# Dungeoneering

(Redirected from Dungoneering)
The official worlds for Dungeoneering are worlds 7 (F2P), 77 (P2P).
Dungeoneering level up music

Dungeoneering is a support skill that consists of exploring the dungeons of Gielinor, most significantly the old Dragonkin stronghold known by the Fremennik as Daemonheim. Players explore—and survive—the depths of Daemonheim by solving puzzles, unlocking doors, fighting monsters and bosses, and using every RuneScape skill (except Archaeology and Invention) to solve puzzles and progress to deeper floors. It is open to both free players and members. The depths of Daemonheim contain a dungeon of 60 floors with six different themes: Frozen, Abandoned I, Furnished, Abandoned II, Occult, and Warped. Though there is a 61st floor (and possibly deeper floors), it is not yet accessible to players.

Unlike other skills that are trained alone, non-ironmen players can cooperate within Daemonheim to train in groups of up to five people, with larger groups receiving the most experience per dungeon, although soloing is possible and widespread. Most players choose to do the deeper floors with a group, rather than solo, because the difference in experience awarded with larger party size is greater on those deeper floors. While completing these dungeons, players may also earn experience in other skills by accomplishing various skill-related tasks. The items and skilling materials involved are all different to their counterparts on the surface.

No items created or found within Daemonheim can be removed from the dungeon; likewise, no items found or created on Gielinor can be taken into Daemonheim, with the exceptions of the ring of kinship, any variant of the Dungeoneering skillcape, the Orb of Oculus, certain auras like the Daemonheim aura, and a handful of various experience or cosmetic items.

Players can train Dungeoneering past level 99 up to level 120, at which point players will have over 104 million experience. This level is called "true skill mastery". Although other skills offer equivalents, Dungeoneering was the first skill that offered actual obtainable levels past 99, and remained the only one for over five years until the release of Invention. The current minimum requirement to be ranked (at approximately rank 25) on the hiscores for Dungeoneering is level 120. As of 05 March 2021, there are 162,294 current members that have achieved level 99 in Dungeoneering. There are 49,567 current members that have achieved level 120 in Dungeoneering.

The skill is trained mainly within the dungeons of Daemonheim. However, there are other ways to train Dungeoneering, such as elite dungeons, Fremennik Sagas, and Sinkholes.

## Getting there

The entrance to Daemonheim

As Dungeoneering is trained primarily in Daemonheim, players need to travel to its location on a huge peninsula off the east coast of the Wilderness. Fortunately, the peninsula itself is safe as it is not actually in the Wilderness and can be safely reached in four out of five options:

• Ring of kinship, the preferred method. The ring is obtained from the Dungeoneering Tutor at the castle entrance, so players have to first reach Daemonheim by some other means to unlock this method. (Keep in mind that starting or joining a party in Daemonheim always requires using the ring of kinship in a player's inventory, so players will always need to bring a ring of kinship regardless of the method of transportation used.)
• Prifddinas Portal a portal at the Northeast corner of the Tower of Voices, next to the Clan portal and Ports portal. (You must have completed Plague's End to use this method.)
• Boarding a Fremennik ship at either the dock behind the Al Kharid bank or the dock in south-west Taverley. Players arrive at the edge of the Daemonheim peninsula and must follow the path north-west to the castle itself. This is the recommended method for those without a Ring of kinship.
• Communication device, an item gained at the start of Dishonour among Thieves. The player can use the device to teleport to Zamorak's hideout and then a second time to exit the hideout to Daemonheim.
• On foot: running through the Wilderness is possible. As Dungeoneering requires no items to be brought in (and there is a bank at the entrance), players travelling there on foot should be carrying and equipping nothing so that they are at no risk of losing equipment if attacked.

## At Daemonheim

Players in various Dungeoneering armours, as seen on the main page during the debut day and in the YouTube trailer.

At the start of each dungeon, the bound items from the player's active loadout will appear in their worn equipment and inventory.

### Preparing for a dungeon

To begin a dungeon, players must dismiss their familiar if they have one and deposit all of their items into a bank, such as the Fremennik Banker by the castle entrance.

#### Allowed items

The Gorajan trailblazer outfits or outfit pieces do not need to be worn or in the inventory for a player to gain bonus experience. Bonus experience can be gained by keeping these items in the bank or Diango's storage.

#### Starting a dungeon

The Ring of Kinship is required to start or join a dungeon party in Daemonheim. The ring can be acquired or reclaimed by talking to the Dungeoneering tutor across from the Fremennik Banker.

Within the castle courtyard, there are six energy barriers, and three entrances in the east and west walls which players may enter, assuming they meet the requirements to do so. The barriers are: a

• Free-for-all barrier
• Frozen floors barrier, if complexity 6 is unlocked
• Abandoned 1 floors (commonly abbreviated "a1", "aba1") barrier, if floor 12 is unlocked
• Furnished floors (commonly abbreviated "furn") barrier, if floor 18 is unlocked
• Abandoned 2 floors (commonly abbreviated "a," "a2", "aba", or "aba2") barrier, if floor 30 is unlocked
• Occult floors (commonly abbreviated "o" or "occ") barrier, if floor 36 is unlocked
• Warped floors (commonly abbreviated "w" or "warp") barrier, if floor 48 is unlocked
• The southwestern and southeastern dungeon entrances are for players who manually create parties, and are also the entrances used if players wish to train with any party size lower than five.

In the central 'Free-for-all' barrier, players are automatically teamed up to form a party to any floor. The other barriers do the same, except with floors restricted to their theme. If there are not enough players to form a full party, the dungeon will begin regardless after some time, even if the player is alone.

It should be noted that very few players use the barrier-grouping rooms, instead choosing to manually create parties and thus begin dungeons via the two dungeon entrances in the southwest and southeast. This allows players to choose carefully who they Dungeoneer with and what floor(s) they would like to complete.

## Making a party

The party interface

To begin hosting a dungeon, the player must choose the option "Open Party Interface" from the Ring of Kinship. This opens an interface where the dungeon's floor, complexity, and party size can be set, among other options. Party size can be anywhere from 1 to 5 people.

The dungeon's size and party size difficulty are set upon beginning a dungeon at either entrance.

To solo a dungeon, you must form a party (you will be the only party member). You can then begin a floor by entering the southeastern barrier behind the banker.

To join another player's party, that player must invite you. The invitation will show up in your chat box. Click on the invitation to see details about the party and to accept or decline the invitation.

### Floors

The interface for selecting a floor
Main article: Dungeoneering floors

There are 60 floors to Daemonheim. The higher the floor, the greater the xp upon completion, and the higher the level of the enemies and overall difficulty. To access a given floor, all players in the party must have a Dungeoneering level of at least twice the floor number, and then minus 1. For example, level 39 is required to unlock floor 20 ((20 x 2) - 1 = 39). Moreover, to unlock a floor, the previous floor must be cleared once the player has the level for the next. For example, a player with level 38 Dungeoneering completes floor 19 and later reaches level 39, they must complete floor 19 again to unlock floor 20.

The accessible floors of every player in a party are shown in separate columns in the Party interface. A floor is only suitable for a dungeon if it is accessible to the entire party.

Floors in the columns are assigned tick marks if they have been completed since the player's last ring reset.

### Prestige

Main article: Prestige

Prestige is a crucial element to gaining maximum experience per dungeon. Once all possible floors have been completed (all floors with tick marks) since the player's last reset, the Prestige should be reset to ensure maximum experience gain.

### Complexity

The interface for selecting the floor complexity
Main article: Complexity

Complexity is a 6-tier scale that determines how many skills will be involved with the dungeon—the higher the complexity, the more skills accessible. There is a penalty on Dungeoneering experience that diminishes as the complexity is set higher, until it vanishes entirely at complexity 6.

All skills are incorporated with complexity 6, and all free-to-play skills are available with 3 and below.

It is recommended to do small floors on complexity 1 and medium and large floors on complexity 6.

### Guide mode

Guide mode is an option accessible in the party interface. Enabling it highlights rooms on the dungeon map that are essential for dungeon completion (that is, rooms that are not bonus). However, completing a dungeon with guide mode reduces experience awarded on completion by 5%. Guide mode is always active in complexities 1 to 4.

### Party size difficulty

The interface for setting several floor settings

Every dungeon is designed for a specific number of players, ranging from 1 to 5. This number affects drops, the combat levels of the monsters, the players required for puzzles, and even characteristics of the boss. The number of players the dungeon is built for can be set manually when beginning a floor. It is not possible to set the number higher than the amount of party members.

More experience is awarded with a larger party size, although soloing and 2 person are viable options, even if not as efficient.

It is worth noting that if players leave the dungeon, puzzles requiring the full amount of players can no longer be completed. This can be avoided by setting the dungeon to generate for one less player (for example, setting it to 4 in a 5-man party), but this reduces the Dungeoneering experience earned. The decision is up to the party host.

### Dungeon size

Dungeons are generated in small (4x4 grid), medium (4x8 grid), or large (8x8 grid) sizes. A dungeon may contain up to the maximum number of rooms possible from that grid, but generally the room count is smaller due to blank areas on the map.

The maximum number of rooms per size is:

• Small: up to 16 rooms
• Medium: up to 32 rooms
• Large: up to 64 rooms

Dungeon size, coupled with party size and floor depth, are the major factors in experience rewarded upon completion.

#### Suggested dungeon size

In general, it is recommended to complete floors on large difficulty, as more experience is awarded per floor. However, this is not always the case—some players prefer to complete mediums, finishing more dungeons in the same amount of time at the cost of experience and efficiency per ring-reset.

