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Sonic's F2P Dungeoneering Guide


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Dungeoneering_symbol.png

 

[hide=Table of Contents]1. Introduction

 

2. Starting Out

- 2.1. Where to start and what you need

- 2.2. Forming a party

- 2.3. Finding Teammates

- 2.4. Recommended levels

- 2.5. Solo or team?

 

3. Within the Dungeons

- 3.1. Raiding preparations/Smuggler Room

- 3.2. The Many Obstacles Within

- 3.3. Weapon/Armor and Ammo Binding

- 3.4. The Search for Resources

- 3.5. Monster Fighting Tactics

- 3.6. Using and Conserving Prayer

- 3.7. Puzzles and Challenge Rooms

- 3.8. Preparation for Bosses

- 3.9. Ending the Dungeon and Experience Screen

 

4. Dungeon Leveling Strategies

- 4.1. 1-70: Unlocking the 35 floors

- 4.2. 70+: Where the true adventure begins

 

5. Floor Themes and Monsters

- 5.1. Multiple Themes

- 5.2. Frozen Theme

- 5.3. Abandoned Theme

- 5.4. Furnished Theme

 

6. Boss Killing Strategies

- 6.1. Icy Bones

- 6.2. Gluttonous Behemoth

- 6.3. Astea Frostweb

- 6.4. Luminescent Icefiend

- 6.5. Plane-freezer Lakhrahnaz

- 6.6. To'Kash the Bloodchiller

- 6.7. Skeletal Horde

- 6.8. Bulwark Beast

- 6.9. Hobgoblin Geomancer

- 6.10. Unholy Cursebearer

- 6.11. Rammernaut

- 6.12. Stomp

- 6.13. Har'Lakk the Riftsplitter

- 6.14. Lexicus Runewright

- 6.15. Sagittare

- 6.16. Night-gazer Khighorahk

- 6.17. Shadow-forger Ihlakhizan

- 6.18. Bal'lak the Pummeller

 

7. Challenge Rooms

- 7.1. Group Challenges

- 7.2. Individual Challenges

 

8. What kind of a dungeon raider are you?

- 8.1. General

- 8.2. Keyer

- 8.3. Fighter

- 8.4. Gatherer

 

9. Rewards

 

10. Miscellaneous Tips and Tricks

 

11. Credits[/hide]

 

[hide=1. Introduction]Sonic is back, with a brand new SECOND guide! :D My previous one turned out to be rather informative, and it managed to make the AoW cut. However, this won't be the main goal of my Dungeoneering guide. My main goal will be to teach free players about the Dungeoneering skill, in as much detail as possible. This WILL be a complicated guide, so I must resort to using hide tags.

 

Dungeoneering is the newest skill out for free players yet! It came out on April 12, 2010, and it is by far the most complicated skill. This is a skill that has even more uniqueness than runecrafting, and as much as I used to love that skill, dungeoneering has become a new favorite for many. It is a great skill for soloing individuals, but it is even better in a party! Dungeoneering has about 9000 people with 99, and about 1000 with 120. Hundreds of people have achieved 200m experience, and there are only about 700k ranked on the hiscores. However, with the new occult and warped floors out, I expect that there will be more 99s from members, possibly 120s. How well the skill will develop in the future, we just have to wait and see.

 

NOTE: As I've said, this guide will be rather complicated, so use the hide tags to navigate your way through![/hide]

 

[hide=2. Starting Out]Every skill needs some kind of starting advice, right? Here's a slight tutorial for the newest of players.

 

[hide=2.1. Where to start and what you need]To start, simply head to Daemonheim. These are how you reach it:

 

Al Kharid Boat

AlKharidBoatMap.png

This is most likely the route you will take when just starting out the skill. The blue box highlights where you should be going.

 

Wilderness, Ring of Kinship, and post-boat

DaemonheimMap.png

The blue highlights the wilderness route. The yellow highlights where you will land when you teleport with the Ring of Kinship. The green highlights the route post-boat. The red box is obviously where you want to go.

 

Now, what exactly do you need to start dungeoneering? Nothing! In fact, you cannot take items into Daemonheim apart from the Ring of Kinship and the Orb of Oculus.

 

Ring of Kinship

Ring_of_kinship_detail.png

This is THE item that you will need for dungeoneering. Its real purpose is to form parties, and you have to do this if you are soloing. Outside of Daemonheim, the only useful ability for the ring is to provide unlimited teleports to Daemonheim for quick access to the dungeons.

 

Orb of Oculus

80px-Orb_of_oculus_detail.png

I've never actually used it before, so I can't really give a lot of comments on that. But the only thing that it is useful for is viewing mazes, and even then you can just find out the route yourself. Unless you love to make videos, don't waste an inventory space.[/hide]

 

[hide=2.2. Forming a party]As stated above, you need the Ring of Kinship to start out dungeoneering. (You won't really need the Orb of Oculus, but if you want to use it, go ahead.)

 

To form a party, simply right-click "Party Details" on your ring, and the quest menu will be replaced with the dungeoneering party menu. Simply click "Form Party" to make yourself a party. You should get this window to appear. I'm going to give a slight description for each thing on the menu.

PartyMenu.png

 

Floor

This is basically the setting for whatever floor that your team wishes to go to. In general, it is said that you should do every floor that is NOT marked with a tick. That way, you will get prestige experience for these completed floors.

 

Complexity

Chooses how complex you wish your dungeon to be. Pretty much every single team do complexity 6, as there are no penalties and it is ultimately more fun. However, for the "hardcore" teamers, they may want to do their early floors on complexity 1, rushing, to maximize their time on larges on the later floors. If you have a relatively high fishing level, complexity 2 dungeons may also be considered for the experience, while also ticking off your early floors.

 

Guide Mode

Don't even think about it. All that does is impose a exp penalty for your dungeon, and nothing else. However, c1s will ALWAYS have guide mode on no matter what. In this case, it does not matter as you can't make the change anyway.

 

Resetting

Once you have done ALL your possible floors (that is, all floors marked with a tick), you should reset your ring for better prestige. Although prestige is confusing, and I admit, it got me at first too :oops: it's pretty easy to understand once you got used to it. Without resetting, you will get 0 prestige experience, which never really is that great.

 

Shared XP Toggle

Basically, when someone does something that grants them experience, you will get 1/5 of what you will normally receive. For example, if someone clears a skill door and got 250 exp in a skill, you will get a "share" of 50 exp in the same skill. The good thing is, NO experience is lost, it's basically bonus experience for your other team members! Therefore, there really is no reason not to turn it on.

 

Inspect Party Member

PartyInspect.png

This is done by right-click "Inspect" on a player's username, and it allows you to see their inventory, what they are wearing, and all of their stats. It's great for deciding who's worth it for your team, and seeing who has the required keys or skill levels for certain doors in the dungeon.

 

Inviting Party Members

This is done by right-clicking "Invite" on a player. If you wish to be invited, you must first be out of a party. Once you are, another person may invite you. The message looks like this:

PartyInvitationMessage.png

 

Right-click "Open invitation" and you'll get the following prompt:

PartyInvitationWindow.png

 

As you can see, you need to accept the invitation to be able to join their party.

 

Once you're ready to start, the party leader needs to make 2 more settings: difficulty and dungeon size. Here's what they really are.

 

Dungeon Difficulty

Depending on the number chosen, the dungeon will change accordingly with that setting. For example, if you select a difficulty 3, the dungeon will adjust to the 3 lowest levels in the team, and use those to change the dungeon. In general, it is recommended to use the highest difficulty setting possible. However, keep in mind there will always be ragequitters, so it's really only safe to do this with people you know and trust.

