport to gt and end the floor
Gds – Guardian door south of the current room
Gdn – Guardian door north of the current room
Gdw – Guardian door west of the current room
Gde - Guardian door east of the current room.
Mgt/take/tek   - Move gt to your personal gatestone.

Weapons
P2h – Primal 2hand
Hex – Hexhunter bow
Csb – Celestial surgebox

Combinations

These abbreviations in dg are often combined with each other, lets take an example
G8 bco and tek gd – This would be translated as “Drop your personal gate at blue corner door and move the group gatestone to the guardian door. Of course this requires that someone has a guardian door gated and another person having a free gate to gate the blue corner door.

Doors and Puzzlerooms

There are 16 different types of doors, requiring different types of skills to open.

They are as following
Guardian door – To be able to open these doors you must kill all the monsters in the room, although it is not requires killing the Bovimastyx.
The following doors are skill doors, if you successfully open the doors you will gain experience in the respective skill and failing to open the doors will result in you taking damage.
Barred door –Strength
Broken key door - Smithing
Broken pulley door - Crafting
Collapsing doorframe - Construction
Dark spirit - Prayer
Flammable debris - Firemaking
Liquid lock – Herblore
Magical Barrier – Magic
Padlocked door – Thieving
Pile of rocks – Mining
Ramokee exile – Summoning
Runed door – Runecrafting
Vine-covered door – Farming
Wooden Barricade – Woodcutting
Enter Doors - They can be opened without any requirements.

Puzzles

A link to all of the puzzles explained in detail: http://runescape.wikia.com/wiki/Dungeoneering/Puzzles

Potions


As there already is a beautiful guide for this, I will simply link to it.
http://consentus.co.uk/index.php?topic=616.0


Prestige


Check Daggos guide on this:
http://consentus.co.uk/index.php?topic=616.0


Monsters weakness/combat styles


Action bars

Melee GD




Range





 
Note: Remember you can change your action with Ctrl/Alt/Shift + 1-5, this is customizable, just right click the in the middle of the number and you can choose which one you want to change it to.

Monster weakness

Pure mages - Ranged
Dragons - Melee
Ghost room ghosts – Range
Non-ghost room ghosts – Ranged
Lesser demons – Ranged
Greater demons – Melee
High level melee monsters – Melee
Everything else such as rats, bats, hobgoblins so on should be melee’d.

Boss weakness

Cursebearer – Melee.
Fleshspoiler  - First phase melee, second phase ranged.
Bullwark Beast – Melee until shield is down, then Hex/Range
Shadowforger – Range
Ballak – Range
Stomp – Melee
Rammernaut – Melee
Harlak –Range
Lexicus – Range
Thunderous – Melee
Runebound – Melee
Necro – ange
Gulega – Melee
Hope – Melee
Blink – Melee
Kalger – Combat triangle whenever necessary, although you can melee him when he is in melee phase.

Binds

You are allowed to bind up till 10 items in Dungeoneering, but the load out, amount of binds you can use in the floor, depends on your Dungeoneering level.    

Level 1 – 1 bind
Level 20 – 2 bind
Level 50 – 3 binds
Level 90 – 4 binds
Level 120 – 5 Binds

You can check your bound items by right clicking the Smugler and choosing “Bind – Setup".

You can make 3 different loadouts and by clicking the arrow you will loadout those binds.

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Mike

Re: Basic Dungeoneering Guide
« Reply #1 on: December 07, 2012, 20:03:56 »
Nice! :o

Would you recommend Grave Creeper bow for multi-style or Prom Legs(can't get primal yet)

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Navidx

Re: Basic Dungeoneering Guide
« Reply #2 on: December 07, 2012, 20:04:54 »
Nice! :o

Would you recommend Grave Creeper bow for multi-style or Prom Legs(can't get primal yet)

I would take offence over defensive. So go with the Grave Creeper bow or try and get the Saggitare bow if you can.

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Mike

Re: Basic Dungeoneering Guide
« Reply #3 on: December 07, 2012, 20:07:51 »
I would take offence over defensive. So go with the Grave Creeper bow or try and get the Saggitare bow if you can.

Thanks. I would get Saggi but I never get hunts and it's really rare in solo c6 :c

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davedays

Re: Basic Dungeoneering Guide
« Reply #4 on: December 07, 2012, 20:19:41 »
Amazing guide :) Will refer back to it when I get back into Dungeoneering :)

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Mathi

Re: Basic Dungeoneering Guide
« Reply #5 on: December 07, 2012, 20:27:35 »
Awesome guide, thanks :)

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Offline Amy

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Re: Basic Dungeoneering Guide
« Reply #6 on: December 07, 2012, 20:43:59 »
This is really good! Thanks for all the hard work, this will be really useful :D

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Navidx

Re: Basic Dungeoneering Guide
« Reply #7 on: December 07, 2012, 21:53:49 »
I think I will be expanding the guide later on with some advanced gt movement, gating and map reading, would be more beneficial to those who are already into high-leveled dungeoneering (:

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Offline Jordan

Re: Basic Dungeoneering Guide
« Reply #8 on: December 07, 2012, 22:17:57 »
Thanks Navid ^^

One question: When you said about the binds, you said at level 50 (For example) you have 3 binds. Is that 3 binds plus the ammo or 3 binds including? As in, could I have Primal 2H, Hexhunter, Blood Necklace below level 90? Or would it be two binds plus the arrows/runes?

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Mike

Re: Basic Dungeoneering Guide
« Reply #9 on: December 07, 2012, 22:20:04 »
Sorry to steal Navid's question but Ammo binds don't count towards your bind. You can have 1 Ammo bind from level 1-120 and the only thing that changes it is that quest(can't remember name). They Ammo bind is separate to the other binds.

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Navidx

Re: Basic Dungeoneering Guide
« Reply #10 on: December 07, 2012, 22:23:25 »
You can have up to 125 ammo bind, this can be expanded by doing the quest "Salt in the Wound" and you will be able to bind 225 ammo (;

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Offline Jordan

Re: Basic Dungeoneering Guide
« Reply #11 on: December 07, 2012, 22:45:45 »
Thats what I thought; thanks ^^

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Offline Majinvegito3

Re: Basic Dungeoneering Guide
« Reply #12 on: December 08, 2012, 00:20:35 »
Very nice guide there. :)

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Bendr

Re: Basic Dungeoneering Guide
« Reply #13 on: December 08, 2012, 09:06:01 »
Thanks for putting all your time and effort into this!
Enjoyed reading it

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Offline Only Lilly

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Re: Basic Dungeoneering Guide
« Reply #14 on: December 08, 2012, 10:16:22 »
Fantastic guide Navid and thanks so much for taking the time to make this  ;)

 

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