The player should not be afraid to experiment with dungeon settings, as there are many factors that affect overall efficiency. If one dies often on large floors, reducing xp, or has difficulty exploring efficiently, mediums may be the better choice.

### Boss selection

Choosing a boss to face

If the easy Daemonheim achievements have been completed and any version of the Daemonheim aura is owned, then the player can choose once per day to face a specific boss. Though the boss chosen must be a valid choice for that specific floor, this freedom can still allow the player to face a slightly easier or faster boss.

## Gameplay

The ultimate goal in raiding a dungeon is to locate the boss and defeat it, granting access to the exit ladder. However, in order to locate the boss, parties must slay monsters, solve puzzles, craft items, and both find and use keys, all while traversing the dungeon's deadly labyrinth of rooms.

Practice and strong teamwork are essential for efficient Dungeoneering.

### The Starting Room

When the raid begins, all players will be transported to the dungeon's starting room. The key features are:

• The Smuggler. Items and commodities can be purchased from him using coins earned within the dungeon.
• "Change my starting items" - You can talk to the Smuggler to switch between receiving coins or receiving a set of feathers, rune essence, and antipoison. It is recommended to switch from coins to these items to speed the start of your floor.
• The starting equipment tables. Relatively low-level equipment, food, rune essence, and modest stacks of coins can be claimed here.
• The Group gatestone portal (only available in higher complexities). Accessible through one of the walls, this portal allows players to teleport to the Group gatestone.
• The construction hotspot. By default this is the aforementioned Group gatestone portal, but with the correct materials and required Construction level, the portal may be replaced with a variety of other facilities. See Dungeoneering/Construction.
• A runecrafting altar. Unlike runecrafting altars on the surface, altars in Daemonheim are able to craft any non-combination rune except Armadyl, provided the player has the required Runecrafting level. Further altars may be found elsewhere in the dungeon.
• A Summoning obelisk (only available in complexities 5 and 6). Functions like a standard summoning obelisk, although restricted to Dungeoneering-specific pouches and scrolls. Further obelisks may be found elsewhere in the dungeon.
• The Divination crater. Unlike the obelisk or altar, this crater is the only one in the dungeon. Harvested memories can be refined here.

The Dungeon Home Teleport spell (commonly abbreviated as "ht") returns the player to the starting room for free.

### Gatestones

A gatestone is an item that, when dropped, allows the player to teleport to it from anywhere in the dungeon, except under very rare circumstances. This teleportation is extremely important to clearing floors with speed.

There are three types of gatestones:

• The Group gatestone (commonly abbreviated "ggs" and only available on complexities 5 and 6). The party leader is given this gatestone by default at the start of a dungeon. It may be traded and dropped as the party wishes. This gatestone can be teleported to via the Group gatestone portal or, more conveniently, the Group Gatestone Teleport spell, requiring 64 Magic and 3 Law runes.
• The personal Gatestone (commonly abbreviated "pg"). This gatestone is not given at the start of a dungeon and must be created with the Create Gatestone spell, requiring 32 Magic and 3 cosmic runes. When dropped, the gatestone is visible only to the player who placed it. It cannot be traded. The player may teleport to their gatestone with the Gatestone Teleport spell.
• The Gatestone 2 (commonly abbreviated "pg"). This gatestone is a second personal gatestone, unlocked after completion of the Elite Daemonheim Tasks. Unlike the Create Gatestone spell, the Create Gatestone 2 spell requires no runes. Both gatestones can be created and dropped separately. The player may teleport to their second gatestone with the Gatestone Teleport 2 spell.

It is recommended to place gatestones near doors that require keys which have yet to be obtained, or in branching parts of the dungeon far from the starting room.

### Doors

Main article: Dungeoneering/Doors

Players progress through the dungeon by entering rooms through doors. However, there are different types of doors with different criteria to permit access.

• The basic door. This door has no requirements for entry and a player may pass through as soon as they find the door.
• A Guardian door. This door is locked until all hostile monsters within the room have been killed. Such doors will relock if a Reborn warrior teleports into the room. These doors are responsible for the majority of combat within Dungoneering.
• A Key door. These doors are locked unless the party possesses the required key. Keys can be found on the ground throughout the dungeon. These keys follow the template of having a random colour and random shape, both chosen from a list of predefined configurations. Note that within a dungeon, there is only one door for every key and vice versa. See Dungeoneering keys for more information.
• A Skill door. These doors suffer various blockages that can be cleared with a sufficient level in a required skill. See Dungeoneering/Doors for a full list of these doors.
• A Puzzle door. These doors require completion of a puzzle before they will unlock. In some cases a puzzle is required simply to access a door, which may be a door of any other type except a Key door. See Dungeoneering/Puzzles for a full list and techniques for each puzzle.

When a door has not yet been opened by anyone in the party, the first attempt to open it will reveal the room on the other side, and the player will not enter. It is the second attempt in which the player enters.

### Other features of gameplay

#### Party mechanics

• The team is linked by the Ring of kinship. The ring performs several functions within the dungeon, mostly within the extra interface tab that it generates. The ring interface allows the toggling of shared experience, monitoring of team status, and allows teammates to view other teammates' inventories, familiar inventories, stats, and equipped items.
• The player may use the Customize option on their Ring of Kinship, obtaining a passive effect dedicated to either Melee, Ranged, Magic, or Skilling. There are twelve effects that may all be upgraded with Dungeoneering tokens, although only one effect may be active at once, or two, if the player has completed the Daemonheim Tasks. It is highly recommended to invest tokens in this feature. See Ring of kinship for more information.
• Messages typed in public chat are broadcasted to all players regardless of the players' distance from each other.
• The leader of a Dungeoneering party may indicate a monster with a flashing arrow by right-clicking the monster and clicking Mark. This can be used to highlight dangerous monsters or guide the party. The arrow may be removed by selecting Mark again.
• The dungeon will instantly expire if all players have left the party, either by quitting or by logging out. It is possible to return to a dungeon after logging out if at least one party member has remained online.

#### Items

• When Dungeoneering, the player has a separate tool belt. The items required can be purchased easily from the Smuggler, with the exception of higher-level pickaxes and hatchets, which may be smithed or obtained as a drop from the Bulwark beast. It is safe and even recommended to bind a higher-level tool than you can use, as the tool will instead function as the highest-level tool available to you.
• All armour, weapons, runes, ammunition, food, and other supplies necessary will be provided or can be made (provided the player's party has the skill levels and materials required) or otherwise received as drops from monsters and bosses. Tier 11 equipment, which requires level 99 in its respective skill to use, can only be obtained as a boss drop.
• Every boss will only drop one or two types of equipment. These bosses can be targeted by players seeking high-level items to bind. See Dungeoneering#Bosses for which bosses drop which items.
• Upon quitting a dungeon (not completing), all the player's non-bound items are dropped where they left. If the player has merely logged out, they may pick up their items again after returning to the dungeon unless the items have been claimed by teammates. Gatestones, however, are destroyed.
• Dropped items do not vanish with time as they normally do in the RuneScape overworld, and appear immediately to all players as they are dropped. This includes monster drops (with the exception of Slayer drops), items dropped from the inventory, and items abandoned upon quitting a dungeon. The only items that will vanish are ashes, bones dropped by a player, and burnt food.

#### Other

• Upon death, players respawn in the starting room, and their death counter is increased by 1. All items are retained except for carried gatestones, which are dropped at the site of death. Players with level 91 Archaeology can activate the Deathless relic power at the mysterious monolith to prevent this penalty upon death.

### Roles of the team

Through quality-of-life updates, Dungeoneering has over time gotten easier, and there is now less need for designated party roles. Nevertheless there exist certain tendencies.

• Host/Party leader - The host of the party is usually the voice of authority. This extends to deciding where the Group Gatestone should be and calling for the party to assemble at guardian doors or skill doors. In casual teams, especially with players who do not know each other, this authority is relaxed or nonexistent. The keyer also has the ability to mark monsters with a golden arrow, but in practice this is seldom used.
• Fighter - A player who focuses on clearing guardian doors.
• Skiller - Although rare, there are some players who do not fight within the dungeon and instead process commodities for themselves or the team, for example by making a prayer altar. These players usually buy floors rather than Dungeoneering with random players, because overall the dungeon is slowed down.

It is very important to note that in skilled teams, these roles are largely redundant. All players work together to split up, open doors, manage their gates, and solve puzzles.

Ideally, players will open doors and follow paths separate to each other while communicating to the rest of the party.

### Abbreviations used within Daemonheim

There are many abbreviations used within Daemonheim, for different items, bosses and puzzles.

### Shared experience

Shared experience is an option set on a per-player basis. The party leader cannot change this for other players. Players may choose to receive experience from the activities of other players or not by clicking on the XP button to the right of their name in the party interface. This option can be changed on the fly, unlike other options, which are set before the dungeon and then cannot be changed while in the dungeon.

The experience gained by using skills or opening skill doors is shared among the person doing the skill and everyone in the party with the required level who has the option enabled. Players do not receive shared experience from actions that they could not have done themselves because of level. Players also never receive shared combat experience from fighting creatures or prayer experience from burying bones, even if the option is enabled. However, all experience from opening skill doors or completing skill puzzles can be shared, even for combat and prayer.

If a player turns off shared experience, it does not prevent experience from the player's activities from being shared with others. The option only controls whether players receive shared experience from other players, not whether they share their own experience.

Using shared experience does decrease experience gained of you and others. This is also determined by whether or not party members have the required level to do the actions in question. The experience distribution is 55% to the party member doing the action and 45% to those with shared exp on, for a party of size 2.

