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To start raiding a dungeon, and begin training your Dungeoneering skill level, you need to first travel to Daemonheim. There is a free ferry on the west coast of Al Kharid waiting to take you to the peninsula. Once at the castle in the centre of the peninsula, you need a ring of kinship to organise yourself into a party; this can be gained by simply talking to the dungeoneering tutor on the east side of the Daemonheim castle entrance.
With the ring of kinship and no other items in your inventory or worn inventory, you are ready to raid a dungeon.
Main article: Dungeoneering - Experience
For information on how experience is earnt in Dungeoneering, see the related article on gaining experience while Dungeoneering.
Main article: Dungeoneering - Prestige
Your prestige total is one of only two factors that determine the base value - the lump sum - of Dungeoneering XP you receive at the end of a raid. Other modifiers increase or decrease this base value, but their effects are small in comparison to the prestige total, which, alongside the floor you choose, can determine whether you get a small or large amount of XP. With this in mind, it is important that you maximize your prestige total before every raid.
For more information on prestige and how to increase it, see the article on prestige.
The items in Daemonheim are alien and very different from those you would find on the surface of RuneScape.
Additional information can be gained by examining the item, or 'using' the item on the smuggler in the starting room. He can lend his expertise on any item that can be found within Daemonheim.
In almost all cases, items in Daemonheim have a 'tier'. This can be found by examining the item, or by looking at the name of the item. Tiers display the effectiveness of the item, from tier 1 (low-level and less effective) to tier 11 (high-level and very effective).
The dungeons of Daemonheim can be raided on your own, or in parties of up to five players. You do not have to raid with other players if you do not want to. Dungeoneering is a skill created with the intent that players will interface with one another and work cooperatively towards the common goal of completing the Dungeon, and you will thusly find that experience rates whilst raiding on a team are significantly higher. The choice of whether or not to raid Dungeons with a team or by yourself (colloquially referred to as "soloing") is a choice entirely up to the player in question, but you must be aware that if you choose to raid dungeons by yourself you are not only depriving yourself of the unique team experience, but also handicapping your experience rates.
Dungeoneering is available to free players as well as members, and a large proportion can be played by both. Free players do have some limitations, however: they do not have access to members' skills, so some activities are impossible in Daemonheim; free players cannot gain slayer rewards; some above-ground rewards are inaccessible; and any floors deeper than 35 are not available. Additionally, items of tier 6 and above cannot be obtained or made by free players.
The creatures and magic of Daemonheim are too dangerous to allow onto the surface of Daemonheim, so the Fremennik have set up a quarantine of sorts, disallowing any items to go into or out of the dungeons. This may seem drastic, but it does mean that you get the opportunity to make and use your own weapons, armour, food, potions and other materials.
The strange power that knocked players to their feet in early 2010 came from Daemonheim, or so the Fremennik believe. Their seers traced the source of the power to come from this point in the Wilderness, and they gathered dozens of warriors to explore Daemonheim's depths. Not everyone has come back, however.
Auto-grouping rooms attempt to organise a dungeon party every 30 seconds. If there are five or fewer people in the auto-grouping room, this is not a problem - a party will be formed of everyone in the auto-grouping room. If there are more than five people in an auto-grouping room, however, then the auto-grouping room will organise a party according to the floors that each person has unlocked, and will then group according to total skill level. If you are not chosen for a dungeoneering raid, you will be more likely to join a raid the next time round. If there are a few people remaining in an auto-grouping room, you may wish to manually form a party.
A party leader is limited to four invites only, as each party has a maximum of five players. If you wish to remove a player who has accepted a party invite, right-click their name in your party interface (opened by left-clicking on your ring of kinship) and select 'Kick'. If you are outside of a raid, that player will be removed from your party and you can invite someone else. If you are within a raid, the 'Kick' option will be sent to a vote, and all players must vote on the subject of whether the player should be kicked out of the party or not. If there is a majority, that player is then kicked from the party.
If a player has an invite pending, and it is your last remaining invite and you want to send it to someone else, you must wait for that invite to elapse before you can send another. This will happen 30 seconds after sending the invite.
By clicking the 'Guide Mode' button on your party interface (accessed by left-clicking the ring of kinship) you toggle guide mode on and off. When on, a path will appear on your dungeoneering map, showing the most direct path through to the final room of the dungeon. This will guide you away from any unnecessary rooms, making your path a safer and quicker one; but, it will also have an impact on the Dungeoneering XP you receive at the end of a raid. With 'Guide Mode' toggled off, there will be no critical path shown on your map and you will receive a greater amount of XP at the end of the dungeon raid.
Guide Mode is automatically activated on your first raids on each complexity level. If you do not wish to have Guide Mode activated on these early dungeons, you should leave the dungeon and deactivate Guide Mode on the party interface of your ring of kinship.
On complexity levels 2-5, there is a chance that you will receive 50% less XP for mining, fishing, woodcutting, farming or thieving certain resources (the majority of resources in a dungeon will give you full XP). These resources are placed in lower complexity dungeons so that you can get used to how the skill works before moving on to higher complexities; as such, we did not intend them to be power-trained on for XP, and we have lowered their XP rates accordingly.