 

Dungeon Size

For all teams, you will be given a choice between Small and Medium. For parties of 3 or more, Large is added to the selection. Generally, if you're soloing, small should be your choice for the lower floors, then move on to medium dungeons. If you're teaming though, change accordingly to the floor you're doing. In general, it is recommended to only do the last 12 floors (f24-35, also known as the furnished/abandoned duo) on the Large setting, all the others either small or medium.[/hide]

 

[hide=2.3. Finding Teammates]Finding teammates to dungeoneer with is arguably the biggest challenge in the skill. If you ever want to team at all, do it with people you know. Otherwise, teaming will just become a horrible nightmare for you. The right teammates are often people that have lots of experience in dunge, or your own friends.

 

Where Should I Find Teaming Partners?

Of course, for those that just wants to find teams as quickly as possible, you may want to invite some randoms with you. Keep in mind though, there will sometimes be duds in your team. Unfortunately, that and friends will be the only options available to you before you can access all 35 floors, as clans will not accept you before then.

 

Here are the worlds that people dungeoneer in:

World 7: For the general Runescape population.

World 61: For the 90+ combats searching for skillers, and high level dungeoneerers.

 

Dungeoneering Clans

Once you have decent experience with dungeons and are able to access all 35 floors, you should be on the lookout for clan chats (or, again, stick with friends). In fact, advertising f35 larges in w1 is how I got into a clan chat. However, without decent knowledge of dungeons, the clan will most likely kick you, so you gotta prove you're efficient.

 

Dungasm, owned by myself, is a very good dungeoneering clan for this purpose. In here you will meet prominent world 7 dungeoneerers who are happy to greet and teach those that are willing to learn. As long as you have a good attitude and show decent skill, you are welcome here! ;)

 

We are currently recruiting members for our chat. Join us at any time!

 

Dg Family is based on world 61 "skiller dungeons", where 2 combatants and 3 skillers form a party. It is used to get the normal amount of xp for 90+ combatants. In ways it is even better than The Dragoons (and definitely better than average w7). However, if you are a combatant you must be 100+ combat and 80+ dungeoneering. Since this is more of an elite clan, you need to know you're good enough for them.[/hide]

 

[hide=2.4. Recommended levels]Although this applies mostly to team raiding, it helps if you got these certain levels for dungeoneering too. For most teams however, having these levels are a must, as you will be using these skills quite often. Also note that dungeoneering is an endgame skill, so the higher level you are the better.

 

Attack-icon.png 40+

Strength-icon.png 40+

Defence-icon.png 40+

Constitution-icon.png As high as you can

Ranged-icon.png 40+

Magic-icon.png 64

Prayer-icon.png 43

Mining-icon.png 40

Smithing-icon.png 49

Woodcutting-icon.png 40

Firemaking-icon.png 40

Fishing-icon.png 40

Cooking-icon.png 40

Crafting-icon.png 49

Runecrafting-icon.png 65

Dungeoneering-icon.png 69

 

A special note for combat: If your combat level is 90, your experience in dungeoneering is halved. Therefore, you should either be in the 70s-80s range in combat for max dungeoneering experience effectiveness, or be in the high 100s for excellent combat skills. This halved experience does not apply to teams with a combat average below 90.[/hide]

 

[hide=2.5. Solo or team?]This has been a common question asked by players who wish to start out dungeoneering, and it is indeed a matter of choice. I shall not debate the issue here, but rather list out the pros and cons of soloing and teaming.

 

Solo

- You do everything by yourself.

- It is much easier to start.

- There is no need to communicate.

- Monsters are easier.

- You get less experience per dungeon.

- You may only pick small and medium dungeons.

- It doesn't matter as much with how long you complete it.

- Levels don't matter as much.

 

Team

- Everything is team-oriented.

- Can be tricky to start if not many people are looking for the same floor.

- Communication is required.

- The more teammates you have, the more (and tougher) monsters there are.

- You get more experience per dungeon, sometimes substantially.

- Parties with 3 or more players may pick any dungeon size.

- Usually you want to complete it as fast as possible.

- Levels are almost a must in teaming.

 

Overall, teaming has more advantages, experience-wise speaking, but can get pretty messy if you or your teammates are bad. Either way, both ways are decent ways to level, and fun factor is completely subjective.[/hide][/hide]

 

[hide=3. Within the Dungeons]Got everything ready? Your teammates ready to go? Set the difficulty and size of the dungeon and voila! You're in!

 

Note that I will only mention Complexity 6 within the rest of my guide, except in very special circumstances.

 

[hide=3.1. Raiding preparations/Smuggler Room]Once you start the dungeon, you will always start in this specific room - what I like to call the "Smuggler Room". This is a good time to make some last minute preparations before starting your dungeon. Here are the resources that can be found:

 

Smuggler

Smuggler.PNG

The guy for all your resource needs. You may trade him for anything that you may want to use during the dungeon. This includes food, logs, ores, hide, and plants. You can even buy tools from him! Out of all these items, you really only need to buy tools (hatchet, pickaxe, hammer, tinderbox, fly fishing rod and any feathers). The toolbox is a nice alternative, but it costs more overall and you get a knife and vial in them, which you won't even use.

 

Here's some pics denoting everything the smuggler will sell.

 

SmugglerResources.png

SmugglerTools.png

 

Tables

Tables.png

Another one of the "starter" things that you should do. When soloing you should obviously take everything from the tables and sell stuff you don't need. If you are teaming, do the same, but make sure you equally divide your food amongst your teammates. Don't hog all the food to yourself.

 

Here are some rules for table spawns for a solo situation:

- You will always get 7 random food pieces, any tier.

- You will always get a weapon and a piece of armor from your dominant combat style. If your dominant combat style is melee, you will get a fractite weapon and armor, and vice versa.

- You must be 20 levels above the requirement to use that tier, in order to get that tier equipment. For example, you need to be at least 60 attack to receive a fractite weapon on your table.

- You will also always get a random weapon from a different tier. It is usually 2 tiers below what you receive.

- You will sometimes receive a tier 1-3 bow and arrows.

- A pickaxe or hatchet may sometimes spawn too.

 

Obviously when you are teaming there will be more variations of items, but this is usually a combination of table spawns.

 

Group Gatestone Portal

GroupGatestonePortal.png

This goes in conjunction with the group gatestone. If you do not have 64 magic or you do not have access to law runes, you can use the group gatestone portal to perform the same function. It will teleport you to where the group gatestone is dropped. If it hasn't been dropped, it will teleport you to the current party member who has the group gatestone.

 

Furnace/Anvils

FurnaceandAnvils.png

The source for all your armory needs. You must first smelt the ores into the furnace, then use the bars and a hammer to smith on the furnace. Normally this isn't needed, but when you meet a boss with a specific weakness and you need a particular weapon, you may need to create something.

 

Runecrafting Altar

Dungeoneering_altar.png

Allows you to make all kinds of runes. To take full advantage of the altar however, you really really want to have 65 runecrafting. That way, you eliminate the need to bind death runes. Many people lack rc levels, and this is a place where it is largely favored (if you mage at all, really).

 

Spinning Wheel

SpinningWheel.png

Converts textiles (plants) to cloth, and from there, you use a needle and thread to make magic armor. Not really needed as magic armor isn't really useful, but it's still good to make cloth in a team. After all, somebody might want the armor. ;)

 

Cooking Range

Dungeoneering_range.png

Although this is not in the smuggler room itself, you should take note of one if you see a cooking range. They further reduce the chance of burning food when compared to logs. However, most of the time the cooking range is way too far from certain places to be deemed worth it. [/hide]

 

[hide=3.2. The Many Obstacles Within]Once you are all ready, be prepared to face the many dangers of the dungeons. If you ever get lost, click on the "map" icon (where the world map is supposed to be) and you'll see this interface:

DungeonMap.png

 

The room with the stairs icon is the starting room.