### Finding a team

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" or "Hosting" if they wish to be the party leader and need members for their party. It is also common for players to say "inv me", "need floor (x)", or "n(x)" where (x) is the floor, if they wish to be invited to a party. Another way of hosting floors people tend to use is, for e.g. when doing an Occult floor - "O+4" is used to show the player is hosting an Occult and needs another four people to have a full party of 5.

To attract the attention of the host, right-click them and choose trade. This should result in an invite, not a trade window.

Players can gain prestige for completing floors that have already been marked off in a particular theme, provided that another floor in the theme remains unmarked. For example, a player who needs to mark off floor 36 can join a party hosted on floor 37 in order to mark off the lower floor at its relevant base experience. This has made it easier for players to join teams, particularly at higher Dungeoneering levels. However, caution should be taken, as joining a party hosted on a lower floor level will result in the player receiving the base experience of the lower floor.

It is also much easier to find players that can access lower floors, as these are accessible to a greater number of players. Accordingly, when participating in large dungeons, players should aim to complete deeper level floors first. This will ensure that the relevant base experience is obtained, and that minimal difficulty occurs in finding a team relevant for your Dungeoneering endeavors.

The forums are another good way to find a team. It is under the "RuneScape-Specialist" forum. Then click on the "Adventuring Parties" category. Here you can make a new thread stating what floor, what complexity, and specific requirements (ex. Combat 100+ only) you would like in your group. Another option is to look through the forums and find somebody that you can help. One other easy way to find other people wanting to join a party or looking for people in a party is to join a Dungeoneering clan. Dungeoneering servers are often so crowded that the chatbox moves too fast to read when at Daemonheim.

## Binding items

The bound items interface

When beginning to train Dungeoneering, players on a high complexity will begin every dungeon with only their Ring of Kinship, except for the party leader, who is given the Group gatestone. However, certain items can be bound — that is, they will appear either equipped, in the player's inventory, or in the bind pool at the start of every dungeon. To bind an item, right-click an item and then click "Bind".

The items that may be bound are:

• A weapon, stackable throwing knives included
• A piece of armour or jewellery
• An ammunition bind: either a stack of arrows or a stack of runes (up to 125, or 225 with completion of Salt in the Wound). A stack does not need to be bound at once; for example, if a player has 125 arrows bound and then completes Salt in the Wound, they may obtain 100 more arrows of the same type and add them to the bound stack.
• A potion (with completion of the Medium Daemonheim Tasks)

It is worth noting that potions and stackable items are given their own bind slots separate from the rest — they do not take up slots in the bind pool. Additionally, an ammunition bind cannot be viewed in the bind pool, and must be managed in the player's inventory or worn equipment interface.

All bound items are identifiable as having a (b) appended to their name. All of a player's bound items are viewable in their bind pool, which is accessible from the Smuggler. Although the bind pool holds 10 items or, if the player has completed the Hard Daemonheim Tasks, 12, the player can only carry a small number of those items at once: their active bound item limit. That number increases with a higher Dungeoneering level.

Active Bound Item Level Requirement
Dungeoneering level Number of Active bound items
1 1 (2 if using an off-hand item)
20 2 (3 if using an off-hand item)
50 3 (4 if using an off-hand item)
90 4 (5 if using an off-hand item)
120 5 (6 if using an off-hand item)

The bind pool also offers three loadouts for the player to create and wear while Dungeoneering. Each loadout is limited by the amount of binds a player may carry at once. A loadout is set by dragging bound items from the pool and onto the loadout's spaces. The same item may be used on more than one loadout. Potions and ammunition binds cannot be included in a loadout as they are carried automatically, and thus, neither ammunition nor potion binds count towards a player's active bound item count.

One loadout may be marked with the check mark to the left of the interface to select that loadout as the default upon starting a dungeon. Items in that loadout will be equipped on the player, and if two bound items compete for the same slot, the unworn item will be placed in their inventory. Other loadouts may be temporarily adopted during a dungeon by clicking the respective white arrow to the loadout's right.

Bound items cannot be traded, sold, or alchemised, and to unbind an item is to destroy it permanently. The only way to reclaim an item is to obtain another of it, either by making one or receiving one as a monster or boss drop.

### Suggested binds

The highest-levelled weapon the player can wield and reasonably obtain should always be their first bind. As more active bind slots are unlocked, the player is given more immediate options. High-level armour is a recommended next bind.

When binding armour of the same combat class, the player receives the most benefits per item by prioritising body armour above leg armour, and then above head armour, and then above gloves and boots.

An important item to consider binding is the Shadow silk hood. This piece of hybrid armour is commonly used among players of all combat classes. Wearing the hood makes the player invisible to all humanoid enemies except mages. Note however that some mage monsters such as Forgotten mages, Necromancers, Reborn mages, Mercenary leaders, and Seekers may disable the hood's effect for an amount of seconds that increases with the monster's combat level. This item is very useful as a sole piece of armour, but it is not necessarily the best option, and can be replaced with higher-level headgear when the player has access to multiple pieces of armour at once. This item is obtained as a rare drop from the Night spider, which requires 41 Slayer to kill.

There are some other items that, while generally not of use, are worth knowing about:

• The Blood necklace. When worn, this item deals 400-600 damage every 15 seconds to all adjacent enemies, and heals the player for the damage dealt. It also provides a small damage bonus to all combat styles. It is obtained as a rare drop from the Edimmu, which requires 90 Slayer to kill.
• The Hexhunter bow. While statistically inferior to the Sagittarian longbow, the Hexhunter bow (also a shieldbow) has a passive effect that raises damage against magical targets. It is obtained as a rare drop from the elusive Soulgazer, which requires 99 Slayer to kill.

For an ammunition bind, players who have completed the Medium Daemonheim Tasks can claim 40 free law and cosmic runes from the Smuggler to create gatestones with. This and the use of Runecrafting frees up the ammunition bind for arrows if the player chooses to use a bow, although if the player uses Melee, which requires no ammunition, or Magic, which uses weapons that provide their own runes, they may choose to bind extra law or cosmic runes regardless. Alternatively, nature runes, coupled with a magic weapon to provide fire runes, allow a source of income through High and Low Level Alchemy, and Astral runes may be used to cast Lunar spells, such as Cure Me.

For a potion bind, it is recommended to bind a strong combat potion to consume early in the dungeon and thus quicken clearing of guardian doors with. Alternatives include a Strong gatherer's potion to raise Divination to create higher-level Portents of passage.

## Skills

Main article: Dungeoneering/Skills

Nearly 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. Doors that require skills to open start at Complexity 5.

Inside dungeons, when a player performs a skill task, they will receive a set amount of experience for it (for doors, it depends on the level that was required for the door). At the same time, anyone with experience sharing enabled via their Ring of Kinship's party interface will receive a reduced amount of experience from the aforementioned task, so long as the player has the level required to perform that action too. If the player does not have a high enough skill level to perform a task, they will receive no experience at all for the task (ie, someone else burning a grave creeper branches when the player only has a Firemaking level of 89, the player will not get experience at all because grave creeper branches require a Firemaking level of 90 to burn). This is a nice benefit to dungeoneering in groups.

Skill Uses
Attack To increase the chance of doing damage to the monsters and bosses, if using melee. Also lets you wield better weapons.
Agility To pass certain obstacles in the dungeons without receiving damage and there are some doors which require a certain Agility level to open.
Constitution To be able to withstand more hits from the powerful monsters and bosses, and therefore survive longer in the dungeons, meaning you die less.
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. With the 19 July "Dungeoneering 1.5" update, Construction may now be used to build various skill hotspots in the start room by using the items needed to make a certain object and right clicking on the Group Gatestone Portal or whatever is currently built and clicking on "Replace".
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. Additionally, cooking is used to get through the Fremennik Camp puzzle room.
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, and lets you wield better armour.
Divination Used to create various types of Portents of passage and Portents of restoration. Also used to drain certain doors of divine energy to open them.
Farming Allows players to grow food and potion ingredients in farm patches, as well as to pick plants for mage armour. Also used to prune vines from certain doors in order to open them. Jagex confirmed that there will be more options in Dungeoneering to use Farming soon.
Firemaking To set fire to branches, allowing you to cook food on them. Also used to burn log piles blocking doors in order to 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. Jagex has confirmed that there will be more options in Dungeoneering to use Herblore in the future.
Hunter To allow players to set traps made with the Fletching skill. Also used to catch ferrets with crystals around their necks, which will open up doors.
Invention To allow players to create devices that can be used to assist progress.
Magic To allow 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. Magic is also used to activate lodestones that appear in the 4 colour room to align all the crystals into one to activate the light in the middle to make it brightly lit.
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 depending of the size of the dungeon you are in. In small dungeons, the amount you can recharge is ten times your prayer level, in medium dungeons it's twenty times your prayer level, and in large dungeons it's thirty times your prayer level (with a Prayer level of 89 - 890 in small, 1780 in medium, 2670 in large). Caution is advised regarding prayer usage. Additionally, bones may now be used on Daemonheim's altars to gain 4x experience.
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, such as guiding the ferret onto the pressure pad puzzle.
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, flip tiles, 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, that may give special items as 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 throughout the dungeon. Also used to dismiss rogue creatures blocking some doors. Allows you to understand what familiars say, which is useful for the summoning riddle 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. Used to chop dry sticks in the hunter ferret puzzle.

## Spellbook

Main article: Dungeoneering/Magic

The spellbook contains a combination of the Lunar and Standard spellbook spells. There are four new spells which help players teleport around while Dungeoneering: Dungeon Home Teleport, Create Gatestone, Gatestone Teleport, and the Group Gatestone Teleport.