The party interface also offers the ability for anyone to toggle their shared XP on and off before a raid: this is done by right-clicking on the 'XP' that appears after your name on the party interface (accessed by left-clicking on the ring of kinship). Shared XP is automatically 'on' when you first start dungeoneering. When 'on', you will receive a share of the XP whenever a member of your party performs a skill or combat task that you could have done with your levels. When you perform a skill or combat task that another member of your party could perform, they will receive a share of your XP too. The performer of the task receives the greater share of the XP. Only players with shared xp 'on' can give or receive shared xp. The performer of the task will not get reduced XP from having shared XP on.
When shared XP is toggled off, you will NOT receive XP from the actions of other players in your raiding party. Only you will be able to generate any XP from skill tasks and combat. This is especially useful if you have skills that you wish to leave at a low level.
Each floor has two requirements before they can be unlocked and raided. Firstly, you must have played all of the floors that precede the one you wish to access. So, if you want to access floor 19 of Daemonheim, you must have successfully raided every floor up to and including floor 18. Secondly, you must have a Dungeoneering level that is twice the number of the floor you wish to access. So, if you want to access floor 19, you must have a Dungeoneering level of at least 37.
The majority of items in Daemonheim have a 'tier' value, which can be found in the name of the item, or by examining it. These tier values range from 1-11, with 1 being the least effective and 11 being the most effective. You can compare items using these values to determine which item is best.
Often when dungeoneering, you will come across a locked door which requires a coloured key to unlock. These will always be found in rooms that you or your party can access, so do not worry if you believe it to be in an inaccessible location. First, check your map; look for red dots that might signify the location of a key. Secondly, check the inventories of your party mates. You can do this in your party interface, by clicking on the ring of kinship and then on a player's name. This will show you the player's inventory, so you can quickly find out if another player has found it.
If you log back in after being disconnected, one of two things will happen: you will be returned to the dungeon that you left, in the party that you were raiding with; or you will be returned to the ready room, as your current dungeon was completed by your party while you were away.
If you log back in within ten minutes of being disconnected or logging out in a dungeon, you will find that you can continue from where you left off. Your items will be on the floor, ready for you to pick up, and your progress through the dungeon will be saved.
Note - Server downtime for a game update will NOT save your dungeon progress.
If a player leaves the dungeon early through any means, the content of their inventory is returned to the base (excluding bound items). This ensures that keys and other critical items remain available for the rest of the party.
There are two ways this can happen:
1. Members of your party have logged out or left the dungeon. If you feel that some people in your dungeon are likely to log out, set your difficulty to 1. This means that all skill tasks will be able to be completed by the lowest level member of your party.
2. The door is to a bonus room that does not have to be opened in order to complete the dungeon. You might have to use a potion to boost your skill stats to these levels. Remember that you do not have to enter these rooms, but they do contribute to your Dungeoneering XP at the end of a raid.
There are a number of ways of making a dungeon easier, although there is a good chance that each of these will lessen the amount of XP you receive after a completed floor:
Once you have completed a dungeon raid, your items are removed from you in case they are contaminated by the dark magicks of Daemonheim. You must start afresh with each dungeon raid, finding or making these items again.
At the end of each raid, you have the opportunity to 'bind' at least one item. At 30 Dungeoneering you can bind 2, at 90 you can bind 3 and at 120 you can bind 4. This is done by right-clicking on an item in your inventory and selecting 'Bind'. Once bound, an item remains in your inventory for each raid you attempt, until you right-click it and select 'Destroy'. It is highly suggested that you bind a weapon before you start any serious Dungeoneering.
Before you exit a floor by travelling down the ladder in the boss room, it is worth 'binding' items in your inventory. By binding an item, you carry it over to the next dungeon. This is useful as you will not keep ANY items from one raid to another. So, if you have a particularly potent tier 10 item that you do not wish to lose, it is worth binding it.
To bind a weapon or piece of armour, right-click it in your inventory and select 'Bind' (stacks of runes and arrows can also be bound, and you will only keep 125 of the chosen item). At level 1 Dungeoneering you can bind one item per dungeon; at level 50 Dungeoneering you can bind two items; at level 100 you can bind three items; and at level 120 you can bind four items. Bound arrows or runes do not count towards this total.
Gravite and chaotic equipment depend on charges to be effective, and will lose charges when they are used in combat. When no charges remain on your weapon or armour, you will need to visit the reward trader in the camp south of Daemonheim castle. He will, for a fee, recharge your item.
Your dungeoneering tokens are smuggled out of the dungeon and taken to the rewards trader, who can exchange them for items to be used in the wide world of RuneScape. To find him, travel south from the entrance of Daemonheim, and down a set of stairs. On the west side of these stairs is the reward trader, cowering and shaking on the floor.
For a full list of titles and how to earn them see the related article on titles in Dungeoneering.
For information on which quests reward you with Dungeoneering experience see the Dungeoneering Quest Rewards page.