From the RuneScape Wiki, the wiki for all things RuneScape
Jump to: navigation, search

Blah, Dungeoneering. I rarely do it, so I'm keeping notes on things to remember here...

My skills (approximate)

Important skills: melee, magic, runecrafting

Attack 99

Constitution 96

Mining 50+

Strength 99

Agility ----

Smithing 50+

Defence 90

Herblore ----

Fishing 50+

Ranged 40

Thieving ----

Cooking 50+

Prayer 60

Crafting 50+

Firemaking 50+

Magic 73

Fletching ----

Woodcutting 50+

Runecrafting 54

Slayer ----

Farming ----

Construction ----

Hunter ----

Summoning ----

Dungeoneering 80

Divination ----

Invention ----

Smalls[edit | edit source]

1-18[edit | edit source]

Bound items: spear, platebody, Cosmic runes (125)

  • Create gatestone, open first door, drop gatestone, enter door.
  • Kill monster(s) if guardian room, get key if there is one, progress to next room if available, teleport back to home and recreate gatestone if next room not available or DE
  • With coins from GD or table (sell Frac weapon), make standard tools (ST).
  • Complete dungeon

19-20[edit | edit source]

Meds[edit | edit source]

21-27/9[edit | edit source]

Two combatant team; one person with the smalls setup above and one person with the larges setup below. This allows the dungeon to start more quickly. Larges setup combatant:

  • Grab sufficient food from the starting table
  • Grab rune essence from table, craft "5" fire and "5" nature runes
  • Get frac items from table, alch them
  • Buy two toolkits, drop one
  • Buy as many rune ess as possible
  • Craft 30 laws, 60 cosmic runes and drop them
  • Repeat previous step, except don't drop
  • Ggs to other cber and/or open available doors.
  • Take best path. Split up where possible.

Smalls setup combatant (me in most cases):

  • Try to have the party leader take this route. So the setup man can join with ggs
  • Start the dungeon with the same technique as the smalls
  • After encountering an un-openable door, tele home
  • If the first door was a dead end or similar, drop off coins (if any) and continue on dungeon
  • If tools are already at home, great! Continue the floor
  • If necessary, get the tools yourself.
  • Take best path. Split up where possible.

Larges[edit | edit source]

28-35[edit | edit source]

Bound items: spear, platebody, Death runes (125) or Fractite arrows (125)

  • Have both cbers start with standard tools, make a few fire blasts as well.
  • Split up when possible, assist other cber with high-level gd's.

Pretty simple, just do it right. Most importantly, rush. The most important factors that make large dungeons faster are the use of magic against high level forgotten warriors and the well-considered placement of gatestones and group gatestones.

Glossary (Basic)[edit | edit source]

Term Abbreviation(s) Notes
Combatant Cb, cber Two combatants and three skiller for medium and large floors, one or two for small runs. Combatants range from levels 85 to 126.
Large floors Larges Most commonly floors 28-35. Some people choose to start larges at either 29 or 30, but this mostly depends on the situation ("I have to go in 19 minutes, can we do a med?", time of day/week, parties that start at 20 (med) and want to go to 29, etc.). Floors should be completed in 25-45 minutes.(1)
Commons Floors common to all players in a party. Usually easiest for rogue Dungeoneers, in my opinion, to have one cb and 2 sks make a party, check commons, and advertise for the floor(s) they have in common. If there are various commons available (smalls, meds, larges), choose ... wisely, based on the situation.
Large floors Larges Most commonly floors 28-35. Some people choose to start larges at either 29 or 30, but this mostly depends on the situation ("I have to go in 19 minutes, can we do a med?", time of day/week, parties that start at 20 (med) and want to go to 29, etc.). Floors should be completed in 25-45 minutes.(1)
Medium floors Meds, mediums Most commonly floors 20-27 (see Large floors).
Rush A style of dungeoneering in which all monsters that can be left alive are left alive. Killed monsters are those in rooms with a Guardian door (and, of course, the boss). Extra monsters can be killed if a party member disconnects after the boss is killed and all rooms are opened, or if a combatant is short on food or money (occurs mostly if a large starts out bad or at the beginning of a floor). ALL FLOORS should be rushed.
Skiller Sk, sker Dungeoneer with very low combat level (preferrably 3). Level 20+'s can count as skillers as long as there is only one such person in a team? Well, I've never seen more than one, in any case.
Small floors Smalls Floors 1-19 are done as smalls, in complexity 6. Floors should be completed in 4-7 minutes.*