## Food

A complete experience table for Cooking, complete with life points for the potatoes can be found here.

Most food available in the dungeon are fish, cave potatoes, and mushrooms. Cave potatoes and mushroom seeds are found mostly by killing monsters. Free players can only access raw and cooked fish, and bananas using the bones to bananas spell though not any product of other food. As mentioned free players can only gain food by buying or fishing them as raw form, or loot from fallen enemies and smuggler room as cooked form.

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, Raw cave potatoes and mushrooms are grown in a farm patch and take about 1 minute to grow. To cook them you need a range, 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.

You may also use food items with other players to heal them. Without any medic property of Ring of Kinship, food can heal 100% amount of life points. They will get a message saying "[Player's Name] gives you a [food item], which you eat." This will terminate both player's action of attacking, and temporarily stop both from moving. If they already have full life points and you try to use food with them, you will get a message saying "As tasty as a [Type of Food] is, [Player's Name] already has full life points".

## Combat

Players fighting a Gluttonous behemoth

Combat while Dungeoneering consists of the three attack types: Magic, Ranged, and Melee. Daemonheim has its own spellbook with a combination of Standard spellbook and Lunar spellbook, as well as three new spells. 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 players have a high enough skill to Smith, Fletch and/or Craft them, besides Primal, Celestial, and Saggitarian equipment, which can only be obtained from boss drops.

The order in which monsters are preferably killed is usually Shades>Mages>Rangers>Warriors. With this in mind the keyer should "mark" targets due to their damage ratio and position in the room.

This is based on the Shadow silk hood's ability to hide the wearer from all humanoids except mages and necromancers. Thus it would make sense that a team with hooded players would use the hood's concealment effect to their advantage. Even if you don't have a hood yet, someday you may get one from a Night Spider, and learning to take out monsters in this order will not only help you in the future, but will help your team in the present. It also benefits those wearing metal armour, since mages pose the greatest threat to them.

### Bosses

Main article: Dungeoneering/Bosses

Players must defeat the boss in order to complete the floor.

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. You should always determine what the boss is instead of rushing into it. There are a couple of bosses, such as the Luminescent Icefiend, which you cannot even teleport out of, so make sure you're ready for a fight.

Floor Type Boss Name Floors Drops
Frozen
(Floors 1–11)
Gluttonous behemoth 1 1–11 Boots
Astea Frostweb 1 1–11 Wands and shoes
Icy Bones 1 1–11 Knives and vambraces
Luminescent icefiend 5 3–11 Daggers and off-hands
Plane-freezer Lakhrahnaz 11 6–11 Gauntlets
To'Kash the Bloodchiller 17 9–11 Mage gloves
Abandoned 1
Also found in Abandoned 2
(Floors 12–17)
Skeletal Horde/Divine skinweaver 23 12–17;
30–35
Helmets
Hobgoblin Geomancer 23 12–17;
30–35
Leather boots
Bulwark beast 23 12–17;
30–35
Pickaxes and Hatchets
Unholy cursebearer 29 15–17;
30–35
Staves
Furnished
(Floors 18–29)
Rammernaut 35 18–29 Mauls
Stomp 35 18–29 Coifs and ranged shields
Har'Lakk the Riftsplitter 35 18–29 Rapiers and off-hands
Lexicus Runewright 39 20–29 Hoods and orbs
Sagittare 45 23–29 Longbows and arrows
Night-gazer Khighorahk 51 26–29 Plateskirts
Abandoned 2
(Floors 30–35)
Bal'lak the Pummeller 65 33–35 Warhammers and off-hand warhammers
Occult
(Floors 36–47)
Skeletal trio 71 36–47 Shortbows and arrows
Runebound behemoth 71 36–47 Robe bottoms and mage shields
Gravecreeper 71 36–47 Chainbodies
Necrolord 77 39–47 Chaps and off-hand knives
Flesh-spoiler Haasghenahk 83 42–47 Platelegs
Yk'Lagor the Thunderous 89 45–47 Battleaxes and off-hand battleaxes
Warped
(Floors 48–60)
Blink 95 48–60 Longswords and off-hands
Warped Gulega 95 48–60 Robe tops
Hope devourer 101 51–60 Leather bodies
World-gorger Shukarhazh 107 54–60 Spears
Kal'Ger the Warmonger 113 57–60 2h swords

## Puzzles

Main article: Dungeoneering/Puzzles

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 players to suffer damage if the puzzle was not done properly.

## Ending a dungeon

The winterface shown on completion of a floor

Players may leave the dungeon at any time via the ladder in the starting room or via the "Leave Party" button in the party interface.

In order to complete a raid, the boss must be defeated (see Bosses for tips on defeating the boss). At this point one player will receive a random item from the boss's drop table, and a ladder to the next level will appear on the wall. Players may then opt to complete the dungeon and begin the next raid by clicking the ladder.

As soon as one person clicks on the ladder and selects the "Yes, continue" option, a timer will start to count down to the end of the floor, the length of which (in minutes) is one less than the number of players. The time will reduce by a minute each time another player opts to leave. Therefore, if all members of the party opt to leave, the dungeon will end instantly.

Players will then receive Dungeoneering experience, and be shown a dialogue box indicating how much experience was gained, and the bonuses and penalties that determined this. This will directly affect your token gain as well, as you gain 10% of your experience in tokens (that's one token per ten experience, or for an easy way to figure it out, drop the last digit of the experience needed, or if finding how much experience one would need for a reward, add a zero to the end of the tokens required). See Dungeoneering/Winterface for more details.

After thirty seconds, the party will move on to the next floor automatically, as long as everyone in the party has a high enough Dungeoneering level. Otherwise, the same floor will be repeated. If the skip calculation button which is initially in the top right of the interface is clicked, it will be replaced by several numbers in boxes, each representing a player in the party. These can be used to skip the interface, if everyone in the party selects "Ready", or leave the party and return to the surface, by right clicking and selecting "Leave".

XP calculation is always calculated using the following formula (note that prestige XP, penalty percentage, and bonus XP percentage may be 0):

{\displaystyle {\begin{aligned}{\text{Base}}&={\frac {{\text{Completed Floor XP}}+{\text{Prestige XP}}}{2}}\\{\text{Adjusted}}&={\text{Base}}(1-{\text{Penalty percentage}})\\{\text{Final}}&={\text{Adjusted}}(1+{\text{Bonus XP percentage}})\\\end{aligned}}}

Note that penalties and bonuses affect your overall experience by lowering and raising the base experience by certain percentages, rather than the Active Floor experience.

## Related Activities

The Daemonheim Tasks are the tasks relating to Daemonheim and its surrounding area. They were released on 10 September 2013.

To start the tasks, players can speak to Drangund, the rewards trader, Talsar or Thok, who are all located in the camp near Daemonheim. Players are rewarded with an aura.

### Hard mode

Hard mode is unlocked after completing the Elite Daemonheim Tasks. It is a Dungeoneering feature that was released 10 September 2013. It is available for complexity 6 dungeons only and makes the dungeon as difficult as it can randomly be. When soloing, hard mode floors are restricted to medium size dungeons.

Thok will show players the list of floors completed in hard mode.

### Fremennik Sagas

Main article: Fremennik Sagas

The Fremennik Sagas are a combination of Questing and Dungeoneering, where sagas told by Skaldrun play the main role.

### Elite dungeons

Main article: Elite dungeons

Elite dungeons are combat-heavy raids in various dungeons located outside of Daemonheim. The first of these dungeons was the Temple of Aminishi, released on 25 June 2018. Unlike raids in Daemonheim, players bring their own standard gear, which they risk losing on death as in any other regular boss encounter. Unique loot and Dungeoneering experience are received for killing any type of enemy, and Dungeoneering tokens are received for killing bosses and minibosses. Elite dungeons can be challenged normally, or in an easier story mode in which damage taken and required to be dealt is reduced, at the cost of greatly reduced rewards. Both modes can be done in groups of up to three players. With the release of elite dungeons came the release of several elite dungeon reward shops, run by Bryll Thoksdottir: one near the entrance to Daemonheim, and more near the entrance to each dungeon.

## Rewards

Dungeon traversed!
Music announcing the completion of a floor.
Main article: Dungeoneering/Rewards

Upon completion of a dungeon raid, players will receive Dungeoneering experience and a number of Dungeoneering tokens equal to one tenth of the experience received (one token per ten experience). These tokens are smuggled outside of Daemonheim by the smuggler so that they may be traded with the rewards trader in the Daemonheim camp for items to be used outside of the dungeons. Players may also receive weapons, armour, or other things that they can bind and take to the next floor.

### Resource dungeons

Main article: Resource dungeon

There are 20 resource dungeons scattered all over Gielinor. Each requires a certain Dungeoneering level to enter and grants a one-time Dungeoneering experience reward upon first entry.

Every dungeon contains creatures, resources, or both. Some of these entities are exclusive to their respective resource dungeon.

## Journal

While Dungeoneering, one can sometimes find parts of different journals near the exit ladder after a boss is defeated. They can also be dropped by monsters, albeit rarely. They can be viewed at any time by talking to the Dungeoneering tutor just outside the gates of Daemonheim. However, they are of no use within dungeons after players pick them up from the monster they received it from, so they may be destroyed safely.