Rooms with "?" denote rooms you have not yet opened.

The room with the red skull locates the boss room.

All other rooms are... well, rooms! :P

 

You will encounter doors that require a special method to open. You might need to kill all the monsters in a given room, you might need a key to open it, or you might need the power of your skills to clear out certain obstacles blocking the way. Here are all the different types of doors:

 

Door (Regular)

NormalDoor.png

These have no requirement to open. You can basically just click and open these doors without having to do anything.

 

Guardian Door

GuardianDoor.png

These require you to kill all of the monsters in a given room (excluding the dinosaur-like creatures). Usually this is what slows down "rush teams" the most, but most of the time it doesn't really matter.

 

Key Door

KeyDoor.png

These require you to use a specific key color and shape on the door, in order to unlock it. Keys can be found in any given room. If you find that there is no key for a certain door, you either missed it, or it's probably a bonus room you cannot access due to an unclearable room in the dungeon.

 

Skill Doors

There are many types of skill doors in the dungeon. Some of them require tools, although all of them require a certain skill level. If you don't have the required skill level, unfortunately there is nothing you can do to boost that level. However, this only happens with bonus room doors, so don't fret if you see one!

 

I shall list each and every type of clearable door here. If you see a different type of skill door, unfortunately it's a door that requires a member skill and it cannot be opened.

 

Runecrafting

Runecrafting_door.png

 

Strength

Strdoor.png

 

Mining

Mining_door.png

 

Firemaking

Fire_door.png

 

Magic

Magic_door.png

 

Prayer

Pray_door.png

 

Woodcutting

Wc_door.png

 

Smithing

Smithing_door.png

 

Crafting

Craft_Door.PNG[/hide]

 

[hide=3.3. Weapon/Armor and Ammo Binding]A BIG part of dungeoneering is to decide what to bind. This can significantly change the difficulties of the dungeons, as with bound weaponry in hand, you do not have to prepare as much. In this section, I will simply give a list of the best items to bind, from each combat class. This assumes you can use all tier 5 equipment, though.

 

MELEE

Since melee is, without a doubt, the most powerful aspect of the combat triangle in dungeoneering, most people prefer to bind a melee weapon. If so, these are the weapon choices I recommend.

 

Fractite Spear

Fractite_spear_sprite.png

You may find it useless in most other places, but this is extremely useful here. Monsters in dungeoneering actually have defense, and this applies to the weapon styles you use as well. Being the only weapon with stab, slash AND crush at the same time, it is the most versatile therefore the most useful. However, it does have quite a low slash attack compared to other weapons. That is made up by its moderate speed and good stab and strength though.

 

Fractite 2h

Fractite_2h.png

Slower than the spear, and it cannot stab, but FAR more powerful and accurate, in both slash and crush. Because of this attribute alone, this is an excellent weapon to use in teams. However, because of its slow speed, you may find it worse than other weapons if you tend to miss a lot. However, because the slash and crush bonuses are so great, you shouldn't have too much difficulty hitting.

 

RANGE

Ranging has its own benefits, and that is accuracy and speed. However, the arrows here lack power which does make it quite underpowered. Still, some players prefer to bind tier 5 bows because of the inability to make these in free play. (Jagex, make fletching a free play skill dammit!)

 

Spinebeam Longbow

Spinebeam_longbow.png

This is the best bow to bind if your range is decently good. Longbows have their speed buffed up quite a bit in Daemonheim, and when you use it on rapid mode, it is actually rapier speed! Also, longbows have a great deal more accuracy than shortbows, and since accuracy is favored over speed, using a longbow for ranging is almost a must for mid-levels. Plus, they look cool. :thumbsup:

 

Spinebeam Shortbow

Spinebeam_shortbow.png

This is reserved for the very high-level rangers (90+). Shortbows are 1 speed tick faster than longbows, which makes them seem like they are better. Two disadvantages however - it has low accuracy, and its range is rather short. Only use it if your range level is extremely high, otherwise stick to the longbow.

 

MAGIC

Magic has the weakest hits in free play, but can be very useful for certain monsters and bosses. That being said, people also prefer to bind magic staffs in free play, as, again, you cannot create these in free play apart from the water staff.

 

Catalytic Staff

Catalytic_staff.png

The catalytic staff is THE staff mages should use. It provides the highest accuracy out of all magic staffs as well as a hefty +15% magic damage boost. This essentially makes the max hit of fire blast 184 instead of the usual 160. The only con with the catalytic staff is that you need to actually craft your own fire runes to have the damage advantage.

 

Fire Staff

Fire_Staff.png

The fire staff is by far the most cost-efficient staff. Not only does it provide "free maging" with the magical blastbox, you can also use it for high-alchemising items that are useless (torn bags). This is a great item to be used for mages.

 

AMMO

Everybody needs to have some sort of ammunition bound, because of the emphasis of multiple styles within dungeoneering. Ammo binding certainly makes ranged and magic easier within the dungeons. Without it, you either need to spend time crafting runes, or gather your money to buy those arrows.

 

Fractite Arrows

Fractite_arrows.PNG

For ranged, this is your only option. Now, unlike above surface, these arrows may be used with any type of bow, so as long as you have these arrows on you, you can take the benefits of the ranged boost these buddies have.

 

Cosmic, Law, and Nature Runes

Cosmic_Rune.PNGLaw_Rune.PNGNature_Rune.PNG

For magic, these are the only options you should consider. If you lack the runecrafting level for any of these runes, then consider binding those. Cosmic/Law runes are there for convenient teleports, for gatestone and group gatestone respectively. Nature runes are there for high alching any useless item you come across, mainly from monster drops. That should only be considered if you have a fire staff bound as well.

 

Magical Blastbox

Magical_blastbox.png

This is THE item mages should bind for all their maging needs. Three air runes and one death rune charges the blastbox, and while you can have infinite charges, you will always have a max of 125 bound. You will still use three air runes even when you're performing fire blast, so it's money-efficient as well! Combine this with a fire/catalytic staff for "free maging".[/hide]

 

[hide=3.4. The Search for Resources]As you're exploring the dungeons, keep a look out for some key things. While most of these applies to teaming more, some of these resources are still beneficial for the completion of your dungeon. Let's take a look at some of these things.

 

Prayer Altar

Prayer_altar.png

This is probably THE most valuable resource while dungeoneering. Not only are they rare, but they only restore a limited amount of prayer points. This adjusts according to your prayer level and dungeon size:

- Small: Your prayer level.

- Medium: Your prayer level x2.

- Large: Your prayer level x3.

 

Using any type of bones on an altar gives you 4x the regular experience for them, so do that in a room with an altar!

 

Fractite Rocks

Fractiterock.png

Also an important resource. In a large dungeon team, finding these are pretty common, and you can save a lot of money by mining these rocks. Each rock only yields 5 ores, and depending on your mining level and your pickaxe, you will crush some ores. However you will ALWAYS get one ore no matter what.

 

Short-finned Eel Fishing Spots

100px-Short_finned_eel_detail.png

This is the best food free players can use, and unfortunately it can only be bought or fished, as monsters only seem to drop dusk eels. This goes in conjunction with spinebeam branches. Make sure you use those along with a high cooking level, otherwise you will burn them quite often. Each fishing spot yields around 10-15 fish.

 

Spinebeam Trees

SpinebeamTreeHD.png

It's not so much the fletching of bows and staffs - in fact you can't do that in free play. The real use of spinebeam is the fact that it lessens the chance of burning your food. Unlike mining rocks, the amount of logs you get from a tree is random, but it does get better with a high woodcutting level and a good hatchet.