Glossary (Medium)[edit | edit source]

Term Abbreviation(s) Notes
Away from the keyboard Afk Not paying attention to the game. Used to describe a dungeoneer, most often a skiller, who is watching videos on youtube not paying attention to the game. Also used as a verb: "[name] afks hard." An ideal (2) floor has two afk skillers, one "real" skiller (who mines, fishes, etc.), and two combatants (neither of whom, of course, afk).
Disconnected Dc'ed, dc Lose connection to the game (and therefore leave the party temporarily). The remaining party members will complete the dungeon, and if the person does not return in a respectable amount of time, end the dungeon.
Group gatestone ggs Placed in or right outside of the boss room at the end of a dungeon so that skillers can end; used along with Gatestones to let cbers teleport quickly and help each other.
Repeat Doing a floor more than once before a given reset. Often done in runs, or for lazy or kind skillers (or both?)
Standard tools Tools, ST, tool box, box Standard set of tools (hammer, pick, axe, matchbox), fishing gear, as many law and cosmic runes as maximum number of rooms for the dungeon size (16, 32, or 64).
Run Dungeoneering with the same party in order to complete a string of consecutive floors; runs are commonly 1 to 2 hours long. Examples include 1-19, 7-19, 22-26, 32-35. The use of the "ready" buttons at the end of each floor is strongly recommended for runs, as it saves nearly 30 seconds per floor.

Glossary (Advanced)[edit | edit source]

Mostly in-dungeon terms.

Term Abbreviation(s) Notes
Gatestone (verb) The act of a combatant placing a gatestone near an unopened door or junction for easier Dungeon movement. Often done next to a door locked with a key that has not yet been found, and declared immediately "gs'ed crim rec."
Regroup Rg Form a new party with mostly the same members as a previous one. May occur if a dungeon starts with many p2p doors, if a group that has completed small floors wishes to move on to the medium floors, floors in common are not continuous, or a member of the party inadvertently leaves the group in between floors.
Status button Numbers, status, ready The status button that can be seen at the end-of-party interface in the upper right after the arrows are clicked. If all members of the party click "ready," the next dungeon starts without the waiting interval.

(1) Estimated floor times assume two cbers and three skillers who know what to do. (2) In my opinion.

Various in-dungeon terms (sk)[edit | edit source]

  • ggs safe - group gatestone is safe, skillers may teleport if they're bored / want to fish
  • ggs safe emotes - activity required: take group teleport and perform the miming activity.
  • ggs safe switches - activity required: take group teleport and work with party to set switches off.
  • ggs safe end - activity strongly recommended: take group teleport, walk to the end-dungeon ladder and vote to move on.
  • fishing spot - exactly.
  • ggs not safe emotes/switches/[ ] - just saying.
  • sound - if you're a skiller, have sound on, as cbers will grab your attention by promoting people within the party. That way you can switch to other tabs/windows/applications/computers while Dungeoneering.

Various in-dungeon terms (cb)[edit | edit source]

  • distract - cber enters a room to distract guardians of the room, allowing another cber of low health or a skiller to pass through the room relatively unharmed.
  • (various key abbreviations) - plenty of ways to abbreviate "orange crescent" and similar terms. Make sure not to say "g tri" for a gold triangle, because there's another color that starts with "g" =/