## Music

Main article: Dungeoneering/Music

### Tips for unlocking music

• All Glacialis tracks are unlocked on the Frozen floors, all Desolo tracks are unlocked on the Abandoned floors, all Adorno tracks are unlocked on the Furnished floors, all Occulo tracks are unlocked on the Occult floors, and all Torqueo tracks are unlocked on the Warped floors.
• All five themes will have 10 possible music tracks to unlock not including the 6 boss-specific tracks in each theme.
• Every time players enter a room with an enemy in it, the music player will randomly select a track. If the room is repeatedly entered and exited, players can unlock these music tracks very quickly.
• All bosses have their own music, so if players want to unlock them quickly, they should do small dungeons with the 'guide' option turned on. If the room before the boss has monsters in it, there is a glitch where it will not unlock the music track. If they are looking for a specific boss and have completed enough Daemonheim tasks, they can use their Daemonheim Aura to choose which boss to face at the end of the dungeon. This feature only works once a day, resetting at 00:00 UTC.

## Temporary boosts

Main article: Temporary skill boost
• The Dungeoneering cape and the Dungeoneering master cape boost the skill by 1 level temporarily. However, the boosts of these items wear off as soon as they are unequipped. It is possible to temporarily reduce the Dungeoneering level via the frost effect at the entrance to the God Wars Dungeon, resulting in the inability to access higher floors. For example, at 1/99 dungeoneering, it is only possible to access floor 1, instead of floor 50. However, if the floor has been set before the skill level is lowered, players can still access that floor even if the interface does not show the floor. Access to the Dungeoneering resource dungeons are not affected by the stat reduction.
• Toffee apples and sugar skulls obtained from the Squeel of Fortune during the 2012 Hallowe'en event have the possibility of boosting your Dungeoneering level by 2.
• Daemonheim skill door boost - This effect stacks with the Perfect juju dungeoneering potion and Warped gorajan trailblazer outfit as well as portents of passage and potions made inside Daemonheim.
• Perfect juju dungeoneering potion - a hidden +2 levels boost to all skills for opening skill doors.
• Warped gorajan trailblazer outfit - +3 level boost to all stats while Dungeoneering (excluding Dungeoneering, Summoning, and Invention). This functions similar to Overloads, periodically reboosting the stats.

## Development history

On 19 July 2010, the skill received a massive update to include, among other things, the ability to purchase class rings and unlock surface-world Resource Dungeons. Construction could be used within Dungeoneering to build facilities in the starting room, such as altars or cooking ranges.

On 19 August 2010, the members-only Occult floors were released with Dungeoneering requirements from 71 up to and including 93, making a total floor count of 47. Five new rewards were also added: the scroll of efficiency, magical blastbox, herbicide, ring of vigour, and the Rigour prayer. Some further changes were made, such as the addition of a one-time resetting of the ring of kinship's class upgrades.

On 2 November 2010, the Warped floors were released for members with Dungeoneering unlock requirements from 95 to 119. Along with the floors came the final pieces of level 99 equipment obtainable within Dungeoneering. Additionally, the twisted bird skull necklace, split dragontooth necklace, demon horn necklace, scroll of cleansing, amulet of zealots, celestial surgebox, spirit cape, and sneakerpeeper spawn) were released, available from the rewards trader.

On 11 April 2012, a tool belt was added within Dungeoneering, allowing players to carry tools (including hatchets and pickaxes) without occupying space in their inventories. The update also made keys shared between all party members, again without use of the inventory. Finally, raw resources were made stackable, and most stackable items were given a drop-x option, including coins.

On 5 February 2013, the Sinkholes Distraction and Diversion was released. Sinkholes allow players to receive Dungeoneering experience and tokens twice daily in a short, five-player raid.

On 2 April 2013, with the release of the Evolution of Combat, off-hand weapons were added to Dungeoneering to allow for dual-wielding. This included the new ability to make and receive wands, orbs, and throwing knives, along with new shields for Ranged and Magic. The charming imp reward was also added with a cost of 100,000 tokens.

On 10 September 2013, the Daemonheim Tasks were released. These tasks were the first to incorporate Divination. Rewards included the Daemonheim aura, a potion bind (which may be traded and dropped), a secondary role in the ring of kinship (allowing up to full effect of the secondary role at the same time as the primary), a hard mode dungeon option, and the title "[Name] of Daemonheim" (which requires completion of all floors on hard mode).

On 10 November 2014, the second half of Prifddinas was released, which included the ability to find lost potion recipes within Daemonheim. The update also included two new resource dungeons, offering access to edimmus, the motherlode maw, and, once per day, a Gorajo card that may be taken into a dungeon and activated to produce various gameplay-changing effects.

Shortly after the release of Dungeoneering, the skill was changed so that parties on free-to-play servers whose average combat level was between 90 and 138 were subject to a -50% experience penalty. This even remained in effect between 20 November 2012 and 14 July 2014, when the maximum combat level was 200. It affected all players in the party regardless of their own combat level. This restriction was removed in a Ninja update on 29 June 2015.

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 experience for crafting all runes was accidentally increased (2000 experience points per nature rune, 1400 experience points per fire rune, etc.) instead of being decreased. All accounts were rolled back by about thirty minutes. The login server was offline for four hours.

There were also numerous system updates throughout the first week after Dungeoneering was released as developers scrambled to fix various design 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 extremely frustrating to players who were unable to finish a dungeon before the update occurred. They also cut the experience gained on free servers by 50% for players with 90+ combat level. This update was mostly made because many members logged into free worlds to train dungeoneering because the combat levels of monsters in free worlds are lower than those in member worlds.

## Skilling pet (Gordie)

Main article: Gordie

Like all skills, there is a skilling pet obtainable from training this skill. The pet for the Dungeoneering skill is called Gordie.

## Quests for Dungeoneering experience

Quest Members Experience
reward
Dungeoneering
requirement
Other requirements
Dishonour among Thieves 500 -
The Jack of Spades 500 -
Three's Company 750 6
Vengeance 2,410 23
A Clockwork Syringe 5,000 50
Salt in the Wound 5,000 35
Thok It To 'Em 37,080 59
One of a Kind 45,000 67
Plague's End 50,000 75
Thok Your Block Off 53,440 71
Total 221,350

