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I'd like a Jmod to know; is it ok for one of us players to post a dg rushing guide somewhere? I know Jmods are typically anti-rushing, but it's the main way high level players dg, and although I'm not exactly high level, I watch the videos and such of people who are high-level, and they all agree teams are getting worse. If we were to make some sort of "Advanced Dungeoneering Guide" with rushing techniques, people could learn them better. Shrug Charac 22-Nov-2011 12:41 GMT

As long as it follows the Jagex Wiki Policies then it's fine to add any game guide you want.Mod Ajd 22-Nov-2011 13:59 GMT

Import Content

Moved from Dungoneering.

Dungoneering, an Introduction

Dungoneering is the most recent skill in RuneScape, and is avaliable to Members and Non-members alike, though with Non-Members recieving a fraction of the exp. It is a skill which requires teamwork, logic, memory and a good deal of patience to be able to train efficiently. Dungoneering can be started at Daemonheim, in any world, but a Dungoneering themed world such as 77, and 117 for Members and 7 for Free-to-play are the best worlds for getting a team to begin with.

It should be noted that whilst Dungoneering is a skill avaliable to anyone playing RuneScape the exp is harshly cut for anyone in Free-to-Play where the maximum complexity is 3 resulting in a 40% exp penalty, also if the average combat level of the party is over 90, there is another 50% exp penalty, this applies to the whole team, not just those over 90 combat.

Getting Started

To start Dungoneering you should head to Daemonheim, which can be acessed by taking the boat from behind the bank in Al Kharid, and then talking to the Dungoneering Tutor by the castle to get a Ring of Kinship which has unlimited teleports to Daemonheim. You may also access Daemonheim by travelling east through the lower levels of the wilderness, but this is not recommended. Once you are at Daemonheim you should head to a dungoneering themed world, and try to get a team to help you start, or a friend who is willing to.

Starting a dungeon

To start a dungeon left-click your Ring (or right-click and select 'open party interface') and your inventory will beome a new interface. like this: < Insert image here, not sure how to host one since it won't let me use imageshack. - Nowt >

  • At the top there will be a box with 5 blue lines, which when the floor is started will show the display names of the people who will be in the party with you. The maximum amount of people who can be in one dungeon is 5, and the minimum is 1, just you on your own.
  • Underneath this there will be a big button saying 'Form party', which you need to click in order to create a group to go into a dungeon. Formming the party means you will become the host. And therefore have the most responsibility.
  • Below this are the words 'Floor' and 'Complexity' and a smaller button saying 'change' next to each of them, these can only be edited once the party is formed.
  • At the very bottom is a little grid with Current Progress and Previous Progress and a button saying 'Reset' don't worry about these for now.

Now to carry on click 'Form party' this will take to to an almost identical interface except you will now notice that there 5 peoples names could go yours is now at the top, signalling that you are the leader of this dungoneering party. This can be changed later once you are in the dungeon if necessary, but it is not really too important. you will also notice that where the 'Form party' button was are now two different buttons called 'Leave party' (pretty self explanitory) and 'Invite player'. Clicking on 'Invite player' opens up a box over the chat screen, where you can type in the display name of the person you would like to join your party. Once you have invited the players you would like you be in your team you can access the 'change' buttons for 'Floor' and 'Complexity'. After clicking on 'change' for the floor section you can select any floor which is avaliable, to start this will only be floor 1, requiring level one Dungoneering. Afterwards you can select the complexity of the floor, with 1 being the easiest and lowest experience per floor, and 6 being the hardest and therefore more experience. To start complexity 1 will be the only avaliable complexity, but once you have completed a dungeon on that complexity the next difficult become avaliable. So on your 6th dungeon you should be able to use complexity 6. Once you chosen your floor and complexity, click on either of the two enterances by the front of the castle to begin!

Flooring System

Throughout dungoneering you will go through many floors, and these floors change occasionally, to a different style of floor, and therefore different monsters, puzzles and bosses will be encountered. The themes of the floors you will encounter are:

  • Frozen floors (1 - 11)
  • Abandoned floors (12 - 17)
  • Furnished floors (18 - 29)
  • Abandoned 2 floors (30 - 35)
  • Occult floors (36 - 47)
  • Warped floors (48 - 60)

In Dungoneering you should note that the themes of floors you can do it a useful tool to completing all floors, as you can complete any floor of one theme and if already completed you will tick off another floor of the same theme. For example if you can do floor 1 - 11 and you have done everything except from floor 10, and you can't find a team to do floor 10 with, as long as you get a team who are doing another Frozen themed floor, say floor 7, the floor that you have not done in the Frozen section will be ticked off. This however does not work when going from one theme to another. For example if you could do floor 1 - 12, you could then do floor 1, 11 times, and you would check off floors 1 - 11 in sucession, but on the 12th try floor 12 would not be checked of ass it is from a different theme; Abandoned.