 

Dromomastyx

Dromomastyx.png

It's not a very major resource, but you should kill one if you can. They have a chance of dropping one dromomastyx hide when killed, which is used to make dromoleather. And noobs who go "dinos reduce dung exp!!!!!!" can gtfo. That is a rumor, and I can guarantee that. :thumbup:

 

Bryll

Bryll_%28Item%29.png

Unfortunately it is not possible to gather bryll in any way except killing monsters and buying it from the smuggler. Bryll is used for making bryll robes.[/hide]

 

[hide=3.5. Monster Fighting Tactics]Monsters in Daemonheim aren't like monsters above surface. Unlike surface monsters, you can't just take one weapon and blast through the whole dungeon this way. Whichever style you use within the combat triangle (melee, range, magic) can matter a lot, and even which melee attack method (stab, slash, crush) you use can have quite a lot of an effect. Being efficient with the combat triangle will certainly help you tackle down the monsters faster.

 

Another reason why this matters so much is because of the damage the regular monsters do. Don't underestimate "low-level" monsters - in addition to the defense they have, they can do as much damage as a player of the same level! In fact, monsters in the high 100s can consistently deal 300+ on you! That is why not only you should be eating a lot, you should make effective use of your prayer. The only prayers that you should be using are your protection prayers, and only use it if you are either low on health or meet a fairly high-leveled monster. Here are a list of monsters that you should definitely watch out for:

 

Mysterious Shade: These guys use both ranged and magic, and both are very accurate attacks, so be careful! High level versions are capable of doing immense damage with their attacks. However, they don't seem to have a lot of defense compared to other monsters. Slash and magic attacks seem to work best though.

 

Brute: These guys are probably the melee versions of mysterious shades. These guys actually wield mauls with one hand, signifying their high strength. Beware, as they can hit extremely high on you! 100+ versions have been known to hit 500+, so it's definitely something you must watch out for. Again these guys don't have much defensively, but stab and magic works the best.

 

Dragons (any kind): Although it's rare for them to appear on a floor, if they do, they are going to be a great nuisance. They have a melee attack, a magical attack (it looks like a blue electric zap), and a long-range dragonfire attack. Praying magic is the way to go, and stab seems to work the best against these guys.

 

Forgotten warriors/rangers/mages: These are the ultimate NPC pkers. Watch out as the warrior has very high defense against all melee/range attacks, the ranger can deal damage rapidly, and the mage can bind you to the spot! They are all very tough offensively, and the only effective way to defeat them is to exploit the combat triangle weakness.

 

Giant Bat: Although they can be easily trapped (I thought they can fly?), and they don't have any noteworthy offensive tactics, they are very tough defensively. Even maxed players can have trouble hitting high level versions. Ranged is the only effective style against these dudes.

 

Hobgoblin: These guys use spears, and beware as they can hit quite accurately. Stab is the way to go with these ugly beasts.

 

Animated Pickaxe: Although just a pickaxe, and not really the most accurate pickaxes out there, beware as they can pack quite a punch. Slash works the best.

 

Skeletons/Zombies: There are multiple types of undead here, and each variant can use a different attack style. To be exact, there are melee, ranging, and magic skeletons, as well as a giant meleeing version. For zombies, there are simply a melee and a ranging one. Beware, as high level versions are able to hit quite hard on you. Skeletons are weak to crush, and zombies are weak to slash.[/hide]

 

[hide=3.6. Using and Conserving Prayer]In dungeoneering, prayer is probably the most powerful tool you have within the dungeons (provided you have 45+ prayer that is). However, there is also limits to your prayer. You're not guaranteed an altar every floor, and even then it only restores a limited amount of points proportional to your prayer level. If you abuse prayers too much, you may end up with no prayer points remaining to survive the floor. The good thing about them though is that these prayers can significantly change the outcome of your dungeon, sometimes the separation between life and death. Here are the prayers you should use:

Prayers.png

 

Red outlines the protection prayers: magic, range, and melee. These are probably THE tool you're going to use most of the time. They can block out damage completely from regular monsters and even some bosses. The bad thing about them is their drain rate - you're going to run out of points pretty soon if you're not 60+. These prayers are what makes the difference.

 

Green outlines all the 15% boosting prayers. Whenever you meet a boss where protection prayers are useless (To'Kash the Bloodchiller, for example), these are what you should use. For rangers and mages, obviously use eagle eye and mystic might. For meleers, I recommend using ultimate strength over the other two, though they're not bad by any means. Remember, ONLY use these for bosses - it's not worth the time on regular monsters.

 

What to pray against?

Now you're starting to wonder in what situations you should be using prayers. Here's the most vital situations:

- Whenever you're fighting the boss.

- Whenever you meet a high-level (80+) monster.

- Whenever you meet bunches of monsters in groups.

- Whenever you're low on health (below 100 LP).

- Whenever you fight a dragon without an anti-dragon shield (use protect from magic).

 

In other times, using your prayers is just a waste of prayer points. Since prayer is a limited resource, ONLY use prayers if you have to.[/hide]

 

[hide=3.7. Puzzles and Challenge Rooms]Sometimes, doors will require completing a puzzle to unlock, or completing a particular objective. They will use either your pure combat skills, or your gathering skills to complete. Here are a few of the puzzles you must watch out for:

 

Monolith: In this challenge, your main objective is to charge the monolith, at the same time killing the shades that are trying to destroy the monolith charge. In a team situation, it is advised to have the whole team here to kill the shades, as this can get quite difficult.

 

Follow the Leader: Also referred to as "mime" rooms, the main objective here is to perform the exact emote that the statue is performing. The whole group is required to do this puzzle. Get an emote wrong, and the count starts over again, damaging your whole group in the process. Once the whole group has performed the correct emote 3 times in a row, the doors will unlock.

 

Switches: In this room, there are 5 switches spread around the room. The main objective is to pull all 5 switches within a certain time limit. Obviously the more group members the tighter the time requirement. Generally though, this should be done as a whole group, although it is still possible with 1 less party member.

 

Mercenary Leader: A mercenary leader will summon warriors/rangers/mages as you fight him. Your main goal is to fight off the mercenary leader. The NPCs summoned will depend on the level of the tier of the mercenary. For example, a tier 5 mercenary will summon tier 5 fighters. This can get very tough in a team situation as the NPCs can become very high-level.[/hide]

 

[hide=3.8. Preparation for Bosses]When you approach the end of the dungeon, you will need to fight off the boss. This is no easy task however - most bosses have tricks up to their sleeves to make quick work out of you! Therefore, you need to make tricks of your own to successfully defeat these bosses.

 

Boss preparation is important in a team situation. Not only are the bosses higher-level, they can have certain abilities that they only use when faced in a team! Pre-boss, take the time to make lots of food for your teammates, particularly short-finned eels. Craft runes for bosses if you need to, and don't forget to drop your gatesone/GGS outside the boss door! You never know how often these can be life savers.

 

That being said, these are the bosses you may need to look out for:

 

Gluttonous Behemoth: Have a good melee weapon and a full inventory of food here. Place a gatestone inbetween the food source just in case you die...

 

Astea Frostweb: She uses rotating prayers, as well as having the ability to freeze you in place. Using a mix of melee and range is recommended.

 

Bulwark Beast: Make sure everyone in your team has a pickaxe. Also to mention, this boss can do quite a bit of damage, so make good food before attempting to fight.

 

Hobgoblin Geomancer: The Geomancer has the ability to snare you in place, so bring a mix of melee and range weaponry.

