Gaz Brandon here with a Dungeoneering guide for you. This is based on my dungeons recently, especially since EoC, where 15-minute larges are common. First off, suggested binds:
Binds[edit | edit source]
Since EoC, its much easier to determine what to bind.
- The best platebody, platelegs, robetop, robelegs, leathertop, and leatherlegs you can use
- The best shortbow (or hexhunter bow), maul, and plain wooden staff (or doomcore staff or celestial catalytic staff) you can use
- Blood necklace, shadow silk hood
- 225/125 arrows, law runes
The armour is fairly self-explanitory - there is no reason to wear armour below your level, bar the period where you are wearing tier 10 while hunting bosses for tier 11 (or if your dungeoneering level is below the required level for the boss).
Weapons, for melee you are best off with a two-handed weapon, since one-handed is not nearly as good, dual-wielding is weak (especially in Daemonheim, which only has a flameburst defender as an offhand), and a shield really is not necessary. A maul is ideal, since there seems to be more crush-weak monsters (including shades), and a primal maul has a low dungeoneering requirement (35) verses the much higher requirement for the spear (107) and two-handed sword (113).
For ranged, a shortbow has 50% more DPS than a longbow, while the longbow has a shield. Its almost certainly better to go with a shortbow over a longbow, unless you have no armour (defence pure?) so really need the shield. However, the hexhunter bow has a mere 7% less DPS than a sagittarian shortbow, but also has the shield. You're generally better off with the hexhunter than with the shortbow, but its almost close enough to be personal preference. Of course, its easier to get the shortbow over the hexhunter. You'll probably want to get a second bind of sagittarian arrows (so you have 225), which does not need to be from skeletal trio once you have the shortbow (as Sagittare can also drop sagittarian arrows).
Magic is simple. All the plain wooden staves (e.g. gravecreeper staff) give infinite elemental runes, so bind one of those (the catalytic staves do nothing and elemental staves give only one rune) - unless you are 99 magic, where you should bind a celestial catalytic staff (which also has infinite elemental runes). Between 83 and 90 magic a doomcore staff also is better.
For ammo, if you have a bow bound (and use it), you'll want some arrows, the highest you can use. If not, law runes are preferred.
A shadow silk hood is still useful, but less so since EoC where mobs do less damage, and also in occult and warped floors which have extra mages to disable it. A blood necklace is useful in its stead, especially as a meleer.
In terms of loadout, I roll with hood, body, legs and weapon of the style. You may prefer to swap legs out for a weapon of a different style - that's more preference, and you would need to setup your hotbar either to have both styles, or be comfortable with swapping them on the fly.
General guide[edit | edit source]
The key point of higher-end dungeoneering is listening to the party leader. Even though the role of a 'keyer' was removed, a party leader is still key for organising where everyone should go and do. The role of a party leader is generally harder than that of anyone else.
Everyone needs to pay attention to the chatbox. Turn game chat to filter! Public chat is the basic way of communicating in a dungeon so pay attention. Another important thing is to make runes. You will be expected to create gatestones and teleport to the group gatestone, so it is imperative that you have cosmic and law runes available.
Turn off XP-share. This helps with pathing (more on this later).
As a non-leader, you need to listen to the leader. (S)He'll give commands and you should follow them, or let him/her know why you can't ("gate here" - "can't, gated [somewhere else]", etc). If you are idle, you should generally go with the leader, but when a room with a split is found, where multiple doors can be opened (i.e. not key-locked) then you should split up until you are required or a branch is ended.
If you are asked to mgt, doing is as quickly as possible is imperative, unless your gate is already in place. As you open doors, calling out any guardian doors (especially those you cannot solo), any multi-person puzzles (levers, emotes), any skill doors/rooms you cannot do and such is a good idea. Generally keeping the party informed is wise.
Gating a key door is important for speeding up the dungeon, especially those at the end of paths. Also, gating the boss is important, and after the boss is dead, the end (unless the dungeon is already complete). You do not have to have everyone at the boss - most can easily be done with 3 people in a 5:5. Some, like Thunderous, are better with less - if you do not know/are unreliable are avoiding his attacks, you can slow the boss by letting him heal.
