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12-Apr-2010 - Dungeoneering Skill!


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Ah bummer, guessing you had to restart then? One thing I hate about those statues is that you can't move to the other side when you're standing against it, you have to click to the side and then around. <_<

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Quick question... Would I be getting lower experience if I don't kill all the monsters?

Yes, and you get bonus exp for killing them all.

Really? I usually just run through and only kill the ones I need to for guardian doors....guess I should start doing that now.

 

What is the 'Level Mod' and how does it determine the % multiplier that I get? Sometimes I get -12% and sometimes I get +5%, I'm confused.

The level Mod is the amount of monsters you left behind, I can only get a maxmium of +10, but it goes to -25

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If you can smuggle those items, you could probably smuggle cash/runes. Oh no, another blood rune crash.

 

I'm pretty sure the runes from the dungeon can't be used with the standard spellbooks or sold on the grand exchange, since they are almost certainly separate items due to the fact that you can bind runes to yourself in the dungeon.

You can, they are tradable, and they have the same GE value as normal runes.

 

Somewhere is some faq a j mod posted that making solo dungeons rejoinable is structurally impossible at the moment, and that it was "not important enough" to delay release or remove the possibility to solo, but their developpers are "working on it," whick leads me to believe that some fix *might* be released in a few weeks.

 

Because personalised areas (pa) are deleted when no one is in them.

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For all those complaining about this being a slow skill keep in mind it took Bilrach (far?) over 300 years to go down the dungeons :ohnoes:

"He
really
calls himself Noobz?"

Sheep.gif

 

[hide=STATS]Noobz.png[/hide]

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Any tips on the puzzle where you have to catch the ferret to open the door? I've tried placing traps everywhere but he just runs through them all.

If it's the one with the fishing spot and the fire, you don't use hunting, you just catch "vile fish" from the fishing spot, cook them, and throw them where you want the ferret to go.

Not that one...the one where you have to run around the room and hope to get lucky. No skill required.

 

I'm 99% positive that it's glitched. If you catch him (which, like you said, requires a lot of luck), the door will only open that one time. I found that if I chased him around for five minutes, then spam clicked the door, it let me through.

 

It's [cabbage], to say the least.

 

EDIT: Also, I realized later on that I could just use gatestones to get around that room.

 

the first time i came across that room, the ferret was just sitting there in the corner not doing anything. i didn't know what the room was about so i just ran up and caught him... and he didn't move at all. second time was near impossible to even get remotely close and i gave up and left

 

If you chase the ferret through the various holes you'll find it ends up in a position near the centre of the room, near a short horizontal wall. If you go around the perimeter of the room (so the ferret can't see you) and come at the ferret from behind*, on the opposite side of the wall, you can get to within two spaces of it (one diagonal down and left, one left) with the wall between you and the ferret. You then can click on the ferret ("capture ferret" or something similar) and you get the little beggar.

 

*No jokes please, we're British. ;-)

Louis_Redux.png

 

All skills 70+ again 16/06/2010

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I noticed something which isn't in the knowledge base nor did I see it mentioned here. It is kinda obvious when you have played a little, but might be helpfull to people reading this who are still to start dungeoneering:

 

- using higher tier logs to cook on, makes you burn food a lot less.

- using a higher tier pickaxe makes you crush less ore whil mining.

 

Any more I missed? Note that this is quite different from how this works on the surface :unsure:

"He
really
calls himself Noobz?"

Sheep.gif

 

[hide=STATS]Noobz.png[/hide]

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It's in the knowledge base if you care to look (you really should later on), but:

 

1. Open your ring interface.

2. Create a group.

3. There's some dungeon stairs to your right as you enter the castle. Click em.

4. Set the floor that you're starting on and complexity, then launch!

 

This is standard procedure regardless of how many people are in your group, but keep in mind that it's the group leader only that can start.