 

Rammernaut: Use magical attacks against Rammernaut. Stab attacks are a good alternative, but Rammernaut frequently charges at you so it's not recommended. When maging, keep running across the room so Rammernaut cannot catch you at all.

 

Stomp: Having gatestones is very handy for the lodestone charging phases. Place one gatestone at a lodestone, and your GGS at the other if soloing.

 

Lexicus Runewright: Lexicus has the ability to deflect melee damage, as well as teleporting quite a lot, so ranged is the method to kill him.

 

Sagittare: Putting a gatestone in the center of the spiral can really do you good here. You can gain quick access to the inner two circles as well as putting the final blow on him.

 

Shadow-forger Ihlakhizan: This particular stalker is deadly for his damage-dealing ability. His acid-spraying attack, in particular, is extremely deadly and spreads across the whole room. Have a good stab weapon as well as tons of food.

 

Bal'lak the Pummeller: This demon has a defense meter that increases over time. The way to defeat him is to lure him onto portals, but if you're having trouble with that, gatestoning is a very good idea.[/hide]

 

[hide=3.9. Ending the Dungeon and Experience Screen]Finished off the boss? Good, you have officially opened up the exit to the next dungeon! Make sure to check for other un-opened rooms though, as they do give quite a lot of bonus.

 

If your team chose to end though, a countdown of (x - 1) minutes will begin, x being the number of players in the team. Once everyone chooses to end, or if the countdown finishes, the exp screen will appear. It kind of looks like this:

DungeonExpScreenNew.png

 

Base/prestige xp: This is the base amount of exp you will gain from the floor. The floor xp shows the xp you gained for this floor, and the prestige shows the xp gained for your dungeon progress. In this instance, I had completed 35 floors on my last attempt, so I had the prestige experience for 35. The two average out to form your average exp calculated without modifiers.

 

NOTE ON PRESTIGE: In a floor theme, you can do any floor (even ones that are already ticked off) and tick off other floors of the floor theme. Say in the frozen theme, you can do f11 11 times and clear f1-11 by simply doing this. For this reason, if you have all 35 floors, you should do frozen on f11 11 times, abandoned 1 on f17 6 times, furnished on f29 12 times, and abandoned 2 on f35 6 times.

 

Dungeon Size: This is the bonus you receive for picking a particular floor size. Small nets you no bonus, medium nets you +7%, and large nets you +15%.

 

Bonus Rooms: This is the bonus for amount of rooms opened. If you opened all the rooms, congratulations, you got a +13% bonus for all rooms. However, this doesn't only affect this bonus. With more bonus rooms opened, surprisingly the base and prestige xp go up as well! Therefore, it is beneficial to open up EVERY single path there is, unless you cannot for some reason (member doors).

 

Difficulty: This denotes the bonus for your difficulty selected. The higher the difficulty, the more bonus. 5:5 gets you around +20% bonus for your efforts.

 

Level Mod: This is either positive or negative depending on the amount of monsters killed. If around 90% or more of the monsters are killed, you get a +10% mod for your efforts. If you left monsters alive however, this mod can go as low as -20%!

 

Complexity: Choosing a lower complexity gives you a penalty for your xp. Provided you always do complexity 6, you should never get a penalty.

 

Guide Mode: Clicking guide mode also imposes a penalty for your dungeon. There is no reason to do guide mode anyways, it doesn't really do much.

 

Deaths: Every time you die, your exp will be knocked down by -15% or so. Prevent dying at all costs!

 

Total Modifier: This is the percentage that is added up from the other modifiers.

 

Total xp/token: This displays your final xp added from the modifiers. The tokens you receive is 1/10th of your total xp, rounded down.

 

Team members and titles: On the right, an additional column is displayed, showing the team member names as well as the titles they received. The titles don't do anything other than looking cool to be honest - see if you can get them all! :P

 

Instant Leave: On the top right corner, there is a set of numbers. When every member clicks on their number (they will turn green when this happens), you will go directly to the next floor. You can also choose to leave by right-clicking your number selecting "Leave", and the person that leaves will have their number displayed as red.

 

Time: Shows how long it took you and your team to complete the dungeon.[/hide][/hide]

 

[hide=4. Dungeon Leveling Strategies]Now that I've covered all the basics of dungeoneering, here is the actual leveling guide! Knowing the most efficient ways to level is a big part of dungeoneering, and without these methods, you will have a real slow time training.

 

[hide=4.1. 1-70: Unlocking the 35 floors]So, you just arrived at Daemonheim? Well, here are all my starter tips and what you should be doing. Keep in mind though that there is no definite way to train dungeoneering, especially in the early levels, so I can only suggest the best ways to level. Here are some tips to get you started:

 

Know your tiers

Obviously dungeoneering will have some sort of strange feel to it when you have just started your raid. If that's the case, look around and explore these things! Examine things to see their tier. The higher the tier, the better. The best stuff free play can use is tier 5, so if you examine something that is tier 5, take note of it!

 

You just need to remember that fractite, bryll, spinebeam, and dromoleather are the main tier 5 groups.

 

Prestige resetting

Knowing how to reset prestige is also vital in your dg raids. Otherwise, you will be stuck with half the xp gained per dungeon. The main thing about prestige is to do as many floors on your floor list as possible, and when you cannot do any more, reset. Done floors are marked as a tick on your list, so those are the ones you don't want to do.

 

The main thing here is to do as many floors on your floor list as possible. When all your floors are ticks, that is when you should hit the reset button. Remember, ONLY reset if all of your possible floors are marked as a tick! Otherwise, you will end up with less prestige xp than you otherwise would have.

 

Smalls on complexity 6

Dungeoneering is going to be slow in the early levels. This is natural - all skills are like that. Assuming you have completed each complexity once, you should stick to complexity 6 dungeons from now on. Forget medium dungeons, they are not really worth the xp. At this rate, you should kill every monster in the dungeon to not only maximize your early xp, but to familiarize yourself with the monsters within. However, it is still recommended to rush dungeons.

 

Gain xp from other sources

Like I said, the early levels of dg are going to be horrendously slow. Spend lamps on dungeoneering, if you really want to. Enter the 5 resource dungeons in free play. Each of them offers a good exp reward, and in the early levels, it can make you gain several dg levels.

 

Dg with people you trust

Find some friends to dungeoneer with you. Don't try to do it with people you don't know at this stage. You can get a friend with some good dungeon experience to teach you how teaming works. At this stage, you should be learning more about monster weaknesses, as well as challenge room strategies. Boss strategies start to take a turn at this stage as well.

 

Overall, when dging with friends, always listen to your friend's advice. When he says teleport with the group gatestone, do so. If he needs you for any particular purpose, always go to him. Don't waste your time doing your own stuff.

 

Combat only

In the early stages, I told you to skill and stuff. However, in a team, try not to do it as much, and only focus on combat. Why? Because it is basically the number 1 way to contribute to dungeon progress. Always be engaged in combat with monsters in a particular room. However, don't let your health go too low. Your main priority is to kill monsters in any room not located in a dead end. The only time you should be skilling is pre-boss, which you should be cooking food.[/hide]

 

[hide=4.2. 70+: Where the true adventure begins]Feel confident in your dungeoneering? Once you have reached this stage, you should have a good knowledge of dungeon mechanics. Here is where you should get an idea of dungeoneering efficiency, as described below:

 

The World 61 Way

In free play, it has been proven that the absolute best setup to dungeoneer with is with 2 combatants (preferably with high combat levels) and 3 skillers (preferably under 20 combat). Not only are the monsters much easier, there is no xp cap so you will be getting full xp per dungeon! 3 combatants and 2 skillers work as well, but it makes monsters much tougher and should only be done if you can't find a third skiller.