Do not kill every monster. This is a common thing, but killing every monster takes far too much time. Only monsters in rooms with a guardian door should be killed, as well as certain other puzzle rooms (notably, emotes). If you are in the only possible room to open, and it is a longer puzzle room that only one person can do, killing the monsters in that room can be done to pass time and make it less hostile for the puzzle solver.
Learning the terminology is useful, especially if you go with randoms more, as its probably what they will use.
Terminology[edit | edit source]
|Term||What it is||What it actually means|
|gd||Guardian door||The room being referenced contains a guardian door, so all the monsters in it must be killed for the door to be opened|
Generally the only rooms that can always be opened - though bonus rooms may contain slayer monsters above your level
|m, mark||Marker/marked||Often with modifiers, this refers to the mark a party leader can apply to a monster to make it get a flashing arrow on the screen|
Often used to mark a skill room or door that a higher level player in that skill needs to go do, nearby to the group gatestone
|gdm||Guardian door marked||The marker is at a guardian door (usually close to the group gatestone)|
|ig m, ignore m, ignore mark||Ignore marker||Its is easy to accidentally right-click and set the mark on a monster - so this is a catch for that|
|n, e, s, w||North, East, South, West||Cardinal directions, use to state where things are or tell players to open those doors and such ("gaz, go n", "gd s and w", etc)|
|gate, ggs||gatestone, group gatestone||Context dependant, it references your personal gatestone, or the group gatestone, or as a verb - see below for more|
Often shortened to g in other abbrevations, but rarely alone
ggs refers solely to the group gatestone, and is less used
|gate [key abbreviation/other door/room]||Put your personal gatestone at the given room||Create a personal gatestone (if you haven't already), and drop it at the locked door (for keys/skills) or in the room (for skills room), or even in the previous room (often if dangerous)|
|gt||Gate to, gate teleport/group teleport||Cast group gatestone teleport|
Many modifiers available, including adding names (so gt gaz means I should group gatestone teleport), see below
|gtgd||Gate to guardian door||Cast group gatestone teleport and do the guardian door it is at|
|gtb||Gate to boss||Cast group gatestone teleport and kill the boss|
|gte||Gate to end||Cast group gatestone teleport and end the dungeon|
|gtemotes, gt emotes||Gate to emotes||Cast group gatestone teleport and take position on the pressure pads (in the Follow the Leader puzzle room), kill monsters if needed|
Often combined with +number, to say how many people are missing from the room
|gtl, gtlevs, gtlevers||Gate to levers||Cast group gatestone teleport and take position at a lever (in the lever room puzzle), ignore monsters|
Often combined with +number, to say how many people are missing from the room
|gtramo||Gate to ramokee||Cast group gatestone teleport and kill the monsters in the ramokee familiars room|
|mgt||Move gate to||Move the gatestone to the referenced location, or to where the referenced player is|
Usually involves creating a gatestone, teleporting to the group gatestone, picking it up, and teleporting back to your personal gatestone, and dropping the group gatestone - confirm with leader if you have to break your gatestone to do this
|bgt||Buying gate teleport||The player wants the group gatestone so that they can move it - if you have it, drop it|
|sgt||Selling gate teleport||The player wants someone to move the group gatestone somewhere else (because they are at a dead end or similar)|
Less used in lieu of mgt
|cgt||Carry gate teleport||The referenced player should carry the group gatestone until the room/branch they are on is exhausted, then they should teleport to their personal gatestone - usually followed by mgt to say when to go|
|bon||Bonus||The referenced room is bonus, not part of the critical path|
|fr/frozen, ab1, furn, ab2, occ, warp +#||Frozen, Abandoned 1, Furnished, Abandoned 2, Occult, Warped floor; requires # more people||The theme of the floor is all that matters, so that is what is usually stated when asking for people to join|
A number appended with a + means they require that many more people for a 5:5 floor (e.g. occ+3 means I am doing an occult theme floor and require 3 more people)
|tf||Thunderous floor||The floor we are about to do/are doing may spawn Yk'Lagor the Thunderous (i.e. is floor 45, 46 or 47), one of the bosses that some people are bad at|
|rq||Ragequit||Leave the dungeon|
|rg||Re-group||Leave the dungeon and join the new party|
|pot||Potion||In a dungeon, refers to a potion of some kind (usually with modifier, e.g. surv pot - survivalist potion)|
Outside of dungeon, used to show that the dungeon is about to start and any overloads or prayer renewals should be taken
|gazer, eddi, ns, reborn, merc||Soulgazer, Eddimu, Night spider, Reborn mage, Mercenary leader||Various monsters in Daemonheim|
|hex, bn, ssh||Hexhunter bow, Blood necklace, Shadow silk hood||Commonly bound slayer items|
Keys[edit | edit source]
Keys are often abbreviated too. They usually take the form of [colour][shape], e.g. od is orange diamond, gor is gold rectangle, and so on.
