Dungeoneering for Dummies
Huge special thanks to: Chu Dsl, Warfare52, Corrupt Idea, and El Bomb
Last updated on: 19/05/2016
The puzzle portion of this guide was ported to Tip.it's main page, located here.
Need a dungeoneering clan? Check out DGS.
I'm Tui, ex-admin of DGS with well over 200m xp gained in the skill. I've spent hundreds of hours teaching the skill and experimenting with it. I was in charge of resolving discussions regarding efficiency in DGS for well over a year. I authored various dungeoneering guides and it is my hope to pass on this knowledge to future generations of dungeoneers.
This guide is intended for anyone who considers themself lacking in some aspects of the skill. It somewhat progresses from the absolute beginner to the experienced. My other guides are primarily targeted at the expert, though you may wish to read them once you've got a good understanding of these "basics".
Feedback or pointing out mistakes is appreciated. Even more appreciated is quoting with your own wording/correction provided.
@ Tif staff, you are free to edit this guide. I'd appreciate it if you pm me any edits.
I hope you enjoy that I suffered through hundreds of 20 minute floors so you don't have to. Good luck, and most of all, enjoy it: this skill is addicting when you play with friends, compare times, and even forget your goal. If you're interested I'm sure you'll improve quickly. Even my first time keying was a disaster ;)
Table of Contents Introduction [iNTD] Getting started [GTSD]Prestige [PRST]Familiarizing yourself with Daemonheim [FYWD]Low-level training [LLTN]Skilling & Rushing [sKRS]Binds [bNDS]Class Rings [CSRG]Floor choices [FLCH]The Map (Part I) [TMP1]Critical path [CRPT]Abilities [ABLT]Monsters [MSTR]Puzzles [PZZL]Miscellaneous [MSCS]Bosses [bSSS]Credits [CRDT]Dungeoneering is a safe skill. Dying inside Daemonheim only has an xp penalty (-13%).
The purpose of this skill is to open rooms to get to & kill the boss to go to the next floor. The more rooms opened the more xp gained.
None (but must be able to bank all items)
At the arrow click Sail Fremennik shipmaster.
At the question mark talk to the dg tutor to receive a Ring of kingship (ring). You can now teleport to the yellow square where the Rewards Trader is. Bank all your items except for your ring.
Click on your ring. This will open a Party Organizer tab, allowing you to venture into daemonheim.
Click form a party. Click “Change” adjacent to floor to select the floor, right now only 1, so click confirm. Click “Complexity” and click confirm. Clicking confirm without selecting a number will choose your highest. All portals in this area are useless. Click Climb-down Dungeon entrance, marked on the map above by the arrows. You are now in daemonheim. Right click and select bind on the battleaxe or the bow and arrows. Armour doesn't matter much now but at 20 dungeoneering you will be able to bind a body to wear. Right click the NPC “Bind-setup Smuggler” and click this arrow:
There are 6 types of doors in dg: a regular enter door, a skill requirement door, a guardian door, a key door, a puzzle door and the boss door. Key doors require you to pick up keys from the floor (up to 1 key found per room). Guardian doors require you to kill all monsters in the room. Puzzle doors require you to complete the puzzle. The boss door is a 1 way door, as you cannot exit the boss room in combat without the use of teleports.
Open doors and watch the minimap for red dots so you can pick up keys. In the last room you will fight a boss, kill it and click End-dungeon Dungeon ladder. You will now see an interface showing how much xp you earned. Click the arrow in the top right of this interface and then click the . You can also right click the  to leave.
You will need to continue doing another 4 extremely similar floors to unlock complexity 6 (c6).
Open your party details by clicking your ring. View the floors available.
If every single floor has a check mark beside it, click the reset button
Failure to do so will cause a dramatic decrease in xp. Clicking the reset button without having all your floors checked off will also cause a dramatic decrease in xp.
Your party details also tells you how many floors are checked off (Current Progress) and how many you checked off before resetting last time (prestige/previous progress). The order you do your floors in does not matter. If you check off more floors than you did last time your prestige will go up without resetting for the remaining floors. Eg. I did floor 1-3 before resetting last time and am therefore 3 prestige. From doing floors 1-3 I unlocked f4, so I do that and get 4 prestige for it. All floors are now checked off so I reset and now have 4 prestige.