 

In world 61, here are how floors are done:

1-29 (frozen, abandoned 1, furnished): Small dungeons

30-35 (abandoned 2): Large dungeons

 

Learn to key

A keyer is responsible for opening as many doors as possible. You should have a full set of tools as well as the GGS, and pick up all keys. The main responsibility is running from one room to another, unlocking as many doors as possible. As a priority, unlock doors that require a key first, then do skill doors, then regular, and finally puzzle. Guardian doors should only be done when there are no routes to explore.

 

As a keyer, you need to be fast. Take note of all the locked key doors, and as soon as you have the key, get to the door and unlock. Keying is something every pro needs to master.

 

Know the concepts of rushing

Part of becoming an experienced dungeoneer is also becoming a speed completionist. You need to be able to complete dungeons fast, and the most efficient way to do so is by rushing. Rushing is basically ignoring as many activities in the dungeon as you can, running through the dungeon as fast as possible. Only kill monsters when there is a guardian room, or when there is a room that needs clearing (pre-boss room, certain challenge rooms).

 

120 dungeoneering...

If you do manage to get this high in f2p, and perhaps even 120, congrats. This is by far one of the biggest achievements in f2p. :) The downside though is that the exp per hour doesn't change once you reach around 70 dungeoneering, the point where you have all 35 f2p floors unlocked. Still, the average experience per hour can still reach 100k/hr if both combatants on your team are good.[/hide][/hide]

 

[hide=5. Floor Themes and Monsters]This section is more for the ones that are looking for specifics. The following sections will fully describe each and every monsters found in each floor theme, be it frozen, abandoned, furnished, or even multiple themes at once!

 

[hide=5.1. Multiple Themes]There are certain monsters and NPCs that will appear on every floor theme, and unfortunately these are some of the most annoying ones you will ever encounter.

 

Mysterious Shade

Mysterious_Shade.png

Levels: 1, 2, 4, 10, 17, 25, 37, 50, 67, 90, 111, 133

Attack styles: Magic, range (magic-based)

Weakness: all (slash, magic)

Attributes: Shades are probably the most annoying monsters in Daemonheim. Not only do they attack with a blue magical attack, their yellow missile is a ranged attack. They can switch targets while in combat. Their attacks don't hit too high, but are very accurate. In a room filled with monsters, take out shades first.

 

Forgotten Warrior

Full_Primal.png

Levels: 5-7 (t1), 15-18 (t2), 29-33 (t3), 39-44 (t4), 50-54 (t5), 61-65 (t6), 72-77 (t7), 83-89 (t8), 96-100 (t9), 110-113 (t10), 130-134 (t11)

Attack styles: Melee - stab, slash or crush, depending on weapon used

Weakness: crush against plated warriors, stab against chained warriors. Magic far more effective on all.

Attributes: Forgotten warriors are one of the toughest monsters in Daemonheim. Not only can they deal lots of damage for their level, at higher tiers their armor makes them extremely hard to hit with melee or range attacks. Unlike most monsters, these guys are arranged in tiers, wearing different tier corresponding to their levels. They can also wear different pieces of armor and different weapons. It is said that warriors have a chance to drop whatever they are wearing - for example, a warrior wearing full fractite and a longsword can drop any of those items.

 

Forgotten Warrior (barechested)

Primal_only_with_legs.png

Levels: same as forgotten warrior

Attack styles: Melee - stab, slash or crush, depending on weapon used

Weakness: any (magic, stab (plateskirt), crush (platelegs))

Attributes: These type of warriors are just like the ones above, except they only wear legpieces, gauntlets and boots as armor. These make them much easier to hit with melee and range attacks. Of course their offensive capabilities remain unchanged, so they are just as dangerous. Like full-armor warriors, barechested warriors have a chance of dropping whatever they are wearing. However, for armor they may only drop leggings, gauntlets or boots.

 

Forgotten Ranger

120px-Sagittarian_ranger.png

Levels: 7 (t1), 15 (t2), 24 (t3), 35 (t4), 45 (t5), 54 (t6), 64 (t7), 75 (t8), 84 (t9), 96 (t10), 114 (t11)

Attack styles: Range

Weakness: Melee (stab, slash)

Attributes: Rangers can also be very dangerous humanoids. Not only can they shoot from a very long distance, they can hit very accurately as well. Like warriors, rangers come in tiers. Unlike them though, there is much less variety between levels - in fact there's only one variation per tier. Rangers have a chance to drop whatever they are wearing - any piece of range armor, a longbow, and arrows of that tier.

 

Forgotten Mage

Full_Celestial.png

Levels: 5-6 (t1), 14-15 (t2), 24-25 (t3), 33-34 (t4), 43-45 (t5), 52-53 (t6), 64-65 (t7), 74-75 (t8), 84-85 (t9), 93-95 (t10), 113-114 (t11)

Attack styles: Magic (damage, curses, binds)

Weakness: Range (or melee/stab, slash)

Attributes: Mages can be a nasty appearance. They can do quite a lot of damage with their spells, as well as using stat-lowering curse spells and a bind spell lasting 10 seconds. For this reason, it's better to use ranged against mages, even though melee can also do quite a bit. Like warriors and rangers, mages are organized in tiers, and drop various items depending on the tier. Unlike warriors and rangers though, mages do not use or drop staves. Mages can drop pieces of their robes, various amounts of runes, as well as the much coveted magical blastbox.

 

Giant Rat

250px-Giantrat.png

Levels: 2, 5, 7, 11, 22, 26, 44, 71, 96

Attack styles: melee

Weakness: all

Attributes: Giant rats are probably the least dangerous monsters in Daemonheim. They aren't accurate, they don't hit very high (max is 110 on level 96), they have low defense, and have low health. Generally, giant rats should be left for last in a room of monsters.

 

Ice/Dungeon Spider

150px-Ice_spider.png180px-Dungeon_Spider.png

Levels: 2, 3, 7, 12, 17, 22, 29, 37, 50, 63, 79 (Ice Spider) - 2, 6, 9, 17, 19, 25, 35, 37, 47, 59, 74 (Dungeon Spider)

Attack styles: melee

Weakness: all

Attributes: I grouped ice and dungeon spiders together due to how similar they both are. They are weak to all styles, have low health, and a low max hit. However, they can be slightly accurate with their attacks. Members should be aware that while ice spiders don't poison, dungeon spiders have that capability, poisoning into the 50s.

 

Bat/Giant Bat

200px-Giant_bat_2.png

Levels: 3, 6, 12, 28 (bat) - 40, 77, 94, 114, 128 (giant bat)

Attack styles: melee

Weakness: ranged

Attributes: Bats and giant bats are once again grouped together. They appear only on the abandoned and furnished floors. In the higher levels, giant bats have low offensive ability but have extremely high defense for their level. Ranged is the only noticeable weakness, and even that has trouble hitting. These should be one of the last monsters that should be killed in a room.

 

Frost/Green/Iron Dragon

250px-Frostdragon.png200px-NewGreenDragonVariant3.png300px-Iron_dragon.png

Levels: 84, 108, 132 (frost dragon) - 73, 97, 120, 153 (green dragon) - 89, 114, 138, 173 (iron dragon)

Attack styles: melee, dragonfire (longrange), magic

Weakness: stab, magic

Attributes: Dragons are without a doubt the most dangerous monster of these floors. Whenever you see one, turn on protect from magic, and KILL IT IMMEDIATELY. If you don't, dragons will easily KO you on the spot.[/hide]

 

[hide=5.2. Frozen Theme]Ahh, the frozen theme. As new players, this is the first theme that one will encounter. Most of the monsters here are ice-themed, as given by the name. Do not automatically think they are weak to fire magic though - in fact some of these are highly resistant to magic! Frozen floors last through f1-11.

