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Comprehensive Dungeoneering Guide Corrections & Additions


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Firstly, regarding the Dungeoneering skill page.

 

1. Under Magic, the Gatestone spell, despite what it says in the Runescape Dungeoneering Magic table, it doesn't work in a way where the leader drops a gatestone, and the rest of the party can teleport to the gatestone. Instead, any party member can make a gatestone, drop it, and teleport to only his/her own gatestone.

 

2. Under Magic, the base Magic experience for High Alchemy, it's not 65 exp but - regardless of whether Shared XP (after all, Magic and RC's exp are never shared) is on or not and what the faulty Runescape manual says. It is in fact, 6.5 exp and 3.1 for High Alch and Low Alch respectively. But to those who want to try to exploit the system, you can still do Bones to Bananas for 25 exp. :wink:

 

3. Under Runecrafting, a F2Per cannot craft empower any staff above Water Staff, reason being an F2Per can never get his hands on basic staves greater than t1 (tanglegum).

 

Miscellaneous:

It's worth noting that a F2Per can kill and get above t5 leather from Mastyx, but cannot craft the hide.

_______

 

Now regarding the Dungeoneering guide page.

 

Puzzles. There are a lot of things I want to add here.

 

1. Combat Triangle Statue and Missing Weapon room. Sometimes you fail to meet the requirements when you see this roo, but later (or before) you find an identical room, and you meet the requirements of mining and crafting, you can always take a already crafted stone weapon to equip the statues in the room where you failed to meet the requirements.

 

2. Sliding Statues. It's worth adding that it's not done in mirror view (as many do this at first), but instead you are the adjust the statues that are faced by unmovable statues in the same fashion the unmovable statues are in.

 

3. Synchronize The Lights. Players usually find it better to stop a colour in the middle, and have other teammates to do the same; all to decrease work. Also some players must remember to activate Lodestones at the side if it is inactive. I can't recall if it requires Magic lvl though.

 

4. Monolith. The general strategy is to distract every Shade attacking the monolith by attacking it, even though you're already dealing with a shade.

 

5. Maze. Some people would bring the Orb of Oculus inside a dungeon for mazes. Orb of Oculus can be used to see the best path to the middle. It's a little like cheating.

 

6. Ferret - Tiles. The ferret can move diagonally and sometimes in more than one direction according to the same law as monsters get trapped behind obstacles.

 

7. Ferret - Trapping. This room doesn't require traps. Two players can corner the ferret. This room requires a certain Hunter lvl, and it's strange that it can be caught on F2P as well, provided the player has the required Hunter lvl.

 

8. Mime Statues. This is one of the rooms where if a player leaves, the room is lost. Also, on easier difficulties (eg: 5:4), if the team stands the tiles and answers wrongly, all the players on the tiles will get damaged - including a player who's unnecessarily standing on a tile in front of a broken statue.

 

9. Timed Switches. In a 5:5 dungeon, when a player leaves, it is still possible to do this room with 4 players. To do this, a player must take the 2 switches in the corner and pull the lever first.

 

10. Tiles aka Lights Out. To properly finish this puzzle, one should get 5 of undesired colours in the middle, then flip the middle tile.

 

11. Orb. The solution for this room is standard - start from either the farthest left (or right)- forward right, right, right, forward, forward. If you stumble (fail to jump - happens sometimes) however, you are most likely to fail.

 

12. Seeker Sentinels. Remember to pay attention to the middle sentinel.

 

13. Guardian. While crafting or enchanting a magic rock, always have sufficient health, it is known to hit for 500 dmg for the occasional failure.

_______

 

Boss monsters. Another area I want to lightly touch on.

 

1. Icy Bones. Rangers can easily fight this boss without harm provided there's another player tanking Icy Bones in melee range. Any ranger or mage can stand far away enough to not get hit by his icicles.

 

2. Luminescent Icefiend. You can actually expect the 4 special attacks he'll use - it's according to his health after all. You cannot use gatestone teleport in this room to escape his special attack.

 

3. Plane-freezer Lakhrahnaz. I believe stab attacks work better than crush against it. Hence ranged is the best option.

 

4. To'kash the Bloodchiller. When he freezes a player in a party, he can break the ice and do decent damage. To avoid this, an unfrozen teammate can free his teammate by clicking on him.

 

5. Skeletal Horde. This boss room is never to be underestimate when done in a huge party and it is recommended that a player always stands on the healing pad or have high tiered food. Always pay attention to the combat triangle, if you're a ranger, focus on the Melee Skeletons, followed by the Ranged Skeletons, but if you want to help your teammates who are melee, take out the Mages before Rangers. Then pray against Ranged - especially when running to block a tunnel.

 

6. Hobgoblin Geomancer. When he disables your prayer, he also heals with the prayer. So it is usually advised not to turn on prayer. Alternatively, you can take the risk and hope he doesn't disable prayer and heal.