Floors in dg are split into themes. You can complete any floor of a theme to count for another. For example, if I've done floor 11 and do it again it will check off floor 10 with no xp penalty. Floor 12, being a different theme, cannot count for floor 11. Doing a lower floor to count for a higher floor (all lower floors of that theme complete) reduces your xp, although sometimes it is worth the decrease in xp to avoid certain bosses. The Bosses section suggests which floors to do in each theme.
Familiarizing yourself with Daemonheim
Your starting room is your base where you can loot your starting items, purchase supplies, process resources, and home teleport to.
Anything unmarked is useless and should be ignored unless crafting a specific item to bind. You can find details on how to make those items elsewhere.
The first thing to get used to is which fish to take. Usually, the answer is Salve Eels, but you can examine any item or resource in daemonheim to find out what tier it is.
At the start of each dungeon you will probably want to loot a little food, pick up an expensive item to sell to the smuggler to purchase feathers and rune essence, and then go to the rc altar and craft cosmic and law runes. Be wary of keys that hide under the smuggler and create and lay a personal gatestone at the base.
Any time you run into a room that you don't immediately understand how to do refer to a puzzles guide on how to complete the room quickly. Your first time in a room it may be worthwhile to kill all monsters in it to get used to the puzzle.
Should I kill all monsters all the time?
Only kill monsters in rooms that are necessary (guardian doors and some puzzles). You will get much faster dg xp/hr and survival is almost never an issue. In fact, survival is so easy that you can go through many dungeons without eating a single piece of food, making it inefficient to pick up excess amounts.
Survival trouble? Completing the easy Daemonheim tasks gives you 1 consequence free death per day.
Low-level training options
Every 5 or so levels you unlock a new resource dungeon located somewhere. Visit each new one for xp.
Daily Challenges earn a large chunk of xp in the skill and gives a free Squeal of Fortune spin. Dungeoneering challenges are always to complete a single floor on c6 of any size. You can toggle all maxed skills off to prevent that skill's tasks being assigned by talking to Captain Haskell just south of the bank in Burthrope. You turn in your daily challenge to him.
Recommended D&Ds Tears of GuthixPenguinsSinkholes
Sinkholes is a 5 player D&D only doable twice a day. You slaughter all monsters and bring their loot and resources you find back to the base for 7 minutes. I find this D&D very boring so I haven't researched it, but apparently it's good xp.
Other D&Ds for XP Troll InvasionSqueal of FortuneRewards from Quests or Tasks.
This is where you don't participate and others do the floor for you. You have 2 main options.
There is a free leeching friends chat requiring 90 cmb in which generally 1 high level player will solo a large low floor # in around 20-30 minutes where you only participate in emotes, levers, and portals rooms. For more details, look on the rsof.
Your other option is to pay gp for someone to do floors for you. This is a trust trade and you can find lots of groups on the rsof that do this. The most trustworthy ones will have a big friend's chat.
If you are f2p and minimum combat level you can join many dg teams and leech for free. F2p is much worse xp than p2p. You can try the themed world (7) or look on rsof.
Things like multilogging training dg, having friends let you leech, and buying floors is against the spirit of the game. Dungeoneering is by far the most in-depth skill and while there is something to be said about the efficiency of leeching, in the long run you're the one who loses out.
Teams make the skill a lot more fun, but you need a decent (~59+) dg level for majority of teams.
And your other training option is... daemonheim! As described in detail throughout this guide.
Skilling & Rushing
Some skills are efficient to collect while dungeoneering simply for the fast xp it provides. It is very frowned upon to do with teammates because it is never efficient for dg xp / hr to skill.
The only skills that you should train while dungeoneering are: Fishing Mining (mine all rocks in a Mining cross room)WoodcuttingFiremaking (if training woodcuting)Summoning (if you have resources)ThievingYou should only collect resources of tiers that are close to your level. For example, at 90 mining I would only bother mining tier 8 and higher resources; Katagon, Gorgonite, and Promethium. You can see what tier a resource is by examining it.
Thieving chests do not show tier upon examine. Loot all if you value thieving xp.
The gatherer class provides extra resources while skilling but you do not get xp for those resources.
Rushing your low floors
Most people with ~50+ dg opt to rush through their low floors because of the low xp received from them. This is always done on C1 with the party designed for 1 player upon entering. Doing your C1s as a team makes it marginally faster. There is no group gatestone in c1s but casting the spell will teleport you to the party leader.
