User:Floppyc5/Dungeoneering

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This page is all about dungeoneering, the glorious skill and my love child with JaGex. This guide will go over; proper binds/class build types, phrases and jargon, studies over slayer monster behavior, psychological analysis of dungeoneers and proper dungeoneering etiquette.

Analysis[edit | edit source]

Combat Pillar of Daemonheim[edit | edit source]

To compliment Mod Trick's fascination with pillars and with Achilles's heel weaknesses Dungeoneering monsters are particularly weak to pillar based attacks. With this understanding in hand combat is itself organised around the idea of pillars with most bosses being defeatable by use of brute force and pillars. It is important to remember that the larger the pillar the better. Weapons are organised into basic categories, "Pillar" and "if you are using this you shouldn't be dungeoneering". The category "Pillar" is itself broken into tiers of pillars ranging in strength from 0-10 with ten being the strongest combination.

Pillar strength comes from a couple factors;

  • Shape and weight.
  • Adapability
Item Pillar Rating Perks
Primal 2h sword.png 2h swords Pillar - 10 Hand held pillars, very effective weapons. Very strong and can use both crush and slash attacks. High combat modifiers.
Celestial catalytic staff.png Staves Pillar - 3 Capable of dealing longranged pillar damage. Magical Pillar strikes can kill even the most armoured oppenents.
Sagittarian longbow.pngBows "If you are using this you shouldn't be dungeoneering" Fires small pillars that don't do much damage. Feel ashamed as enemies laugh in demonic tongues at your failure. THE ONLY EXCEPTION IS THE HEXHUNTER BOW WHICH FIRES ENCHANTED PILLARS THAT DESTROY MAGIC USERS.

The Combat Pillar[edit | edit source]

Combat Class Rating
Melee + Hexhunter bow.png
10
Melee + Celestial surgebox.png
8
Melee
5
Melee (Mauls)
"if you are using this you shouldn't be dungeoneering"
Magic
"if you are using this you shouldn't be dungeoneering"
Ranged
"if you are using this you shouldn't be dungeoneering"

Pillar References[edit | edit source]

Coming Soon!

RULES <--- READ THIS[edit | edit source]

  1. Don't be a Chucklefuck.
  2. Don't be a Food Whore.
  3. Don't be a Survival Product, take a death food whore.
  4. LISTEN to the keyer, they know what they are doing. Stop bitching about the floor or the keyer's attitude, it is a game.
  5. READ THIS GUIDE.
  6. Know the DUNGEONEERING LINGO/JARGON. <-- Keyers use this.
  7. Keep SKILLING TO A MINIMUM, the skill you are training is DUNGEONEERING not fishing/woodcutting/hunter/WHATEVER ELSE.
  8. DO NOT BE A CHUCKLEFUCK.

What makes a good floor?[edit | edit source]

A few things to take into account before you can determine if a floor is "good" or "bad".

1. Consider the theme:

  • Frozen floors should never been done on large so they are null. Abandoned 1 are easy but should not be done on large. Furnished floors are going to have a few large floors but mediums are prefered. Abandoned 2 are prefered on large until a certain level. Occults should be done on large and finally Warped should be done on large.

2. Consider the combat triangle involved:

  • Frozen floors feature mostly ranged and melee monsters which are easily decimated with melee.
  • Abandoned 1 + 2 floors feature predomidently melee monsters which are easily dispelled using magic or slash/crush attacks.
  • Furnished floors feature the same monsters in abandoned floors and should be dealt with accordingly.
  • Occult floors as the name might suggest are home to mostly magic based monsters, because of this most of these monsters are critically weak to the Hexhunter bow and are particularly strong against melee. HOWEVER this does not warrant the use of ranged combat. These floors can be slower then most others but should be fairly fast.
  • Warped floors are a different group entirely. These floors are home to mostly melee based combat but do feature a large amount of ranged and magic based enemies. However these floors replace necromancers with reborn mages, which are a pain in the ass as their spawn can follow you through rooms.

3. Consider the length of the floor:

  • Under good circumstances a floor can be 30 minutes in length and under even better circumstances you can experience a 15-20 minute floor. Under worst conditions the floor can take anywhere between 45 minutes to an hour. Anything more than an hour is devastating to your experience rates.