 

7. Stomp. On his final stage out of 3 stages, after green lodestones, he'll hurl rocks at you where no prayer can stop, but you can easily dodge by taking a step to your side.

 

8. Har'lakk the Riftsplitter. Always try to bring a party with you. He will concentrate less on you and the whole process is much much easier. Standing in the corners will increase the chance of Har'lakk using portal spells... well, to flush you out.

 

9. Lexicus Runewright. It is not necessary to keep auto-retaliate off. There are some strategies where players decide to kill all books to make things easier. Doing this will increase the risk of getting hit by Book Barrage though, as the player doesn't pay attention to Lexicus yelling out the spell. Also, you can run into your Book Barrages meant for your teammates. There's currently a foolproof way to dodge all book barrages - stand in a corner of a room.

 

10. Sagittare. This boss is very predictable. According to his remaining health, he'll move from outermost ring, then into inner ring, then into middle ring, then back outermost, then inner, finally middle. It is advised to use melee. Strategies include players stationed on the outer ring while some players are stationed to the middle. For convenience, players prefer to leave their gatestone (instead of positioning) on the outermost ring, and teleport there when he's there.

 

11. Night-gazer Khighorahk. ....he'll spawn a weaker version of itself which does not require lighting. Also, it's easy to notice if the light has gone out when you're damaged by the shadow engulfing the light. Contrary to what some might think, a tinderbox is not required. Because melee is not really practical, since you have to pay attention to dodging his constant special attack, ranged is recommended.

 

12. Shadow-forger Ihlakhizan. Never stand behind a pillar when it is not glowing, you'd receive a lot of damage from the hand-from-the-floor thing it does. When it glows, run to a place where you cannot attack it in range(i.e.: behind the pillar). If you can't attack it, it can't blast you. Also, turn off auto retaliate to avoid running back into action when it glows. Getting hit by its light blast will make all your stats become half.

 

13. Bal'lak the Pummeler. Bal'lak hits very hard, uses mage and melee. It's advised to turn on combat enchancing prayers as he can disable protection prayers. Pay attention to not step on the poison portals, they hurt. Players who use the gatestone method usually teleport out when his defense is at half-bar.

_______

 

Interesting note:

Regarding the myth of losing dungeoneering exp after killing a Mastyx/Dino that some might still believe in; it's false. However, in P2P, in a way, you lose exp by killing them, as you get less hides from killing (less crafting exp) and no hunting experience (from trapping).

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I am going to quote your entire post and 'strike' out what I've used or won't use. Anything not striked may or may not still be used.

 

Firstly, regarding the Dungeoneering skill page.

 

1. Under Magic, the Gatestone spell, despite what it says in the Runescape Dungeoneering Magic table, it doesn't work in a way where the leader drops a gatestone, and the rest of the party can teleport to the gatestone. Instead, any party member can make a gatestone, drop it, and teleport to only his/her own gatestone.

 

2. Under Magic, the base Magic experience for High Alchemy, it's not 65 exp but - regardless of whether Shared XP (after all, Magic and RC's exp are never shared) is on or not and what the faulty Runescape manual says. It is in fact, 6.5 exp and 3.1 for High Alch and Low Alch respectively. But to those who want to try to exploit the system, you can still do Bones to Bananas for 25 exp. :wink:

 

3. Under Runecrafting, a F2Per cannot craft empower any staff above Water Staff, reason being an F2Per can never get his hands on basic staves greater than t1 (tanglegum).

 

Miscellaneous:

It's worth noting that a F2Per can kill and get above t5 leather from Mastyx, but cannot craft the hide.

_______

 

Now regarding the Dungeoneering guide page.

 

Puzzles. There are a lot of things I want to add here.

 

1. Combat Triangle Statue and Missing Weapon room. Sometimes you fail to meet the requirements when you see this roo, but later (or before) you find an identical room, and you meet the requirements of mining and crafting, you can always take a already crafted stone weapon to equip the statues in the room where you failed to meet the requirements.

 

2. Sliding Statues. It's worth adding that it's not done in mirror view (as many do this at first), but instead you are the adjust the statues that are faced by unmovable statues in the same fashion the unmovable statues are in.

 

3. Synchronize The Lights. Players usually find it better to stop a colour in the middle, and have other teammates to do the same; all to decrease work. Also some players must remember to activate Lodestones at the side if it is inactive. I can't recall if it requires Magic lvl though.

 

4. Monolith. The general strategy is to distract every Shade attacking the monolith by attacking it, even though you're already dealing with a shade.

 

5. Maze. Some people would bring the Orb of Oculus inside a dungeon for mazes. Orb of Oculus can be used to see the best path to the middle. It's a little like cheating.

 

6. Ferret - Tiles. The ferret can move diagonally and sometimes in more than one direction according to the same law as monsters get trapped behind obstacles.

 

7. Ferret - Trapping. This room doesn't require traps. Two players can corner the ferret. This room requires a certain Hunter lvl, and it's strange that it can be caught on F2P as well, provided the player has the required Hunter lvl.