Another option if you value skilling xp is to do these rushes as a complexity 2 or 3 so you can fish, woodcut, firemake, and/or mine. Having your ammo bind as cosmics is helpful. You can buy feathers from the smuggler.
You may keep up to 10 binds stored. These can be managed from the Smuggler. You may have one separate active ammo bind and may not store any. Throwing knives and their off-hand versions are stored as if they were regular binds up but with up to 125 (or 225) kept.
The quest Salt in the Wound allows your ammo bind to store 225 instead of the regular 125.
Ammo includes all arrows, runes, and the now useless celestial surge box. Staves, wands, and orbs provide infinite elemental runes allowing you to cast any offensive spell without the use of an ammo bind.
The toolbelt contains all the necessary dg tools by default. It does not provide feathers for the fishing ferret puzzle. Like binds, you can replace the hatchet and pickaxe with a higher tiered version by selecting “Add-to toolbelt Primal Hatchet”. If you add a higher tiered tool than you can use it will act as the highest tiered tool that you could use. A higher tier tool will cause less failures on skill doors and is vital for skilling described in the previous section.
You can obtain items to bind by either collecting the resources and processing it or by killing certain dg bosses for the items. Tier 11 (level 99) equipment is only obtainable as drops by bosses. The friend's chat “Dung Smith” is a good fc for requesting items made. You can sometimes find hunts for certain items in themed worlds or organized by friends. It is recommended you do a boss hunt as follows.
T11 Item hunts:
In addition all hunts should be done with Guide mode on. The box in the bottom right of your party details does this. Guide mode highlights required doors on your map so you can get to and kill the boss for the item quicker. There is a glitch that the guide mode box stays checked off when you exit a c6 guide mode floor, but is not actually enabled. Clicking it once enables it.
Your binds will be dependent on the combat style(s) you choose to use and your levels.
A 2 handed sword > Maul > Spear, but only of the same tier.
*Hood = Shadow silk hood
For magic and ranged dual wielding is ideal but requires 2 active binds, which is only worth it once you have 4 or 5 binds.
The combat triangle is crucial when selecting your primary and secondary style. If your secondary style isn't most effective on your primary style's weakness, your secondary style will be far less effective.
Suggested primary/secondary options:
If you are using ranged or magic as your primary style consider using an offhand over hood. But with melee primarily, the hood is an important deterrent to stat reduction and binds. Dual-wield knives as your secondary to melee should only be used for speeds. Dual-wield has marginally better abilities and opens up ammo binds for rangers, but has a short attack range and deals less damage on the initial hit before abilities are used.
If you're f2p or under 80 combat stats magic will generally be best unless you are significantly better at melee/ranged. Past 80 pick whatever is highest with melee being slightly better at even levels.
No other binds are worth using.
You ammo bind should be one of the following: Laws (if not using a bow)Cosmics (Temporarily for solo rushing)Arrows (If using a setup with a bow)If you do not have 54 rc to craft laws but have 64 magic to cast group gatestone teleport you must bind laws. Get a friend to help you bind laws as your ammo bind. Similarly under 27 rc with 34+ magic must bind cosmics. Note that laws, cosmics, deaths, etc. do not require their usual quests or p2p status to craft in daemonheim.
When in a dungeon you can right click your ring of kinship and select “customize”. This allows you to spend tokens to get a boost in a certain class.
The only rings worth using are as follows: Berserker (increased accuracy with a 2h weapon)Desperado (increased ranged levels)Blazer (extra fixed damage splats)Gatherer (only useful for making items to bind)Your ring of kinship can only use one class at a time unless you've done the dg task set. You can have a secondary class that you can switch to in combat by right clicking your ring. This is called your quickswitch.
If you've done the task set you can perm Blazer or Desperado and quickswitch between Blitzer or Sniper and your other style.
After purchasing a ring tier you must select the class by clicking “Switch-to” and right click option “QuickSwitch” for your secondary style of combat.
Recommended Ring Tiers:
Buying the first tier of Desperado jumps straight to 55% of tier 10 and costs only 135 tokens.
Table assumes Chaotics or beyond goal.
You can also reset your ring of kinship ONCE to get back all tokens you spent on tiers.