Binds[edit | edit source]

Binds are essential. This establishes the best binds available and the circumstances in which they are preferred. The binds are divided into three different classes. If you choose to hybrid you may draw from different classes of binds. Binds are rated on priority and effectiveness as well as availability, the ratings go from 1 to 10 with 1 being less important and 10 being most important.


When considering your binds please remember that dungeoneering has survivalist style gameplay and that the availability to switch between combat classes makes the skill easier to train as well as faster. Being adaptive is a survival tactic, remember this.


Melee[edit | edit source]

Dungeoneering Level Item Priority Accessability Perks Equipment Slot
Dungeoneering-icon.png1
10
Easily Accessable
High accuracy and strength
Main hand slot.png
Dungeoneering-icon.png1
Celestial surgebox.png or 125Law rune.png
10
High, laws are easy to obtain but must be replenished every few floors. Surgeboxes replenish automatically.
Secondary combat style and/or quick transportation at the beginning of a floor.
Ammo slot.png
Dungeoneering-icon.png50
9
Uncommon slayer drop. Requires Slayer icon highscores.png 41.
Invisibility to humanoids, negates damage.
Head slot.png
Dungeoneering-icon.png50
5
High; very easy to get as a drop or make.
Lowers damage in take.
Torso slot.png
Dungeoneering-icon.png100
10
Dropped on warped floors, probably seen a drop already.
Acts as a full set of dragon on your chest.
Torso slot.png
Dungeoneering-icon.png100
Blood necklace.png
7
Rarer drop than hood, requires Slayer icon highscores.png90.
Casts a reliable blood spell every 10 seconds healing the wearing with the damage done. Strongest necklace in the game and is good for increasing accuracy
Neck slot.png
Dungeoneering-icon.png113
10
Warped boss drop
High accuracy and strength, your stupid to not upgrade to this.
Main hand slot.png
Dungeoneering-icon.png120
5
Occult floor drop; easy to get, provides good defence how ever not necessary.
Provides more defence. Could use the bind for an extra combat style, preferably a Hexhunter bow.
Legs slot.png
Ring Quick-Switch Perks
BerserkerFile:Ring of kinship (melee).png DesperadoFile:Ring of kinship (ranged).png When used in conjunction with a Hexhunter bow this allows you to maintain a high damage output. Insanely useful for bosses and magic users.
BerserkerFile:Ring of kinship (melee).png BlazerFile:Ring of kinship (magic).png When used in conjunction with Elemental spells this allows you to easily take out warriors and bosses weak to magic.

Magic[edit | edit source]

Dungeoneering Level Item Priority Accessability Perks Equipment Slot
Dungeoneering-icon.png1
Best staff available Elemental is preferred as catalytic staves only increase the power of the spell which would require fire runes to maximise damage output.
10
Craftable within a few minutes of most floors.
Unlimited spells (not really but seems like it).
Main hand slot.png
Dungeoneering-icon.png1
Celestial surgebox.png
10
High, mages need spells. Surgeboxes replenish automatically.
Primary Attack style.
Ammo slot.png
Dungeoneering-icon.png50
10
Uncommon slayer drop. Requires Slayer icon highscores.png 41.
Invisibility to humanoids, negates damage. As a mage this grants positive multipliers for attack and defence. Also prevents ranger and melee damage.
Head slot.png
Dungeoneering-icon.png50
5
Easily available, common monster drops and craftable.
Adds to magical accuracy, however this bind would be more useful as a platebody which would decrease ranged and melee damage intake.
Torso slot.png
Dungeoneering-icon.png100
10
Easy to obtain.
Mages can not easily completel dungeons using only magic. Melee is a reccomended bind to allow for easier raids.
Main hand slot.png
Dungeoneering-icon.png100
Blood necklace.png
9
Rarer drop than hood, requires Slayer icon highscores.png90.
Casts a reliable blood spell every 10 seconds healing the wearing with the damage done. Strongest necklace in the game and is good for increasing accuracy
Neck slot.png
Dungeoneering-icon.png100
5
Warped boss drop.
Adds to magical accuracy, however this bind would be more useful as a platebody which would decrease ranged and melee damage intake.
Torso slot.png
Dungeoneering-icon.png120
5
Occult floor drop; easy to get, provides good defence how ever not necessary.
Provides more defence. Could use the bind for an extra combat style, preferably a Hexhunter bow.
Legs slot.png
Ring Quick-Switch Perks
BlazerFile:Ring of kinship (magic).png DesperadoFile:Ring of kinship (ranged).png When used in conjunction with a Hexhunter bow this allows you to maintain a high damage output. Insanely useful for bosses and magic users.
BlazerFile:Ring of kinship (magic).png BerserkerFile:Ring of kinship (melee).png Allows for you to switch between magic to melee and take out rangers.