Complexity System

The complexity system measures how difficult your dungeon is, with more skills being avaliable to use, and rewarding the party with more experience for attempting floors with a greater complexity. To get the maximum experience from a floor, the complexity needs to be on 6. To start with complexity 1 is the only complexity avaliable, and the next complexity becomes avaliable ones a floor has sucessfully been comepleted on the complexity before.

  • Complexity 1: Combat only. 50% Exp penalty.
  • Complexity 2: Combat, Cooking, Firemaking, Woodcutting, Fishing. 45% Exp penalty.
  • Complexity 3: Combat, Cooking, Firemaking, Woodcutting, Fishing, Smithing weapons, Mining, Runecrafting. 40% Exp penalty.
  • Complexity 4: Combat, Cooking, Firemaking, Woodcutting, Fishing, Smithing weapons, Mining, Runecrafting, Farming textiles, Smithing armour. 35% Exp penalty.
  • Complexity 5: Combat, Cooking, Firemaking, Woodcutting, Fishing, Smithing weapons, Mining, Runecrafting, Farming textiles, Smithing armour, Farming seeds, Herblore, Thieving, Summoning, Construction. 30% Exp penalty.
  • Complexity 6: Combat, Cooking, Firemaking, Woodcutting, Fishing, Smithing weapons, Mining, Runecrafting, Farming textiles, Smithing armour, Farming seeds, Herblore, Thieving, Summoning, Construction. 0% Exp penalty.

Prestige System

After you have completed your first floor you will notice that at the bottom of your Dungoneering interface where it said:

  • 'Current Progress: 0' (you have currently done no floors this prestige)
  • 'Previous Progress: 0' (your highest floor on the previous prestige)

It should now say:

  • 'Current Progress: 1' (you have now completed 1 floor this prestige)
  • 'Previous Progress: 0' (the most amount of floors you have completed before resetting is 1)

Current progress means how many floors you have done out of all the floors that are open for you to complete, by default this will be 0 if you have never done Dungoneering before, however if you have done floors, then it will be higher. Previous progress will only happen once you have reset for the first time. Once you have completed every floor avaliable to you, click reset, and the amount of floors you had previously done will become your previous progress, which is called prestige. So if you have the option to do floors 1-10 and you complete them all and then reset, your prestige will become 10. (e.g: 'Previous Progress: 10' ). The higher your prestige the more experience you will get for a floor, with 12 prestige you will get more exp on floor 3 than you would on the same floor with 10 prestige.

Floor size

Inside a dungeon there are multiple rooms which must be opened, the amount of rooms in a dungeon depends on the size of your party, and the size floor you decide to use. The three sizes are Small, Medium and Large, in order to do some size floors you need a certain amount of people in your party.

  • Small: 1 or more person. 16 rooms maximum.
  • Medium: 2 or more people. 32 rooms maximum.
  • Large: 3 or more people. 64 rooms maximum.

What to do in a Dungeon?

The whole purpose of dungoneering is to navigate through a dungeon of rooms in order to find the dungeons' boss, defeat it, and pass on to the next floor. However throughout the dungeon you cannot see past rooms which haven't been opened yet, meaning that you do not know what is in the next room until you get there. As well as this most rooms will require a key, skill or puzzle in order to open it and proceed on to the next room. The game created the next room after a door at complete random, and therefroe most people experience 'door lagg' when a door is opened and the room beyond is generated.

  • Skill doors: The complexity which you selected before starting the dungeon shows which skills can appear, and therefore means there is a higher chance of a door needing a skill which none of the team has effectively blocking off that path.
  • Puzzle doors: Some rooms require a puzzle to be completed in order to open the doors in the room to proceed onto the next rooms.
  • Key doors: some doors will just require a key to be used to unlock it, and then you can enter the next room. Keys are found across the map, and come in a variety of shapes and sizes, only the matching key will open the correct door, though the door will say what key is required, for example 'Purple Corner'.
  • Guardian doors: These doors won't unlock until all the monsters in the room have been defeated, this excludes dinosaur style, non-aggressive monsters, which are huntable.

Throughout the dungeon will be many monsters which have to be depeated in order to open a door or make a room safer to complete a puzzle, the monsters combat level is decided based on the groups combat level and the current floor, which a higher floor and average combat level creating higher level monsters to fight.

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