8f14270694.jpg

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Last question, since there are no herbs on the smugglers shop ... are they drops or found on special places (same like fish and wood for example)

 

Both. You can get herbs as straight drops, but you can also get herb seeds as drops which can be planted in Farming Patches, without the need for any tools. Wait for a minute or two for it to grow, and then pick it, again requiring no tools. You will get about 4-5 grimy herbs. Of course, I'd advise clearing the next room if there is one available to you while it grows.

~ W ~

 

sigzi.png

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Pretty much like on the surface. Vials from the shop, herb drops from creatures, maybe a few seeds here and there that you can stuff into planter boxes.

 

Question of my own: which methods of attack work best for each style of fighting? I haven't been able to draw conclusive results from the stuff I've tried.

 

Also I've noticed that fish is very easy to burn. I'm guessing that's why there are wood fired stoves sometimes?

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I just noticed a glitch with Guide Mode.

 

Sometimes, regardless of whether you turn it on or not, it will give you a 5% or 6% exp penalty. That just sucks. <_<

douvdFX.jpg


 


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120s: Dungeoneering | Invention

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Uh... How does the level modifiers thing work? I keep getting like a -19% penalty from it and I have no idea why >.>

 

Correct me if I'm wrong but I think that's the bonus/penalty for the number of monsters killed. Max is 10% while minimum is -25% if I remember so. So basically, you're not killing all the monsters in the dungeon.

00:00:05

00:00:04

00:00:03

00:00:02

00:00:01

00:00:00

 

Break the Walls down!

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Mod Nexus

Jagex Mod

 

 

15-Apr-2010 10:30:59

Last edited on 15-Apr-2010 11:23:24 by Mod Emilee

Just thought I'd give you a bit more info about the login servers/various events that have occurred in the past 24 hours.

 

Due to the rollback yesterday between 6 and 8pm BST all accounts were rolled back to just before a problem arose.

 

Data was restored to the login servers however a very very small handful of accounts (enough to count on 1 hand) will not currently be able to log in. These will be recovered as soon as possible from a few moments before the initial recovery.

 

A second event occurred around 1am BST whereby 1 of the login servers behaved in a very odd way and as a result some accounts were rolled back a small amount of time. This is also under investigation.

 

The adventurer's log also seemed to have problems during the night though it's not as critical but has now been resolved. I'm not sure if the log will be up to date however.

 

edit: ragequit, i want my 2h back, sigh

edit: I don't like moaning but for christ sake, I died before I even got to Sagittare.

'Tis I, 'tis Vindice, 'tis I!

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Also I've noticed that fish is very easy to burn. I'm guessing that's why there are wood fired stoves sometimes?

You really don't read the posts, do you? a couple of posts up I have already mentioned this:

 

- using higher tier logs to cook on, makes you burn food a lot less.

"He
really
calls himself Noobz?"

Sheep.gif

 

[hide=STATS]Noobz.png[/hide]

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So I'm going to derail this slightly

 

 

So according to the lore, items from daemonheim are not allowed onto the surface of gielinor because they carry a "taint" that would corrupt the world above.

So fremennik seers have used magic to prevent items from going into or out of daemonheim

 

however, it seems like the smuggler's job is to smuggle items (promethium, primal, gorgonite, etc) onto the real world

in complete disregard for the taint they carry.

 

 

oh man this is like nomad @ soul wars all over again o.o

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So I'm going to derail this slightly

 

 

So according to the lore, items from daemonheim are not allowed onto the surface of gielinor because they carry a "taint" that would corrupt the world above.

So fremennik seers have used magic to prevent items from going into or out of daemonheim

 

however, it seems like the smuggler's job is to smuggle items (promethium, primal, gorgonite, etc) onto the real world

in complete disregard for the taint they carry.

 

 

oh man this is like nomad @ soul wars all over again o.o

 

I feel thats more of an [wagon] pull.

11-1.jpg[

Guild Wars 2-In game screenshot, the MMORPG you are waiting for. Click for thread.

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