Ranged[edit | edit source]

Don't use ranged. That simple. Only acceptable ranged bind is Hexhunter bow.

Dungeoneering Level Item Priority Accessability Perks Equipment Slot
Dungeoneering-icon.pngAny
10
Rare
Medium accuracy and destroys mages and bosses. If you get a drop and do not bind it, please just log out and quit playing.
Main hand slot.png
Ring Quick-Switch Perks
DesperadoFile:Ring of kinship (ranged).png AnyRing of kinship.png When used in conjunction with a Hexhunter bow this allows you to hit extremely high and quickly. However this does not effect accuracy.

Phrases and Jargon[edit | edit source]

Below is a accurate list of popular slang and shorthand for dungeoneers.

Phrase Meaning
gt
Cast Group gatestone teleport now. (if used in succession place a personal gatestone so that you may resume what you were doing after you have finished the "gt" room.) If used in conjuction with "e" to form "gte" that means to cast group gatestone teleport and end the dungeon.
gate / g8
Place a personal gatestone at this location.
mgt [insert location here]
Move the Group gatestone to your present personal gatestone. "b" represents "boss" so if it says "mgtb" that means to move the group gatestone to the boss room through any means necessary. If a key abbreviation is used move the Group gatestone to the key door.
fgt
The "F" represents "free" as in "free gate" which refers to your personal gatestone. This command means that you should "gt" if you have a free gate and place your gatestone there.
dgt
This refers to the action of "dragging" or holding the Group gatestone. Typically this means that you should keep the ggs with you while you continue on your path. "Path" refers to the series of rooms in a row. This just makes it easier for people to catch up to you/key doors effectively.
[insert key abbreviation here]
abbreviations are typically the first few letters or the first letter of both the color and shape. Example: Crimson Corner. The abbreviation would be Crimson Corner, or cr cor[n].
gk [insert key abbreviation]
I have this key.
Dewk
Dead end with key.
Denk
Dead end no key.
Gd
Gaurdian door. May be used in conjunction with "gt" to form "gtgd" which means: cast group gatestone teleport and kill the monsters in the room.
Ggs
Refers to the Group gatestone, interchangable with "gt"
gdm
The Flashing arrows or "mark" on the screen points to the next "gd", go to it when the current room is finished.
Merc
Denotes that there is a Mercenary Leader room that must be dealt with, may be used with "gt" to make "gtmerc".
Pot
Refers to the action of using a potion, specifically the use of prayer renewals and over loads before a dungeon.
Path
Refers to the act of completing a chain of rooms until a locked key door or a dead end. May be requested to move the ggs with you.
drag
Used in conjunction with "gt" denotes that the player should carry the ggs with them until a de or "mgt" has been declared.
Buying
Refers to the need of assistance or an item such as keys or a magic user/hex'eer to deal with a enemy.
Selling
Refers to the act of placing a key that you have found on the ggs so that the keyer may pick it up for use. If another player has the door gated they may take the key and open the door.
100+
Declares that the team is only accepting applicants with level 100 or more dungeoneering. Generally people who want teams oriented on combat levels are noobs. This is useful for having faster teams because people have more binds and experience.
s/l
Denotes that the team has a Suicide Keyer but also has a leech. These teams are not reccommended as the keyer may be highly impatient or end the floor prematurely do to time limits that they promised for selling the keying service to the leech.
Selling Floors
Denotes that the person is selling their services to key a floor, this however is an act that is considered to be on par with "dicing" and is a plague on legitimate dungeoneers.

Studies[edit | edit source]

Coming Soon!