Recommended items: Prayer renewals, ideally (1) doseOverloads, ideally (1) doseHow to do your floors:
If you value skilling xp in the skills recommended in Skilling & Rushing replace all C1s with solo C2s.
I.e. As a lvl 62 dg'er I would c1 rush 1-5, c2 1-11, or c1 1-11 with a team.
You should always do some solos each reset. It is vital that you learn and practice how to do every puzzle and manage your gates alone.
Once you unlock occults be sure to key/solo some occs to get the occult-unique books puzzle.
The Map (Part I)
Read this guide instead. The images here are broken and I thought I'd saved a copy of all images in this guide, but apparently not.
Chain - hits up to 2 additional enemies that are within 4 squares of the target.
Dragon Breath - must be adjacent to target. AoE attack.
Asphyxiate - 6 second combo attack
Wild Magic - 219% twice
Group gatestone teleport
Combust - Does not stack with Blazer ring class. Avoid usage.
Impact - Use if no other ability available. Hits 100% weapon damage.
Piercing shot - up to 125% wep dmg
Dazing Shot (2h)
Needle strike (DW) - increases your next attack's critical hit and will last the entirety of any combo attack, such as Rapid fire.
Ricochet - hits up to 2 additional enemies that are within 4 squares of the target.
Fragmentation shot - 3 splats, force target to move by standing under.
Bombardment - AoE adjacent to target.
Rapid fire - 6 second combo attack
The hotkeys you choose on your ability bar is up to preference but you want to be close to F-keys and avoid using 1, 2, 3, or 4 as it means you can interrupt yourself when trying to do certain puzzles, such as 3 stats or polter. Using these numbers as hotkeys is not game breaking (unless you put them to gates) but it is better to get used to simply having your hand down a row to minimize mistakes. Clicking abilities or not using F-keys (F1, F2, F3, F4, F5) dramatically reduces your apm (actions per minute).
Ability usage -
No matter what style you should always be alternating your basics as such:
Slice, Dismember, Slice, Sever, Slice, Cleave, Slice*, %5BUseful threshold%5D
Slice is analogous to Piercing shot / Wrack.
By this point if you had a regular attack before your first slice you will be able to threshold. Unless you have the ability book open to Smash use this Slice.
Hotkey usage will probably look like this:
Here I am pressing once per tick. You can only use an ability once in every 3 ticks regardless of cooldowns. Stacking abilities and regular attacks is not worth it. You can either click your gates on your ability bar or use hotkeys. Using hotkeys is more prone to accidental teleports but is marginally faster. If you need to read this guide you should probably just click. Having T unassigned to a hotkey allows you to quickly select targets by pressing T and clicking a monster. This is useful for switching targets and not having your ability attack your previous target by mistake while you run towards your new target. The WASD keys also act as arrow keys if you do not have them assigned to anything.
You should use anticipation whenever you see a forgotten mage, ideally right after it dehoods you if using hood. Using freedom should be reserved only for when you don't have anticipation. If you are primarily a ranger or mage using anticipation in gds isn't usually necessary. For melee even if you are within attacking distance it is usually worth it to use anticipation unless you have a threshold ready.
When running through empty rooms it can be worthwhile to use Anticipation alternating with Freedom every 10 seconds to conserve adrenaline to dish out thresholds as soon as you hit a gd. Similarly you should also remove your hood sometimes for this same reason.
You can also put other things on your ability bar, such as your ring of kinship which allows you to have your quickswitch clickable on the ability bar. It takes up two spaces if you want to be able to switch back. You cannot press a hotkey to switch. I don't consider this generally worth it.
You can put prayers, food, etc. on your ability bar. You can even drop your personal gatestone via the ability bar but it is glitched and doesn't work a lot of the time.
Almost all monsters are weak against their combat triangle weakness*. Switching styles mid gds requires apm and often delays attacks if done improperly. You should ideally switch to the correct style if you have it against things within 3/4ths of your combat level. Necromancers within 1/2. If you have thresholds ready consider continued usage of your primary style unless the gd is packed with monsters weak to your secondary or even tertiary if applicable. That said, eoc made gds a lot quicker so you aren't wasting as much time as you used to if you never switch styles!
Your combat tab (F5) will show you your active target and it's weakness to use if you are unsure.
*Hellhounds are an exception, as they are meleers yet are weak to Melee. Bosses use multiple styles and jagex claims they have no weakness.