 

8. Mime Statues. This is one of the rooms where if a player leaves, the room is lost. Also, on easier difficulties (eg: 5:4), if the team stands the tiles and answers wrongly, all the players on the tiles will get damaged - including a player who's unnecessarily standing on a tile in front of a broken statue.

 

9. Timed Switches. In a 5:5 dungeon, when a player leaves, it is still possible to do this room with 4 players. To do this, a player must take the 2 switches in the corner and pull the lever first.

 

10. Tiles aka Lights Out. To properly finish this puzzle, one should get 5 of undesired colours in the middle, then flip the middle tile.

 

11. Orb. The solution for this room is standard - start from either the farthest left (or right)- forward right, right, right, forward, forward. If you stumble (fail to jump - happens sometimes) however, you are most likely to fail.

 

12. Seeker Sentinels. Remember to pay attention to the middle sentinel.

 

13. Guardian. While crafting or enchanting a magic rock, always have sufficient health, it is known to hit for 500 dmg for the occasional failure.

_______

 

Boss monsters. Another area I want to lightly touch on.

 

1. Icy Bones. Rangers can easily fight this boss without harm provided there's another player tanking Icy Bones in melee range. Any ranger or mage can stand far away enough to not get hit by his icicles.

 

2. Luminescent Icefiend. You can actually expect the 4 special attacks he'll use - it's according to his health after all. You cannot use gatestone teleport in this room to escape his special attack.

 

3. Plane-freezer Lakhrahnaz. I believe stab attacks work better than crush against it. Hence ranged is the best option.

 

4. To'kash the Bloodchiller. When he freezes a player in a party, he can break the ice and do decent damage. To avoid this, an unfrozen teammate can free his teammate by clicking on him.

 

5. Skeletal Horde. This boss room is never to be underestimate when done in a huge party and it is recommended that a player always stands on the healing pad or have high tiered food. Always pay attention to the combat triangle, if you're a ranger, focus on the Melee Skeletons, followed by the Ranged Skeletons, but if you want to help your teammates who are melee, take out the Mages before Rangers. Then pray against Ranged - especially when running to block a tunnel.

 

6. Hobgoblin Geomancer. When he disables your prayer, he also heals with the prayer. So it is usually advised not to turn on prayer. Alternatively, you can take the risk and hope he doesn't disable prayer and heal.

 

7. Stomp. On his final stage out of 3 stages, after green lodestones, he'll hurl rocks at you where no prayer can stop, but you can easily dodge by taking a step to your side.

 

8. Har'lakk the Riftsplitter. Always try to bring a party with you. He will concentrate less on you and the whole process is much much easier. Standing in the corners will increase the chance of Har'lakk using portal spells... well, to flush you out.

 

9. Lexicus Runewright. It is not necessary to keep auto-retaliate off. There are some strategies where players decide to kill all books to make things easier. Doing this will increase the risk of getting hit by Book Barrage though, as the player doesn't pay attention to Lexicus yelling out the spell. Also, you can run into your Book Barrages meant for your teammates. There's currently a foolproof way to dodge all book barrages - stand in a corner of a room.

 

10. Sagittare. This boss is very predictable. According to his remaining health, he'll move from outermost ring, then into inner ring, then into middle ring, then back outermost, then inner, finally middle. It is advised to use melee. Strategies include players stationed on the outer ring while some players are stationed to the middle. For convenience, players prefer to leave their gatestone (instead of positioning) on the outermost ring, and teleport there when he's there.

 

11. Night-gazer Khighorahk. ....he'll spawn a weaker version of itself which does not require lighting. Also, it's easy to notice if the light has gone out when you're damaged by the shadow engulfing the light. Contrary to what some might think, a tinderbox is not required. Because melee is not really practical, since you have to pay attention to dodging his constant special attack, ranged is recommended.

 

12. Shadow-forger Ihlakhizan. Never stand behind a pillar when it is not glowing, you'd receive a lot of damage from the hand-from-the-floor thing it does. When it glows, run to a place where you cannot attack it in range(i.e.: behind the pillar). If you can't attack it, it can't blast you. Also, turn off auto retaliate to avoid running back into action when it glows. Getting hit by its light blast will make all your stats become half.

 

13. Bal'lak the Pummeler. Bal'lak hits very hard, uses mage and melee. It's advised to turn on combat enchancing prayers as he can disable protection prayers. Pay attention to not step on the poison portals, they hurt. Players who use the gatestone method usually teleport out when his defense is at half-bar.

_______

 

Interesting note:

Regarding the myth of losing dungeoneering exp after killing a Mastyx/Dino that some might still believe in; it's false. However, in P2P, in a way, you lose exp by killing them, as you get less hides from killing (less crafting exp) and no hunting experience (from trapping).

 

I have added a lot of it and you've been credited accordingly. Thank you so much for taking the time to look through the guide and find what is missing or anything that could be added.

 

:D

 

Thanks

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