|o, or||Orange||d, dia||Diamond|
|c, cr, crim||Crimson||t, tri||Triangle|
Be aware of using g (for colour) or c (for shape) alone - this can be confusing between green/gold and crescent/corner, as well as cr for crimson/crescent. Also, try not to confuse these abbreviations with anything else, for example ssh for silver shield/shadow silk hood, or more importantly w/s for west/south.
Notes on things[edit | edit source]
Puzzles[edit | edit source]
See above for main guides to puzzles - I will only note for some of them. Above all, completing the puzzle should take presedence over killing monsters. Even in rooms where a chatbox option must be made (magical construct, statues, poltergeist), generally you don't need to kill monsters - just spamming the key is effective. The possible exception to this is when the herb required in the poltergeist room is on the second page of options.
- Sliding statues
One person can do each side - but multiple people on each side can mess it up.
Pay attention to the statues - messing up really cuts into time. Also, one of the non-guardian door rooms where killing all monsters is preferred.
One person - usually the party leader - does a countdown and everyone pulls the lever at the same time. Failure to do so more than once can often kill a full-health player. A practiced leader can do a 5:5 lever room with 4 people, but this is not recommended unless someone has left the party. Ignore the monsters in the room.
- Flip tiles
Usually best to follow the 'chase down' method given in the main page, but then force the remaining tiles. If multiple people can do the puzzle, it is best for only one to.
Usually requires at least 3 people in a 5:5. Especially useful abilities are Chain and Ricochet for mages and rangers. Remember, the shades do not have to be killed, only distracted, to make them stop hitting the monolith. Ideally kill them however, or the number of them quickly becomes unmanageable. Failing the monolith once often makes the second time easier to succeed.
All target the correct one - if the party leader is present, marking the correct one is often useful for the first few as people arrive.
Ideally, one player takes each spot. The successful player should drop an item (usually 1 coin, using drop-x) on the correct one, unless all 3 others have been activated.
Either one person do, or 3 people stand on a pressure pad with the lights in the crystal. If one or none of the crystals is activated upon entering the room, a good strategy is to activate the crystals right when the light reaches the center. This eliminates the need to wait and stand on pressure pads.
Not worth completing the maze unless there is a key in the centre. If not, just skirt around the edges to the doors (you do not have to complete the maze to open the doors). Use gatestones to teleport around the maze if is spewing gas.
Does not require feathers.
- Fishing ferret
Does require feathers. Remember the ferret goes diagonally if possible first, then proceeds in a straight line to the fish.
- Coloured ferrets
Only one person enter the room. More than one person will seriously mess up the room - let one person who knows what they are doing complete the room. Remember, scaring the ferrets makes them run randomly. Ignore monsters.
- Lodestone jumping puzzle
Only one person should cross. They should leave a gatestone at the entrance, or use the group gatestone to get back across.
- Mining room
Ideally only mine the direct route to the door(s) - make sure to fix the struts if you can.
- Winch bridge/Statue bridge/Tightrope
Players not solving the puzzles can use ranged or magic to kill monsters on the other side, if a guardian door. Additionally, for puzzles involving the throwing of a rope, two players throwing the rope simultaneously negates the need for operating the winch, as it will cause a bridge to spawn instantaneously.
Since EoC, far easier than it used to be.
- Mercenary Leader
Again, since EoC much easier. Rangers help, especially with rapidfire.
- Hunter ferret
Often quicker to just make the traps.
- Enigmatic Hoardstalker
Be aware of where things are and what the answers are. Remember you can give him things that are not (o) if the doors are above your Thieving level.