Forgotten mages can bind you, dehood you, and reduce your attack, strength, and defense.
Reborn mages which are exclusive to warped floors will dehood you, can reduce your stats, and can summon Reborn Warriors which last around 1 minute or until you kill them and will teleport into rooms you go into & block gds from being opened. You should always kill reborn mages first in a room.
Necromancers from the occult theme will dehood you and summon melee-zombies similar to their level. Kill necros first.
Dragons can hit up to around 2000 with their dragon breath. Mage prayer inside daemonheim will reduce this to around 100.
Certain slayer monsters can be found in Daemonheim. They do count towards your task and there are even some exclusive enemies requiring 41, 71, 90, and 99 slayer to kill.
Rest continued in another post due to img limit.
Prayer flashing – since you use an ability every 3rd tick you can also flash an offensive prayer on these ticks to conserve prayer. For protection prayers usually every 2nd tick is best, unless you know the timing of the monster you're fighting. Your click must be received by Jagex the tick before you attack and the deactivating click as soon as the animation starts, which is usually when the hitsplat appears.
Monsters killed from typeless damage (Blood necklace, Wrath, Retribution) can drop their unique drops (blood necklace, promethium dagger, hexhunter bow, dromoleather body, etc.) but will not drop player-based drops, such as food and resources. This is because those drops are catered to your stats and dungeon, unlike unique drops. You can get slayer drops this way but it takes very long and others with the slayer level can easily get the kill instead.
This allows you to rotate your screen much faster which is very helpful. It may take a little while to get used to.
Fixed screen mode
You can see much less which is super helpful to your “I'm so good I can dungeoneer with my eyes closed” goal. Good luck.
You should have max brightness and all graphics setting on the lowest if you want the least lag and be able to see everything the best.
Ramokee monsters and shades currently have a glitch where they will heal to full if not in combat for a few seconds. Think some other 'mons do too, Idr.
Some bonus rooms will require levels above the highest on the team going all the way up to 105 for any potable (non-pray/summ) skill door or puzzle. It is worth looting herb drops and chests and sometimes even worth farming to complete these rooms. The following herbs should be looted: Valerian, Magebane, Lycopus, Sage, Wormwood, Winter's Grip. They are grouped in 3s to make different strengths of the same potion. Generally a weak potion boosts your level by 4, medium by 7, and strong by 11.
You can buy the secondaries for the potions from the smuggler, as well as vials needed.
It is highly recommended to make your notes as follows:
Teaming up -
If you are hosting a floor you are the one “keying” it. This means you are in charge of directing people and opening a lot of doors. This only really applies with bad teams, as on advanced teams everyone will contribute the best they can in directing each other and opening doors. If you are on a themed world try and gauge who you can trust to follow directions asap.
If you are not the keyer you should be listening to directions, ggsing when you don't know what to do and exploring paths to gate doors for them. You should also talk about what you're doing to avoid redundant actions of teammates.
Unless otherwise stated any style works decently. Although research on this is incomplete, so if you notice a style working badly please tell me so. Soulsplit usually works better than protection prayers. Note that you can get all lower bosses from a higher floor of the same theme, but you have the highest chance of getting the specific boss on the bracketed floors. So for example on floor 6 I have a 50% chance of Plane-Freezer and 12.5% chance each for Behemoth, Astea, Icy Bones, and Lum Icefiend. Always use offensive prayers against bosses. Remember that most bosses are stun-immune so abilities such as Kick, Binding shot, and Impact will do extra damage.
Gluttonous Behemoth (f1-2) – You must stand between it and the Bovimastyx or it will heal up during the fight. It can only heal once per fight though. In parties designed for 2 or more players there will be 2 Bovimastyx so the team must split up to block both. Pray melee.
Astea Frostweb (f1-2) – She uses protection prayers which completely protect her from the style, switching once every ~25 seconds. She summons ice spiders and occasionally binds you for 5 seconds. Anticipation does not block the bind but freedom frees you from it. Pray magic.
Icy Bones (f1-2) – He creates ice spikes on the floor around himself but with space inside letting you melee him if you were adjacent. It is therefore recommended to have the ggs (group gatestone) inside this area for meleers to teleport to. Pray melee.