## Update history

The update history project is a work-in-progress – not all updates to this topic may be covered below. See here for how to help out!
• patch 14 December 2020 (Update):
• Dungeoneering tasks in Yak Tracks now allow you to complete any floor you have the level requirement for.
• patch 7 December 2020 (Update):
• The timer will now show the correct time remaining when crafting multiple headless arrows while Dungeoneering.
• Having the Headbutt Mining animation equipped no longer increases the time required to mine rocky debris in Dungeoneering skill rooms.
• patch 5 October 2020 (Update):
• The Freecam option has been removed when right-clicking on the Map icon while Dungeoneering. It is still available when right-clicking the Compass.
• patch 22 June 2020 (Update):
• Fixed an issue that would prevent players from ending dungeoneering floors from some tiles near the dungeon end gate.
• patch 26 May 2020 (Update):
• We've resolved an issue that was causing crashes when opening the Anvil interface while Dungeoneering on a free-to-play world.
• patch 11 May 2020 (Update):
• Removed the chisel from the room in Daemonheim where the player must carve a weapon for one of three statues.
• patch 9 December 2019 (Update):
• Player will now be informed if using a mosquito card in Dungeoneering, that will have no effect due to other boosts that are already present.
• patch 21 October 2019 (Update):
• On RuneScape Mobile, when Dungeoneering the map is now fixed to the centre of the screen, you're still able to interact with game world with it open.
• patch 14 October 2019 (Update):
• The cooking cape perk is now correctly applied when you are in the Daemonheim dungeon.
• patch 19 August 2019 (Update):
• You can now add Dungeoneering Pickaxes to your Toolbelt even if you don't have the required Mining level for them.
• A grammatical inconsistency within the Dungeoneering skill guide has been resolved.
• patch 12 August 2019 (Update):
• Mining Guild hidden mine in the dungeoneering skill guide now shows the correct ore type.
• Added skill level to Dungeoneering skill door examine messages.
• patch 5 August 2019 (Update):
• Barrel puzzle in Daemonheim dungeoneering will no longer block players from completing floor under certain conditions.
• patch 1 July 2019 (Update):.
• Fixed two typos on the Dungeoneering overlay.
• patch 28 May 2019 (Update):.
• Added two interface slots to the Dungeoneering in-game status interface, these slots will now display a Lockmelter and Dungeoneering Outfit slot.
• When the lockmelter is used this will then update to a tick to show it's been used by your party for this floor, same for the Dungeoneering Outfit.
• A party message will now be shown when someone in your party uses a lockmelter.
• A party message will now be shown when someone in your party uses a Outfit skip.
• An option "Yes, don't ask me again" message has been added to the end of a floor, if you choose this each time you click the end-ladder it'll now try to vote to end immediately insteading of prompting you.
• There is now a party messages to show which player has voted to end a floor.
• 29 out of 30 DG bosses (except Skeletal Horde) will now automatically trigger the end ladder on death, previously 28 of these bosses forced you to wait for their death animation before allowing you to end the dungeon.
• Removed chisel spawns in Dungeoneering as these aren't used anymore.
• Gatestone 1, Group Gatestone and Gatestone 2 will now appear as the item on top of a loot pile to allow players to easily pick them back up.
• Added the ability for solo players to enter large dungeoneering dungeons.
• On rare occasions a Dungeoneering puzzle room was acting like a guardian room and players would be unable to pass. This has now been fixed.
• It is no longer possible to buy duplicate Advance gold accumulators, Herbicides, Bonecrushers or Charming imps if you have them stored on your toolbelt.
• Free players are now blocked from buying most of the items on Bryll's reward shop at Daemonheim, seeing as most of the rewards are useless to free players.
• patch 18 March 2019 (Update):
• Added missing smithing sounds to the anvils in Dungeoneering.
• patch 11 March 2019 (Update):
• The in-game skill guide for Dungeoneering now correctly lists floors 1 through 35 as F2P.
• Opening a Dungeoneering door using the store skill boost and/or a juju potion will now display a more accurate message.
• Your selected magic spell will no longer unset itself when exiting a Dungeoneering floor.
• patch 28 January 2019 (Update):
• Using the Taverley lodestone from the action bar in Dungeoneering will no longer cause a crash, and all lodestones will now inform you that it cannot be cast within Daemonheim.
• patch 21 January 2019 (Update):
• Coal bag has been replaced by the autoheater on the dungeoneering skillguide.
• Issues that stopped players from being able to create bloodrager pouches in Daemonheim have been resolved and the interface should again correctly identify how many pouches a player can make and of what type - restoring normal functionality.
• patch 4 June 2018 (Update):
• Players in an even-sized Dungeoneering group who do not use melee to attack a Dungeoneering boss can now receive lore book drops. As discovered by Shauny and his new wife.
• patch 8 May 2018 (Update):
• The Dungeoneering Map will now appear in a set location on Legacy mode.
• DG toolbelt now displays the correct owned pickaxes/hatchets.
• Free to play can now investigate the spike traps puzzle room in Dungeoneering.
• patch 26 November 2018 (Update):
• Moved the ready and leave options on the Dungeoneering floor complete interface to larger more obvious buttons on the bottom.
• Attempting to open the door behind a locked door glyph in Daemonheim now unlocks the door (provided your party has its key) instead of telling you that you can't reach the door.
• patch 13 August 2018 (Update):
• Fixed an issue with the Dungeoneering boss selection ignoring level requirements.
• ninja 6 August 2018 (Update):
• The dungeoneering tightrope no longer rotates whilst attempting to walk across it
• Fixed an issue that was preventing mouse wheel scrolling from working on the Dungeoneering skip floors interface over locked floors.
• patch 30 April 2018 (Update):
• Your interfaces will no longer be closed in Dungeoneering when someone goes through a door.
• Fixed an issue with share xp with fishing whilst Dungeoneering.
• Amended lifepoint restoration rates for Daemonheim filled potatoes.
• patch 29 January 2018 (Update):
• Overlay interfaces (such as Aura Management) now close correctly for all party members when entering a Dungeoneering floor.
• patch 15 January 2018 (Update):
• The Dungeoneering map now reliably reopens for all party members when joining a dungeon.
• patch 8 January 2018 (Update):
• Examining a party member while Dungeoneering now shows the correct stats.
• patch 4 December 2017 (Update):
• Off-hand weapons are now dropped in Dungeoneering.
• Dungeoneering resource nodes up to T50 that should have been available to free players now actually are.
• T6 (zephyrium, etc) resources can now be purchased from the smuggler on free worlds.
• Web snippers in Daemonheim are now available to free players.
• patch 27 November 2017 (Update):
• It is no longer possible to summon pets inside the Dungeoneering grouping areas.
• patch 20 November 2017 (Update):
• The Dungeoneering map will now correctly save in the third interface layout preset. Note: You'll need to save a new preset over preset 3 to fix the issue.
• ninja 13 November 2017 (Update):
• Mining, Woodcutting and Fishing resource generation in Dungeoneering on free worlds is now capped at tier 6 (zephyrium, bovistrangler, spinoleather, duskweed, web snipper) instead of tier 5 (fractite, spinebeam, dromoleather, bryll, short-finned eel). Spinomastyx monsters can now also spawn.
• Hides in Dungeoneering are now stackable.
• patch 13 November 2017 (Update):
• The Dungeoneering map has now been separated into its own top level interface layer and can be moved around via Edit Mode > Gameplay HUDs Editing.
• The Dungeoneering map will now remember if it was previously opened when starting a new Dungeoneering floor.
• ninja 16 October 2017 (Update):
• Fire runes are now given instead of blood runes and soul runes when dungeoneering on a free world.
• patch 14 August 2017 (Update):
• A coloured border has been added around the Dungeoneering map to help it stand out.
• The transparency has been lowered on the Dungeoneering map.
• The Dungeoneering map will now automatically update the player markers when teleporting to any gatestone or when home teleport is used.
• hotfix 14 August 2017 (Update):
• 07/08, 12:30 UTC: Players will no longer be warned about having a too-small Dungeoneering party in a large dungeon if one person leaves and rejoins in a 2-person party.
• ninja 7 August 2017 (Update):
• Players can now start large dungeons in Daemonheim parties of 2.
• Dungeoneering maps will now stay open while playing, and will dynamically update as players move between rooms.
• Skilling plot icons for fishing, farming (plants and plot), mining, woodcutting, prayer altars and summoning obelisks will now appear on the minimap while Dungeoneering.
• patch 24 July 2017 (Update):
• The examine text of Dungeoneering runes has been updated to keep them in line with other runes in game.
• patch 28 November 2016 (Update):
• Loot beams no longer remain on a Dungeoneering key after another player in the group has taken the key.
• ninja 17 October 2016 (Update):
• Opening a skill guide within Daemonheim now jumps to the Dungeoneering filter automatically, where applicable.
• Visibility of the symbols on the Dungeoneering occult floor library puzzles has been improved, for the benefit of colourblind players.
• patch 22 August 2016 (Update):
• The correct animation now plays when adding feathers to arrow shafts in Dungeoneering.
• patch 27 June 2016 (Update):
• Divine doors in Daemonheim have had a looping audio issue resolved.
• ninja 18 January 2016 (Update):
• Achieving 120 Dungeoneering will now only broadcast on the current world and to friends.
• patch 19 October 2015 (Update):
• Clicking the 'Subscribe' button in Dungeoneering will no longer remove the Dungeoneering overlay.
• ninja 24 August 2015 (Update):
• The rotating bookcase's chat on occult Dungeoneering floors has been removed.
• ninja 27 July 2015 (Update):
• The Dungeoneering ferret room no longer requires the raw vile fish to be cooked one at a time.
• patch 13 July 2015 (Update):
• Worldbearer familiars now work correctly.
• ninja 29 June 2015 (Update):
• The Dungeoneering XP penalty for players with high combat levels on free-to-play worlds has been removed. Prestige modifiers above 35 will continue to act as if they were 35 on free worlds.
• Player names in the Dungeoneering party interface have been recoloured to match their map marker's colour.
• patch 5 May 2015 (Update):
• The Featherless fishing perk now works in Dungeoneering.
• patch 16 February 2015 (Update):
• Players will now only be able to gain the 'Beast Mode' accolade on complexity level 6.
• ninja 2 February 2015 (Update):
• The global cooldown when creating gatestones has been removed.
• patch 5 January 2015 (Update):
• Gaining level 75 in the relevant skills for Plagues' End is now mentioned in the skill advance messages.
• The in-floor Dungeoneering timer no longer displays the wrong time.
• ninja 5 January 2015 (Update):
• A loot beam will now appear for keys in Dungeoneering upon opening doors.
• Creating a Dungeoneering party will now automatically select the lowest floor and highest complexity available.
• patch 15 December 2014 (Update):
• Fishing animations will no longer loop on every attempt in Dungeoneering.
• ninja 17 November 2014 (Update):
• The smuggler in Daemonheim will now offer you the option of having a selection of supplies - including feathers, anti-poison and rune essence - in place of your normal stack of coins when starting a dungeon.
• patch 27 October 2014 (Update):
• It's no longer possible to walk into Dungeoneering portals.
• ninja 27 October 2014 (Update):
• Global cooldown is no longer triggered when making gatestones.
• The left-click option on Dungeoneering gatestones is now 'Drop'.
• patch 15 September 2014 (Update):
• The wording when fishing in Dungeoneering has been edited to account for the toolbelt.
• patch 14 July 2014 (Update):
• Players can now close the Dungeoneering map with the same keybind used to open it, which by default is 'M'.
• patch 23 June 2014 (Update):
• The Partyhat Firemaking animation override now functions correctly in Dungeoneering.
• patch 7 April 2014 (Update):
• Players can no longer use the off-hand bind slot within Dungeoneering to complete the "have 4 bound items" task before having the required level.
• patch 10 March 2014 (Update):
• The message about your lowest incomplete floor will now display when repeating an already completed floor in Dungeoneering Hard Mode.
• patch 13 January 2014 (Update):
• Leaving dungeoneering no longer causes the camera to move to an incorrect position.
• patch 7 January 2014 (Update):
• Right clicking the floor and complexity change button on the Dungeoneering party interface now functions correctly.
• ninja 7 January 2014 (Update):
• The delay when players choose the wrong button the Dungeoneering End screen has been reduced.
• ninja 30 October 2013 (Update):
• The bow is now wielded correctly during the Dungeoneering 120 skill cape emote.
• Level 202 Dungeoneering monsters will now give the correct amount of XP.
• hotfix 26 November 2013 (Update):
• Players can once again interact with the game world correctly when using Ooglog pools, God Statues, and the Dungeoneering floor complete interface.
• patch 25 September 2013 (Update):
• Weapon poisons can now be bound to the potion bind-slot for Dungeoneering.
• patch 13 August 2013 (Update):
• The interfaces for the photo booth, Explorer's ring alchemy, price checker, emotes, trading, and the Dungeoneering party, floor and complexity settings have all been updated.
• Players can now see the full message displayed on the Dungeoneering exit confirmation screen.
• The bind set-up interface now shuts properly in Dungeoneering.
• patch 17 June 2013 (Update):
• When sewing cloth in Dungeoneering, the cloth will now be the correct colour.
• patch 11 June 2013 (Update):
• Blank examines via right clicking in Dungeoneering should no longer appear.
• patch 4 June 2013 (Update):
• The XP gained for crafting hide and magic shields in Dungeoneering has been corrected.
• patch 13 May 2013 (Update):
• Dungeoneering familiar special attacks are now displayed correctly in the 'Follower Details' interface.
• Dungeoneering and Temple Trekking NPCs now award shared experience correctly.
• A pool of water in some Dungeoneering rooms has been blocked off.
• patch 9 April 2013 (Update):
• The amount of XP rewarded when crafting orbs in Dungeoneering has been corrected.
• patch 2 April 2013 (Update):
• Trying to unbind a bound weapon in Dungeoneering will no longer occasionally cause a player to disconnect.
• patch 4 March 2013 (Update):
• The Dungeoneering Skill Advance Guide now correctly lists the extra requirements for gravite equipment.
• Bound Dungeoneering armour added as cosmetic overrides using the dragon keepsake box have been prevented from being removed when the player leaves a dungeon.
• "Gatestone Teleport" spell within Dungeoneering will no longer remain lit while no gatestone is present.
• You can no longer light a stack of multiple logs in Dungeoneering.
• The Make-X interface for death runes and law runes in Dungeoneering has been adjusted.
• The message 'Your money pouch is inaccessible in Daemonheim' will now only appear once.
• The Attack Skill Advance Guide now clarifies that the requirements for Daemonheim weapons don't apply to mauls.
• patch 5 February 2013 (Update):
• Dungeoneering parties can now only be formed within the walls of the castle.
• patch 28 January 2013 (Update):
• Players can no longer heal to max health whilst Dungeoneering by logging out and back in again.
• patch 21 January 2013 (Update):
• It is no longer possible to attack certain blocks in Dungeoneering.
• patch 19 December 2012 (Update):
• Updated the Skill Advance Guide to state that some of the Dungeoneering staves are members only.
• patch 28 November 2012 (Update):