 

Ice Warrior

100px-IceWarriorTransparent.png

Levels: 2, 5, 18, 26, 32, 46, 62, 74, 89, 103, 118, 130

Attack styles: melee

Weakness: Crush, magic

Attributes: Ice warriors are just your basic elemental warrior. It has relatively high defense against most styles, but is seemingly weak to crush. Of course, because it is armored, it will be weak to magic. Unlike ice warriors above surface though, these warriors drop bones. They can also drop rapiers of a certain tier depending on level.

 

Ice Giant

IcegiantI.png

Levels: 37, 64, 86, 114, 149

Attack styles: melee

Weakness: any (crush, ranged)

Attributes: Ice giants are the high constitution tanks of monsters. They don't hit particularly accurate, but their hits can hurt in the higher levels. Ice giants have low defense towards most styles. In a room full of monsters, ice giants should be in the bottom half of your priority list.

 

Ice Elemental

150px-Ice_elemental.png

Levels: 20, 36, 61, 90, 119, 140

Attack styles: melee, range, magic

Weakness: crush

Attributes: Although ice elementals are the only monster capable of using all three attack styles at once, none of them seem particularly powerful in any way. However, just like ice giants, they have very high lifepoints for their level. Leave these monsters for one of the last for killing.

 

Icefiend

Dung_Icefiend.gif

Levels: 12, 25, 37, 63, 88, 128, 160

Attack styles: magic, range (magic based)

Weakness: stab, range

Attributes: Icefiends are probably lesser versions of shades in the ice floors. Just like shades, they attack with magic and a magic-based range attack, with fairly high accuracy. Prioritize these monsters in the upper half of your killing list.

 

Hydra

150px-Hydra.PNG

Levels: 11, 16, 22, 33, 45, 64, 83, 110, 132

Attack styles: range

Weakness: slash, range

Attributes: Hydras are a rather odd creature. Their firebreath attack is a ranged attack, they are weak to slash with a resistance to stab, and they don't really fit in with the rest of the icy monsters. Nevertheless, they can be quite a nuisance towards the higher levels, hitting a good deal with their ranged firebreath.

 

Ice Troll

Dung_Ice_troll.gif

Levels: 62, 71, 105, 122, 136

Attack styles: melee

Weakness: stab

Attributes: Ice trolls are kind of like the brutes of the ice floors. Although they don't hit as hard, they can be very threatening if faced in a room alone. Take out the trolls first, as always.

 

Thrower Troll

Dung_thrower_troll_22.gif

Levels: 42, 70, 95, 110, 132

Attack styles: range

Weakness: stab

Attributes: Thrower trolls are ranged versions of their regular ice troll counterparts. Again, they can be quite a threat if fought in a room alone. As a fun fact, these trolls sometimes yell "Urgh!" when they're getting hit. No idea why only thrower trolls do that...[/hide]

 

[hide=5.3. Abandoned theme]As suggested by its name, the theme here is an olive green, and the monsters themselves are more or less abandoned themselves. There definitely seems to be quite a lot of undead monsters around these floors, with variants of zombies and skeletons all over the place. They last for f12-17 and f30-35.

 

Earth Warrior

100px-Earth_warrior.png

Levels: 4, 19, 30, 44, 59, 72, 85, 99, 114, 133

Attack styles: melee

Weakness: crush, magic

Attributes: Earth warriors are just like ice warriors - they hit hard, and has surprisingly high defense against stab and slash attacks. They don't drop any specific weapon in particular.

 

Hill Giant

150px-Hill_giant.png

Levels: 13, 28, 38, 49, 62, 74, 88, 108, 137, 168

Attack styles: melee

Weakness: all (stab, slash, range)

Attributes: Hill giants are, again, the constitution tanks of the abandoned floors. They aren't accurate and have low defense overall, but they can really pack a punch if they hit. Safespot hill giants if possible.

 

Hobgoblin

100px-Hobgoblin.png

Levels: 12, 36, 49, 61, 73, 85, 97, 116, 141

Attack styles: melee

Weakness: stab, range

Attributes: Although hobgoblins are dumb creatures, they can really pack a punch with their spears. High levels will hit almost every time they attack! Hobgoblins have a chance of dropping a spear of a tier.

 

Animated Pickaxe

100px-Animated_pickaxe.png

Levels: 7, 14, 25, 37, 45, 61, 75, 89, 103, 116

Attack styles: melee

Weakness: slash

Attributes: Despite being a pickaxe hovering in midair, animated pickaxes hit extremely high for their levels - the level 61 one can do 150+ damage! Animated pickaxes have a chance of dropping a pickaxe of a tier. For example, level 7 pickaxes drop novite pickaxes.

 

Skeleton (melee)

Dung_Skeleton_-33-.gif

Levels: 15, 23, 42, 58, 75, 97, 122, 154, 176

Attack styles: melee

Weakness: crush, magic

Attributes: Skeletons are a very annoying monster. For a monster their level, they have amazingly high hits with great accuracy. Combine this with the other skeleton types and you'll get a very troublesome threesome which can destroy you if you're not careful. Skeletons have a chance of dropping longswords of a tier, according to level.

 

Skeleton (range)

Dung_Skeleton_-31-.gif

Levels: 13, 26, 37, 48, 60, 72, 85, 99, 111, 120, 136

Attack styles: range

Weakness: crush, magic

Attributes: These skull-throwing skeletons have an extremely fast attacking speed - about as fast as a dart I believe. If you're not careful the low hits of these skeletons can really add up.

 

Skeleton (magic)

Dung_Skeleton_-32-.gif

Levels: 11, 17, 26, 34, 42, 51, 64, 77, 85, 96, 116, 135

Attack styles: magic

Weakness: crush

Attributes: For a mage, these skeletons are horribly inaccurate. However, you do need to be careful - 300+ hits have been recorded in the highest level variants.

 

Giant Skeleton

Giant_Skelly_Daemonheim.png

Levels: 29, 38, 48, 58, 69, 78, 93, 113, 125, 140, 157, 178

Attack styles: melee

Weakness: crush, magic

Attributes: These giant skeletons are easily identified by their size, as well as their shield and axe. These skeletons can dish out quite a bit of damage, but they can be easily trapped. Beware though - in Daemonheim monsters don't stay safespotted for long.

 

Zombie (melee)

zombie_melee.gif

Levels: 4, 9, 18, 33, 47, 64, 75, 83, 103, 121, 137, 152

Attack styles: melee

Weakness: slash, magic

Attributes: Zombies seem very different from skeletons. They are weak to slash and strong against the other two styles, and they seem to have extremely high lifepoints for their levels. One still needs to be careful of zombies - I've personally got hit a 360 by the level 152 zombie!

 

Zombie (range)

dung_zombie_ranged.gif

Levels: 3, 7, 14, 24, 36, 50, 67, 83, 100, 128

Attack styles: range

Weakness: slash, magic

Attributes: Zombies that range can be easily differentiated by their throwing axes. Again, just like regular zombies they have extremely high life points as well as having a good offense.[/hide]

 

[hide=5.4. Furnished theme]The furnished theme is vastly different from the abandoned theme. First off, it looks far more tidier, similar to some kind of castle environment. Second, its monster variety seems to be far less than any theme, having only two types of unique monsters. This would mean that monsters encountered in multiple themes will appear a lot more in the furnished floors - shades and the forgotten fighters, especially. These floors last through f18-29.