Luminescent icefiend (f3-5) – It hides in ice at 75%, 50%, 25%, and at 1 lp becoming immune to attacks and raining ice spikes down on players. You can avoid these spikes and is easier to do if you are walking as you don't need to change directions midway. The ice spikes are programmed not to be able to KO you, although rare glitches can occur. You can obviously be ko'd from his regular attacks once he finishes his special. You CANNOT teleport out of this room. Pray ranged.
Plane-Freezer Lakhrahnaz (f6-8) – The floor is made out of ice and you will slide on it until you hit an obstacle. It is easier to range or mage this boss. If you are adjacent to him he will occasionally shove you away from him, causing you to slide on the ice until you hit an obstacle. Pray mage (?)
To'Kash the Bloodchiller
To'Kash the Bloodchiller (f9-11) – When he says "Sleep now, in the bitter cold..." he will use his special attack where he will freeze players and damage them a little when freed. If vital you can teleport to your gatestone to cancel this attack. With multiple players one person will be freed and that player can free other players early and prevent extra damage from being received. Pray mage or melee.
Divine Skinweaver/Skeleton Horde
Divine Skinweaver / Skeleton Horde (f12-14) – Skeletons of the 3 combat styles come out of the walls. A max of 5 skeletons can come out at once. Consider attacking all skeletons of 2 styles until all the skeles alive are of the same combat style and use protection prayers against that style. If you need healing, stand on the mat near the divine skinweaver who will heal you in increasing amounts. Each time you kill a certain number of skeletons the Skinweaver will yell at you until you blockade one of the 5 skeleton entrances along the walls. After blocking them all and killing remaining skeles talk to the skinweaver to complete the boss, opening the dungeon exit.
Hobgoblin Geomancer (f12- 14) – Do not use prayers/curses against this boss. He has a special attack which absorbs your prayer and heals if you were using any. He will bind a player occasionally and teleport. Freedom will remove the bind, but anticipation does not block it.
Bulwark Beast (f12-14) – You must mine his armour off before being able to damage him with melee/range. You can mage him immediately. Attacking with a melee weapon such as your fists will default to your pickaxe in your toolbelt. Fury and combo attacks are much more effective than DoT attacks for removing his armour. If the party can mage him, do so. Avoid stepping under him as he will stomp on you. Pray ranged. Do not mage pray as he will drain your prayer. Always mage him in low complexities.
Unholy Cursebearer (f15-17) – The boss will slowly reduce your combat stats. You may Restore them by drinking from the fountain beside the dungeon exit but it will restore a small fraction of his hp. Watch your stats and restore them if you get under 75% regular. After killing the boss restore your stats at the fountain if you aren't finished the dungeon. Pray magic or melee.
Rammernaut (F18-19) – He can occasionally stun players with regular attacks. If he does use freedom. When he yells “CHARGE!” he will run around the room doing extra damage and stunning players. Use anticipation when he does this. You can avoid the attack by staying close to the walls and running. He can crash into the walls with this attack, ending it and stunning him. The corners work the best for this, but the mechanics of this attack are very glitchy, so don't expect to be able to consistently avoid it. Pray melee.
Stomp (F18-19) - At 66%, 33%, and 1 lp it will become immune to damage. It will drop a bunch of rocks and 2 crystals. You must take the crystals to the 2 lodestones otherwise Stomp will heal 33% hp. You can mine the rocks. It is recommended to use anticipation/freedom during this phase to conserve adrenaline. After each phase you want to get rid of remaining rocks by either mining them or waiting for stomp to destroy them with one of his attacks (which he is more likely to do from a distance). If you don't get rid of the rocks there is a chance he will drop the crystals where rocks are, causing them not to appear at all. Pray ranged.
Har'Lakk the Riftsplitter
Har'Lakk the Riftsplitter (F18-19) – He will summon portals that look like colored bubbles under you. Run to a blank square when he does this. Red bubbles do increasing damage that can ko you quickly. Black bubbles reduce your combat stats quickly. Green bubbles poison you for increasing amount. Pray mage or melee.
Lexicus Runewright (F20-23)– He will summon books that hit moderately but are always one hit ko'd. If you are taking too much damage consider killing them. Using melee will result in taking 1/3rd recoil damage for all attacks. He has much higher hp than you so it is hard to survive if meleeing. He will occasionally yell “Book barrage!” and a bunch of books will appear and shortly after explode where players were standing, dealing heavy damage if you did not avoid it. Pray magic.