• Dungeoneering NPCs have been tweaked to hit a bit harder.
• Dungeoneering skill doors now hit players a bit harder.
• patch 22 November 2012 (Update):
• Dungeoneering vials now simply fill all instead of asking you how many you want to fill.
• Dungeoneering non-boss monsters have been made tougher.
• Bosses in Dungeoneering on Abandoned, Occult and Warped floors have been made tougher.
•  Warped Dungeoneering floors now use the correct altar.
• patch 13 November 2012 (Update):
• Solomon Store mining animations no longer play when a player tries to open a Mining door in Dungeoneering that they don't have the requirements for.
• Locked Dungeoneering doors no longer break players' routefinding.
• patch 19 September 2012 (Update):
• Players can no longer act as a group gatestone in Dungeoneering without the gatestone by dropping it whilst the Smuggler's shop is open.
• patch 19 June 2012 (Update):
• Objects dropped on rugs in Dungeoneering are now slightly raised, to prevent thin objects from clipping.
• Dungeoneering monsters no longer drop objects that appear on a tool belt. These drops have been replaced with useful objects used by the tools, such as bowstrings and rune essence.
• Teleporting out of a Dungeoneering grouping room no longer causes the money pouch to be unusable.
• patch 24 April 2012 (Update):
• Dungeoneering start room portals are now using the correct bloom brightness values.
• patch 11 April 2012 (Update):
• It is no longer possible to delete items in Dungeoneering by dropping more than 129 individual stacks of items in a small area.
• patch 2 April 2012 (Update):
• Turning shared XP on or off in Dungeoneering no longer causes other player's interfaces to close.
• patch 6 March 2012 (Update):
• Opening doors locked with a magic barrier in Dungeoneering no longer clips with the door on certain themed floors.
• patch 7 February 2012 (Update):
• Destroying Dungeoneering binds now uses the updated chat UI interface.
• patch 31 January 2012 (Update):
• Several advisor system references have been removed from Dungeoneering.
• Pets will no longer be lost if entering Dungeoneering on a free world with a pet out.
• patch 16 January 2012 (Update):
• Finding a key for the first time in Dungeoneering no longer uses the old-style chat interface.
• patch 6 December 2011 (Update):
• The cabbage skillguide icon for the Polypore dungeon on the Dungeoneering skill guide has been updated to be an image of a ganodermic beast.
• patch 28 November 2011 (Update):
• Dungeoneering party invites are now ignored if that player is on your ignore list.
• Several Dungeoneering rewards have had their capitalisation fixed in the Adventurer's Log.
• A broken Dungeoneering journal has had its text returned. Dungeoneering binds will no longer be lost when a server crashes.
• patch 14 September 2011 (Update):
• The Rogue Familiars challenge room obelisk now blocks ranged attacks.
• patch 6 September 2011 (Update):
• It is no longer possible to place a group gatestone onto a table.
• patch 31 August 2011 (Update):
• The text colour on entering a Daemonheim dungeon has changed to make it more visible in fixed-screen mode.
• Dungeoneering hunter traps can no longer be laid through tables.
• The Smithing interface on complexity 3 no longer gives invisible options.
• patch 5 July 2011 (Update):
• The Dungeoneering party tab now remains upon completing a Dungeoneering floor, instead of half-reverting to the Quest tab.
• A group gatestone now functions correctly when traded.
• The required level dialogue when selecting a Dungeoneering floor now tells the correct level needed.
• A tree resource in certain Dungeoneering rooms can now be accessed.
• patch 7 June 2011 (Update):
• For smaller party sizes, the arming statues in the dungeoneering challenge room no longer stop the player from walking when statues are not placed down.
• patch 1 June 2011 (Update):
• Dungeoneering binds will no longer be lost when a server crashes.
• patch 25 May 2011 (Update):
• Clicking out of a Dungeoneering ‘You have finished all floors...’ message no longer stops the next floor from unlocking.
• patch 28 March 2011 (Update):
• Dungeoneering toolkits have been removed from the Grand Exchange.
• patch 15 March 2011 (Update):
• Dungeoneering – General
• Dungeoneering prestige has been rewritten, so that when completing an already completed floor, a different floor from the same theme will be crossed off instead.
• The Kal'Ger cutscene will no longer be skipped in certain circumstances.
• Trying to quick-switch a non-customised ring of kinship will no longer complain about teleporting.
• Entering a dungeon will now give information about the dungeon floor entered in the chat window.
• The lower-levelled Dungeoneering floors have had their XP rates increased.
• Resources in Dungeoneering will appear more frequently on lower complexity settings.
• Access to Daemonheim has been made easier from Lumbridge. (As this effectively makes the nearby crossbow shortcut obsolete, anyone who had built a hidey-hole here before today’s update should check the hidey-hole to have some teak planks reimbursed. Anyone who chooses to build a hidey-hole here from now on, say for the Construction XP, does so knowing about this bridge, so will not receive such compensation.)
• The end of dungeon interface (the ‘Winterface’) will now display the time that was taken to complete the floor.
• Low-levelled enemies in the frozen theme have had their stats lowered.
• Dungeoneering coins are now easier to pick up.
• Several objects, such as the toolkit, have been made tradeable, to allow them to appear to all players when dropped.
• Dungeoneering – Skills
• Dungeoneering altars will now bury all bones.
• Dungeoneering Runecrafting now uses Make-10/50/100 (instead of Make-1/5/10).
• Several Dungeoneering skills, such as cooking in a dungeon, have had their speeds increased.
• It is now possible to downgrade Summoning charms to lower-levelled versions by using them on a Summoning obelisk.
• Lit cooking ranges will now last three times as long.
• Dungeoneering – Bosses
• The smuggler will now explain boss tactics better.
• The divine skinweaver in the skeletal horde boss room has been updated to also display what she is saying in the chat window.
• Astea Frostweb’s magic attack has been lowered on low-tiered versions.
• Plane-freezer Lakhrahnaz’s shove attack now has a cooldown to prevent him using it too often.
• Lexicus Runewright will spawn fewer books on low-levelled versions of the boss.
• Night-gazer Khighorahk’s torches will stay alight for longer in solo dungeons.
• Sagittare will now teleport closer to the player to prevent excessive running.
• Stomp will now drop fewer rocks, and more will be removed each time rocks disappear.
• The gluttonous behemoth now has less health, and will only eat to full health once per dungeon.
• Dungeoneering – Challenge Rooms
• Dungeoneering challenge room failure rates have been lowered for low-levelled players.
• Failing in challenge rooms will no longer drain stats.
• ’Mercenary Leader’ has been rewritten to more accurately reflect the level of the Dungeoneering party, as the calculation was setting it to be a bit too harsh.
• The ‘Sliding Statues’ challenge room has been rewritten to fix occurrences of the room being impossible to complete. It is also possible to pull statues now.
• The ‘Monolith’ challenge room has been changed to stop the shades from taking too much energy from the monolith, and the monolith will reach fully charged faster.
• The ‘Flower Roots’ challenge room will now not fail if you have the correct skill requirements, if you pull the plant at the right time.
• The ‘Ten Statue Weapon’ challenge room (five with weapons, five without) will now have fewer statues in smaller parties.
• It is no longer possible to fail to repair the walls in the ‘Collapsing Room’ challenge room.
• The ‘Toxin Maze’ challenge room will now remove the obstacles on completing the room.
• patch 21 February 2011 (Update):
• Leaving the Dungeoneering castle area will now kick players from a party. It is no longer possible to form a party outside of this area.
• patch 14 December 2010 (Update):
• It is no longer possible to hide the Dungeoneering banker underneath a marker plant.
• patch 7 December 2010 (Update):
• Items dropped on the Dungeoneering auto-grouping room barriers no longer float.
• The overgrown garden Dungeoneering challenge room now rewards players with experience in Farming and Woodcutting.
• It is no longer possible to use a gatestone inside the puzzle rooms in the confusing portals challenge room.
• Kal'Ger is no longer attackable during his introduction.
• The Dungeoneering skill guide no longer refers to “menbers”.
• patch 6 October 2010 (Update):
• Corrected the level-up message for a Dungeoneering floor.
• Corrected the skill advance guide for Dungeoneering.
• patch 15 September 2010 (Update):
• Capped one of the level checks in a new challenge room as you can't boost your base prayer level.
• The smuggler no longer confuses Yk’Lagor the Thunderous and the runebound behemoth.
• Clarified the Augury reward description regarding the bonuses it provides.
• Some of the new challenge rooms within the occult theme didn't get randomly assigned to free-players in the previous three themes.
• Corrected a problem with some of the combat code used by Lexicus Runewright and his book barrage.
• Primal swords will no longer lose their tier information when bound.
• patch 7 September 2010 (Update):
• A spinning wheel has been rotated to make it accessible.
• The crushed bridge was not appearing correctly, especially on the abandoned floors.
• Added spell-casting sounds to animated books in Daemonheim.
• The soulbell clothing had a missing waist.
• Hailstorm and frostbite daggers had incorrect info in the skill guide.
• Chaotic and eagle-eye shield images were swapped in the skill guide.
• Ranging skill guide referred to primal arrows rather than Sagittarian arrows.
• patch 1 September 2010 (Update):
• All bound items in Dungeoneering can no longer be alched or sold to the smuggler.
• If you have the party interface open and teleport in a dungeon, it should now stay open.
• patch 25 August 2010 (Update):
• Rotated a spinning wheel in one of the new Daemonheim challenge rooms as it was causing issues.
• patch 10 August 2010 (Update):
• Prevented certain items from being alched in Dungeoneering.
• patch 4 August 2010 (Update):
• If a player leaves your dungeon party, any keys the player had will now be dropped in the start room (as opposed to a room the rest of the party couldn't potentially access!)
• Prevented the alching of certain Dungeoneering items whilst in a dungeon.
• patch 19 July 2010 (Update):
• Adjusted the animations in one of the Dungeoneering challenge rooms.
• Corrected the checks for making Dungeoneering gatestones and casting Gatestone Teleport.
• Added some extra checks to the Dungeoneering code when keeping track on healing via food/familiars.
• Corrected some of the level-up messages for Dungeoneering and related items.
• The law and nature staves from Dungeoneering now properly count when making various POH tablets.
• patch 24 June 2010 (Update):
• The Constitution status globe should now take advantage of any Dungeoneering anti-poison potions.
• Fixed a problem with a particular challenge room in Daemonheim involving (not) waking guards.
• patch 15 June 2010 (Update):
• Fixed a problem with a challenge room in one of Daemonheim’s furnished floors.
• patch 25 May 2010 (Update):
• Rotated a chest in Dungeoneering so it's not blocked by a pillar.
• patch 13 May 2010 (Update):
• If you are not owed Dungeoneering experience when leaving partway through a dungeon, you will not get the warning about leaving.
• Forcing a tile to flip over in a Dungeoneering puzzle room will no longer result in a warning each time.
• Stopped a 2x2 NPC from standing in the door of a dungeon and preventing you from progressing.
• Moved some mining rocks that could on occasion prevent the particular puzzle in the room from being completed.
• Updated the login screen to show the correctly increased members' bank space after the release of Dungeoneering.
• Fixed the Smithing code that meant you could only smith some ores by clicking on the furnace first.
• In Daemonheim, using a vial on a water source will now fill all empty vials. Also, when smelting ores, it will attempt to smelt all of a particular ore in your inventory rather than just one.
• You can no longer put logs into a cooking range in Daemonheim if you don't have the Firemaking level to light them.
• You can now correctly set Dungeoneering as an objective on free worlds.
• Corrected some of the Smithing messages when in Daemonheim.
• Increased the Ranged strength of poisoned sagittarian arrows to match the normal version.
• Frostbite/Hailstorm daggers now have wield options instead of wear.
• You shouldn't be able to have two rings of kinship at the same time.
• The quick (right-click) option on the Runecrafting altars in Daemonheim are actually quicker now.
• Poisoned promethium arrows were incorrectly listed as tier 1 items instead of tier 10.
• Super restore potions now restore your Dungeoneering level.
• Improved the description for the scroll of life Dungeoneering reward.
• Corrected the combat animations for forgotten warriors.
• You should now correctly receive combat XP when fighting Astea Frostweb.
• Adjusted the options on several items when speaking to the smuggler in Daemonheim.
• Removed the level 25 duplicate Dungeoneering level-up messages.
• Tidied up some old Woodcutting code that isn't used any more.
• Improved the sounds when sliding down the ice after leaving a dungeon in Daemonheim.
• Dungeoneering should no longer override Quick Chat menus in some circumstances
• patch 28 April 2010 (Update):
• Summoning in Dungeoneering no longer requires pouches or shards!
• Added herb seeds to the Dungeoneering smuggler's shop, so that you can buy them to grow herbs for potions.
• All Dungeoneering items that are outside of the dungeons (excluding reward items, of course) have been removed from the game.
• Added some safety checks to cooking fish in Daemonheim.
• The description of the scroll of life reward incorrectly did not include healthy harvesting.
• The Stat Spy spell now works within Daemonheim.
• Items taken from chests in Daemonheim should no longer disappear when dropped.
• You can no longer complete ferret trapping puzzle room in Dungeoneering without catching the ferret.
• patch 21 April 2010 (Update):
• There have been numerous fixes to Dungeoneering, both in-game and in the Game Guide.
• update 12 April 2010 (Update):
• Dungeoneering skill added to game.
• Dungeoneering Skill!
• "As my foot touched the first icy cobblestone, a sense of dread flowed through my already shivering limbs. I could feel a presence, powerful and malevolent, hidden in the darkness before me. Cautiously, I rounded the corner, and was hit by a blast of hot, sulphur-smelling air. There was a sound of cracking bone and gristle that turned my stomach. Then my eyes adjusted and I saw it: a hulking demon, sitting before a blood-spattered stone door and feasting on the bodies of my fallen brothers. It was in that moment, as I raised my axe and prepared to charge for vengeance or death, that I gave the place the name it now bears...the Dungeons of Daemonheim."
• It’s out! The new skill is here and it’s available on free-to-play! You’ll receive all the equipment you need to train the skill when you arrive, so catch a boat to Daemonheim from behind the Al Kharid bank to start your new adventures!
• Within each dungeon, the adventuring party is asked to solve puzzles and fight monsters, while using their skills to overcome the fiendish challenges that stand in their way. Use your skills to equip your party members, search for loot and keys and explore the floor until you find the epic boss monster at the end.
• The environment contains hundreds of new objects, NPCs, rooms and locations covering an area more than 60 times the size of Falador – more than any single update ever has!
• After adventuring (with a group of up to 4 other players), you’ll be able to access a wealth of new skill upgrades and reward items, including new weapons and armour for both the free and members’ game.
• If you have any questions, please use the dedicated forums (Adventuring Parties, Dungeoneering Feedback and Dungeoneering Help) and read the associated KB articles.