Ideally two people, one on either side, pushing the barrel. Usually a slow room, candidate for skipping if near the end and boss found.
- Agility Maze/Broken Plank Bridge
Take the group gatestone across - room does not necessarily have to be completed.
Someone may need to distract the monsters from the puzzle solver so they can collect the herb.
- Unhappy Ghost
Split up, do what you can do.
- Coloured Recess
Split up, one person make the colours and one or more move the pillars into position.
- Flower Roots
If multiple people can do the room, split up.
Sometimes better to do alone - sometimes two people can work together on it. Team dependant.
- Portal Maze
Players just enter through the center portal, and then take the portal opposite of the one they spawn at. Note that you can not take teleport to the gatestone when it's in the center, so all players must complete the puzzle traditionally.
Bosses[edit | edit source]
I won't be covering all bosses, but info on many encountered in larges.
- Skeletal Horde
One person close the tunnels, everyone else concentrate on killing.
- Hobgoblin Geomancer
Remember, no prayer.
- Bulwark beast
This boss can be killed with Magic, saving the time to chip through the hull. Alternatively, you can use a melee weapon and spam abilities, which do take health from the hull. Once the hull has been destroyed, this boss can be fought as normal.
- Unholy Cursebearer
Still as easy as before.
- Shadow-Forger Ihlakhizan
Since EoC the blinding attack does little damage, but still drains combat stats significantly. Hiding is still suggested.
- Bal'lak the Pummeller
The player he is targeting should lead him over the portals.
- Skeletal Trio
Really no trouble since EoC. If they get bunched together, AoE attacks are very effective.
- Runebound Behemoth
Try to always keep at least one crystal down, to prevent the overpowered AoE attack.
Easier than before as ranging is more effective.
One person runs in with group gatestone and stands against the hand-wall, a few steps from the actual wall. One person stands just away from them to tank the skeletons (ideally a meleer), and everyone else range/mages the necrolord.
- Flesh-spoiler Haasghenahk
Easier than before EoC. Bombardment/other AoE abilites are especially good against the flesh-spoiler spawn.
- Yk'Lagor the Thunderous
If you are lagging or otherwise cannot reliably avoid the specials - especially the "Come Closer" one, you may be more for a detriment than a help for the team. Anytime he says anything, run behind the pillar. The pillars on the left of the door are a little closer than the right side.
One of the most difficult bosses in Dungeoneering post-EOC. His room contains an assortment of pillars. The goal is to raise the pillar in front of Blink before he is able to run into the portal. Once Blink is knocked down, you can attack him normally until he teleports off and begins running again. Note that it is 'essential' that players keep Protect/Deflect Ranged on. Otherwise, they will take damage that is even more excessive than normal.
- Warped Gulega
As long as the LP-1 attack is avoided, he can easily be done without a familiar. Takes awhile though, as all non-familiar damage is halved. Incendiary shot, however, is not and still hits the normal 5000 (as it is capped against bosses).
Keep moving. The puddles on the floor are pretty dangerous.
- Hope Devourer
Pre-EoC strategies no longer really needed. Just kill it.
- World-gorger Shurkarhazh
Everyone use one style, and take out the eyes of the other two styles. Not that hard.
- Kal'Ger the Warmonger
The gatestone does not need to be moved around as it did pre-EOC. Players can easily melee him through his melee phases, and then use ranged for both the ranged and magic phases.
Pathing[edit | edit source]
Pathing is an important part of the dungeon. Determining which path is the critical path and which is bonus will speed up the dungeon. There is one key method: skill doors/rooms on critical paths will always be in a 10-level range of the highest level in that skill in the dungeon - e.g. if the highest farming level in the dungeon is 84, the farming level requirements for the critical path will always be between level 75 and 84, inclusive. Now, the experience given by a door is precisely . This means, for level 99 skills, that the experience will always be between 460 (level 90 door) and 505 (for level 99) (ignoring pendant and avatar boosts).
Note: Some rooms have different formulas for calculating xp. For example, the poltergeist room is (lvl x 1.5) + 2.5 and the flowers in the vine room are level x 1.5.