Sagittare (F23-26)- He prays range so you cannot range. He will teleport away after being dealt ~20% of his maximum health. When he teleports away he says "Back-off" and then "Arrow-rain" and will shoot a volley of arrows into the sky. If you do not move out of the way by moving 4 squares in either direction you will be hit for moderate damage and then stunned. Freedom will break you free the stun, but anticipation will not prevent it. Pray mage.
Night-gazer Khighorahk (F27-29)- There are four pillars of lights in every corner of the room. In solos try to keep at least 2 lit when attacking. In teams keep all four of these lit at all times to deal maximum damage. Anyone within two squares of a light when it goes out suffers minor damage. This boss also a special attack where it will have a blue orb around it and will just up into the air, and then slam itself into the ground. Walk a square away from it or you will suffer high damage. This boss has two forms; the second form is identical to the first except is a lower combat level and the pillars will remain lit.
Shadow-Forger Ihlakhizan (F30-32)- He has one special ability that will hit you for very high damage and lower your stats. When he glows run behind one of the four pillars around him so that you will not get hit. It is very important to not get hit by his special or the fight may take a long time. Pray range.
Bal'lak the Pummeler
Bal'lak the Pummeler (F33-35)- At the top of the screen is a meter showing Bal'lak's defence. As the fight goes his defence will slowly increase and if it gets too high you will hit extremely inaccurately. To counter this lure him (move him) to on top of the green portals he spawns on the floor. While standing on these portals his defence will slowly decrease. His defence will also decrease if there is no one present in the boss room which can be an effective strategy if his defence gets too high. Pray melee.
Skeletal Trio (F36-38)- There are three different monsters; A mage, a ranger, and a melee'r. Each will have an overhead prayer and will pray either melee, range, or magic. The overhead prayer will change every 20 seconds or so on each of the three warriors. The best strategy is to always use your primary style unless all of them are praying against that style at the same time, in which case switch to your secondary. Try and pile one monster if in a team to kill it so you take less damage. Pray Magic until the magic attacker is dead then pray range and finally melee.
Runebound Behemoth (F36-38)- When you enter the room there will be three lodestones and the boss will be praying all three protection prayers. To deal damage you must activate the lodes to turn off his prayers, one correspondes to melee prayer, one to range, etc. It is advised to turn off his melee prayer first since it's most commonly used by players and attacking with melee until the melee prayer turns back on. Then turn off the mage/range lodes until his prayer for those returns and you repeat. If all three of his overhead prayers are on there is a chance he will use his special attack which will fire little balls out of his head that do 1000's of damage each, so avoid having all three protection prayers activated as much as possible. Pray range.
Gravecreeper (F36-38)- He will be in a room with lots of panels on the ground and tombs standing next to them. At 66%, 33%, and 1 lp he will disappear and the graves will turn purple. You must pray at the tombs to get the purple to go away. When he comes back all of the purple will turn into purple spots that will damage you for constant 500's. Because of this it is ideal to pray at tombs that are near each other so you have room to kill him. He also will spawn random places that turn purple and subsequently deal you damage, so try and avoid these. Pray range.
Necrolord (F39-41)- He will be behind a barricade that you cannot pass, which means he cannot be meeled. You MUST use range/mage to fight him. During the fight he will spawn meele skeletons that will deal a decent amount of damage. Stand next to the barricade so less skeletons can attack you at once. Pray range.
Flesh-spoiler Haasghenahk (F42-44)- This boss has two phases. In the first phase he will be in the center and all you have to do is attack him. Occasionally he will shoot out his eye and deal large amounts of damage. In the second phase he will no longer have the eye attack but will spawn lots of minions that deal constant damage. Pray melee for the whole fight.
Yk'Lagor the Thunderous
Yk'Lagor the Thunderous (F45-47)- When you first go into the room he will be in a blue orb and there will be low level mages surrounding him. You have to kill off the mages and then a short animation ensues where he kills the remaining mages and then attacks you. Put the gt behind a pillar on whichever side he is closer to. If you don't do this others can't safely teleport in. During the fight he will say different phrases that correspond to what attack he will use. "Come closer" Means he will stun you and he will heal himself. You must run behind a pillar quickly to avoid this. He also will say "This is...." and then jump in the air. You also must get behind the pillar or the ground will hit you for massive damage. Pray melee. NOTE: If you have a bad connection it is not recommended to do this boss.