## Trivia

Occult rooms visible from the railway area during Another Slice of H.A.M.
• This was the first F2P skill to be released since Runecrafting, a little over half a decade previously.
• When a player completes the Tears of Guthix activity, the message for increasing the Dungeoneering skill is, "You feel the mysteries of Daemonheim unravel."
• The use of any XP lamps, experience-boosting items or XP rewards on this skill was not possible for the first 14 days after the release of Dungeoneering.
• In 2004, Jagex released an "Upcoming updates" article in which plans were announced to add to the game "Randomly generated scenarios, where a new adventure is generated for you and your friends each time you go on it. Form an adventuring party and go on your own personal quest".[1] It was not until 2010, however, that Dungeoneering was actually released.
• The death counter in the upper-left corner can hold a maximum value of fifteen, meaning that dying more than fifteen times in a dungeon counts as dying just fifteen times.
• In September 2010, there was a bug that allowed players to gain twice the normal experience upon finishing a floor. Many of the players who were in the top five at that time (level 114) quickly got level 120 within 24 hours. However, due to a fault in the bug detection system, Jagex banned innocent players as well. As Jagex was unable to reliably tell which players abused the bug, Jagex reversed the bans and gave all affected free membership.
• On 17 May 2011, Jagex added the first player-made content to the Knowledge Base in the form of a Dungeoneering Skill Guide written by the player Skiller. This was the first player-written content to ever be added to the Game Guide.
• The Occult floors can be seen near the railway area in Another Slice of H.A.M., when using the orb of oculus. It is likely that these are the templates for generating a Dungeoneering floor.
• When two players in a party try to open the same key door at the same time, there will be two chat messages stating the key is used.
• After the Occult and Warped floors are reached, the Zamorakian-like symbol no longer appear on the carpet near the smuggler in the starting room nor the rest of the dungeon.
• Prior to 7 August 2017, there were 3 themed Dungeoneering worlds: world 32 for levels 1-80, world 117 for levels 80-100, and world 77 for levels 100-120.
• While raw resources are stackable, their products are not; the maximum number of resources that can be processed depends on how many free inventory spaces you have before you start processing, even if inventory spaces are freed in the process by stackable burnt fish in the case of cooking. It is also impossible to process a single item if there is no other inventory space.

## References

1. ^ Jagex. "Upcoming RuneScape updates." 31 March 2004. RuneScape News.