This means that if you have a player with level 99 in all the skills used by doors and puzzles (read: all of them), or at least 99s in all of them in the party collectively, then any doors with less than 460 experience given are definitely bonus rooms - as are doors with requirements of 100 or over. Doors with experience between 460 and 505 may be critical path, or may be bonus.
The key point is that XP share has to be off for this to work. With XP share on, the experience is split and is generally harder to determine. .
In addition, the group gatestone should be kept on the largest available path when not in use at any specific room. For example, if you find yourself in a room that has a door to the east, which is 2 spaces from the edge of the map, and a door the the west, which is 5 spaces from the edge of the map. In this case, you want to carry the gatestone west, as it has the largest number of potential rooms. Note that the potential number of rooms available may not be determined solely by distance from the edge of the map, so it is up to the individual to determine which path is more valuable.
Regardless of whether or not they are in possession of the group gatestone, users who are running a path alone should always do so when they have a free personal gatestone. This way, any key doors or doors that require the GGS to be moved in for assistance can be gated and accessed at a moment's notice.
Small notes on hosting[edit | edit source]
Hosting floors is a bit harder than just being a member of a party, considering that you will spawn with the group gatestone and such. Generally, it is a good idea to let somebody with good dungeoneering experience (not necessarily just experience in the skill) to host. With that being said, hosting is probably one of the best ways to improve your dungeoneering, as it forces you to make decisions on a macro level that can affect the whole party; instead of when you path by yourself and you make a small mistake nobody ever sees.
Before getting on about the more delicate points of hosting, realize that one must be open to criticism. Not everybody is perfect. Take every floor you host as a possible means of others constructively criticizing you. Take their comments to heart, and learn from them.
So, more on the finer points of hosting. The host has several important duties that need to be utilized effectively to speed up dungeoneering floors. One of these is that they spawn with the group gatestone. The group gatestone is one of the most important items in dungeoneering, as it allows you to effectively distribute party members around the map. Since the host starts off with this item in their inventory, it is imperative that they know how to utilize it. As said before, the group gatestone should always go on the largest path. This means that the host should constantly be opening the map, possibly calling for a party member to move the group gatestone if they come upon a path bigger than the one the GGS is currently on.
This brings us on to the next point, which actually should apply to all party members: use the map. The map is the MOST important feature in dungeoneering. The flaw of many dungeoneerers, both low and high level alike, is that they do not utilize the map. In a large size dungeon, there is a maximum of 64 possible rooms, in a 8x8 square. This means that, at maximum, 63 doors (not including the starting room) will be opened. It is very easy to lose track of where you specifically are in the map. Personally, I open the map every time a door is opened, since the engine that controls the generation of dungeoneering rooms on Runescape is extremely unpredictable.
Remember, you are a party LEADER, so act like one. Do not be afraid to give commands to other party members. Instead of asking "Liquidhelium, can you please gate the purple pentagon door?" a leader should say something along the lines of "Liq gate pp." The sole reason for this is that giving commands like this consists of less typing and puts less stress on the party leader, since they are paying enough attention to multiple other aspects of the dungeon as it is.
A couple tips on being a good party member[edit | edit source]
Obviously, a dungeoneering team is usually composed of 5 people, and they all basically have equal responsibility in a dungeon. The party members (aside from the host) make up the bulk of the team, and clearly 4 people will be working and opening more doors than just the 1 host. A couple tips on how to be a better party member:
For one, as said before, open the map frequently and keep a good bearing on what is happening in the dungeon. Be helpful, not hurtful. If, for example, you see the party leader who has the group gatestone is about to run into a dead end, don't just wait for him to call out for somebody to move the gatestone, offer to move it beforehand. This will cut down on idle time and inevitably make a dungeon faster.
This leads on to the next point of being a good party member: prioritize your own path. Do not simply follow the party leader mindlessly and not paying attention to the door which you have gated. If you hear a call out that the key to your door has been found or you see the in-game message pop up, teleport to your personal gatestone, open the door, and gate what's behind it (unless it's a dead end). Now, if you are needed at the group gatestone, such as if you have the only skill level on a team, obviously go and help them out with that. But always make sure to keep things gated. It is definitely better to have your gatestone down in what you might think is a useless place, then just keeping it in your inventory.