Blink (F48-50)- In the room with blink are pillars that are in the ground. When you press them they shoot up into the air, and only one may be raised at a time. Blink will run around the room in straight lines and you must activate a pillar and make him run into it. The easiest way to do this is to stand on the sides, not in the center. Blink only runs North or East, so never stand in the SW corner of the room. Once he gets hit by the pillar attack him until he starts running again, and then begin the process over again. Pray mage.
Warped Gulega (F48-50)- He has very high defence and he cuts all damage he takes in half. Familiars do extra damage against Gulega. Even with familiars this boss fight can be very very long. During the fight Gulega will spawn tentacles in the ground that come towards you, and if they reach you they will hit you down to 1lp. To dodge this run 2 squares in any direction. If you have it use group vengeance; have everyone stand on top of one another. Try and veng the special attack and this will kill him quickly, but you may die multiple times. Pray melee.
Dreadnaut (F48-50)- Dreadnaut looks a lot like Rammernaut, but he will spawn orange crevices that deal you high damage. Move off of these spots as much as possible and attack with your primary attack. Pray meele.
Hope Devourer (F51-53)- Hope is the fastest warped boss. It has low defence and its special attack slams you back and deals you about 1-2k damage. Attack with your primary style and pray melee.
World-gorger Shukarhazh (F54-57)- This boss has three different eyes, one mage, one range, one melee. To damage him most effectively kill the mage and range eyes, by attacking them on the walls. After attacking them the boss will be weak to melee and you can melee him. Keep an eye on the eyes to kill the mage/range when they pop back up. Pray range.
Kal'ger the Warmonger
Kal'Ger the Warmonger(F57-60)- Once the boss door is opened, a long cutscene will begin showing Kalger talking with another demon. Stay out of the boss room during this cutscene unless nothing else can be done in the floor. After the cutscene, Kalger will begin attacking with fists. Attack him with melee at this time. After he takes some damage, he will begin attacking with a primal longsword. Continue to melee. After taking some more damage, Kalger will fly across the lava in the middle of the room and begin attacking with magic. If 4-5 people are in the boss room, everyone should stay on the door side of the lava and attack with range. With less people, use the magical orb (name?) to go to the other side - failure to do so will cause Kalger to drag everyone into the lava, causing damage. Be sure to bring the group gatestone to the far side, and have at least 1 person leave a personal gatestone on the door side (this person should hold the group gatestone). After the magic phase, Kalger will fly back to the door side of the room and attack with melee. If you are on the far side, teleport back to the group gatestone once it is moved (leave 1 personal gatestone on the far side, you will need it later). Attack Kalger with melee during this phase, and have the person who gated the far side hold the group gatestone. The next phase, Kalger will fly back to the far side and attack with ranged. Move the group gatestone to the far side and attack with melee, while the person who gated the door side holds the group gatestone like in the magic phase. Once the range phase ends, Kalger will fly back one last time and attack with melee. Move the group gatestone back and attack with melee. During this phase he will copy the effects of turmoil if any player is using it. However, you should continue to use turmoil during this phase. On death Kalger will use a wrath-like attack, but this is easy to outrun.This fight is very long. Make sure to turn off prayer during the long animations in which Kalger flies to the other side of the room. Do not stand under the boss or he will cause damage to everyone in the room. Pray soul split and appropriate stat boosting prayers throughout the fight. Those without access to soul split should pray their best stat boosting prayer and flash the appropriate protection prayer every other hit. If you pray for 10 straight hits, Kalger will disable protection prayers and cause high damage to everyone in the room.
The rest of the guide is in another post located %5Burl=http://forum.tip.it/topic/322024-dungeoneering-for-dummies/?p=5461826'>here .
Thank you for reading my guide. Please give me a full rune if my guide helps you!!
1. How'd you grow the beard?
I am wizard.
Original Guide by: Tui
Special thanks to: Chu Dsl, Warfare52, Corrupt Idea, and El Bomb, Guac A Moley, Bladekill133
Thanks to: Jettrider, Obtaurian, Salazar, Teren, Thai Tong, Usa Hell Yes, Quyneax, I am Ben
Last updated by: Tui
Last updated on: 12/01/2014