 

Brute

150px-Brute.PNG

Levels: 21, 35, 49, 63, 75, 89, 104, 118, 143

Attack styles: melee

Weakness: all (stab, magic)

Attributes: Brutes are extremely strong humanoids. They have the single highest hit amongst all the monsters, at a whopping 523! This is because not only do they have a bulky body shape, they wield mauls in one hand. Not only that, but the mauls are actually tiered. This makes them as dangerous (maybe more) as forgotten warriors! The only difference is that brutes seem to have a seemingly low defense towards all styles. Brutes have a chance of dropping mauls of a tier, though for some reason novite is never dropped. Maybe because novite is too wimpy for a brute? :P

 

Guard Dog

Dung_Guard_dog.gif

Levels: 4, 10, 19, 29, 43, 62, 82, 103, 118, 131

Attack styles: melee

Weakness: stab, slash, range

Attributes: Guard dogs are not particularly dangerous in any way. With low defense overall (apart from magic) and a fairly average max hit, they shouldn't be too much of a problem.[/hide][/hide]

 

[hide=6. Boss Killing Strategies]The fun part of a dungeon! Once you venture through a dungeon far enough, and prepared well enough for the boss, it's time for you to kill it and move on. For each boss, I'm going to list all of its attacks, weaknesses, and strategies for both solo and team.

 

[hide=6.1. Icy Bones]Icy_Bones.PNG

This enhanced ice troll will be one of the first bosses you will meet. Icy Bones is generally considered the easiest of the bosses, but he still has some quirks that make him quite dangerous, including his stalagmite special. His weakness is melee attacks, for two reasons. One, he has as weakness to crush. Two, if you stand next to him, the stalagmite special is rendered useless.

 

Abilities

 

Rib-shredder: This is Icy Bones's regular melee attack, also his main damage source. Unlike his other attacks however, Protect from Melee will only partially block this attack. Unless you're in a team situation, this generally shouldn't be too threatening of an attack.

 

Snowball: Icy Bones throws a magic-based snowball and freezes you. This temporarily stops you from attacking, but it only lasts for a few seconds. This doesn't do any damage, so you don't need to worry about it.

 

Stalagmites: Icy Bones's main special. If you are not in melee range, Icy Bones will summon stalagmites that will block movement. Rangers and mages, he's just effectively trapped you within melee range. However, if you are in melee range, this has no effect, so you can laugh at the troll while he keeps making stalagmites appear for nothing.

 

Solo Strategies

This is pretty straightforward - just use melee attacks, and pray protect from melee. You don't really need to prepare any food for this boss.

 

Team Strategies

I haven't personally fought this boss in a team, but the strategy should still be the same as solo, except that you may need to eat more due to him being harder there.[/hide]

 

[hide=6.2. Gluttonous Behemoth]G_Behemoth.png

Your very first behemoth encounter! As you can see by the name, this monster is very hungry, and will use all 3 styles of combat at you to try and eat you up. (Errr, no.) But really, this boss's main ability is that it has some sort of carcass in front of it, and if you don't block the source, the behemoth will heal itself infinitely. Therefore, it is important that you do not die here, especially in a team situation. Its weakness is once again melee attacks, both crush and stab.

 

Abilities

 

Bite: The behemoth's melee attack. This CAN be safespotted by standing a square away from the beast, but because of the behemoth's food source ability, don't even consider it. (Unless it's a 5:1 or something.) This can be prayed against.

 

Icicle spit: The behemoth's ranged attack. Again, just like the melee attack, this can be prayed against. I usually pray against this attack as the behemoth uses it the most.

 

Breath wave: The behemoth's magic attack. Yes, this can be prayed against too.

 

Carcass eating: If you're not standing in front of the dead animals, the behemoth will rapidly heal itself by eating it. If you're soloing, there will be one only. If teaming (any number), there will be two. In a duo situation where one has ragequitted, the only way to block the other food source is lighting fires in front of it. It doesn't matter if you do so though, the behemoth can only heal once in a fight, so by not blocking the resource, it just makes the fight slightly longer.

 

Trample: When you run under the behemoth, you will get stomped on, and that hits you pretty darn hard. You don't really need to do that at all, so just stand where you are and keep hitting it.

 

Solo Strategies

DO NOT DIE. Drop your group gatestone in front of the food source if needed. Although this boss isn't particularly hard-hitting in any way, it's embarrassing when you do and have to start the fight over again. Prepare if you need to. Fill up your inventory full of food.

 

Team Strategies

Again, DO NOT DIE. Tell everyone to drop a gatestone in front of either food source. He is higher leveled here, so safe up as much as possible.[/hide]

 

[hide=6.3. Astea Frostweb]Astea_Frostweb.png

This ice witch is a magic-based boss, and will probably be the first challenging boss you will meet. Her main abilities are rotation prayers, and summoning ice spiders to aid her during the fight. Because of rotation prayers alone, it is recommended to take both melee and ranged weaponry with you to the fight. Just don't use magic, her defense against it is horribly high.

 

Abilities

 

Ice Barrage: Astea's magical attack. It does damage (obviously), but it can also freeze you to the spot, for about 5-10 seconds. Praying magic only blocks some damage, but will not make you immune to the freezing effect. Also, for some reason, praying magic against this attack makes Astea summon more spiders.

 

Punch: Astea's melee attack. She doesn't use this often, but when she does, it can hurt. Interestingly enough, the animation looks as though she is using an invisible staff. Perhaps that's what she uses to summon those pesky spiders? :ohnoes:

 

Icy Spikes: Astea will make some icy stick-things appear from the ground. You gotta run away from that, otherwise when the sticks go away, you'll be dealt some serious damage. If you're frozen when she does this, well, you're kinda screwed. Thank goodness it isn't something that deals set damage...

 

Ice Spider Summon: Astea summons ice spiders to help aid her throughout the fight. Usually these spideys are not that dangerous to really make a difference in fighting, but when you're frozen with auto-retaliate on, you might be attacking the spiders instead. More of a distraction than anything. If you're using Protect from Magic though, Astea summons more spiders than usual.

 

Solo Strategies

Having both melee and ranged weaponry greatly helps here. Try to melee as much as possible, and only switch to ranged if you're frozen, or when Astea is praying. If you're frozen and Astea is praying ranged, finish off the spiders until you can run again.

 

Team Strategies

Astea is actually easier in a team. In a 5-man team, you can have 2 warriors, 2 rangers, and 1 spider killer to make things a breeze. This is at a cost of Astea being far more damaging than before, and the spiders higher leveled. Eat when necessary, trap Astea in a corner, and pray protect from magic throughout the whole fight.[/hide]

 

[hide=6.4. Luminescent Icefiend]Luminescent_Icefiend.png

An enhanced version of an icefiend. This boss does not use melee, rather a magic attack and a magic-based ranged. This is also the only boss where you cannot use a gatestone - group gatestone teleport is the only way to get out. This brightly-colored icefiend has a special attack that does high damage, but surprisingly doesn't kill you. It's weakness is stab attacks, and magic.

 

Abilities

 

Iceball: This particular icefiend has two versions of the iceball - a magic version, and a magic-based ranged. Unfortunately, you cannot use magic prayer to protect against both of these, neither can you use ranged. It is advised to have a high magic level, and praying the ranged prayer to minimize damage from these attacks.

 

Icicles: The icefiend's special attack. Every 1/4th of its life points gone, the icefiend throws some sort of ice bomb up the ceiling, and a barrage of icicles comes falling at you. You must run from this attack, otherwise you will get hit and take heavy damage. This attack doesn't actually kill you, however, so it's advised to keep your health as low as possible when he does the attack, then eat as soon as it is finished.

 

Solo Strategies

Be on the offensive. Attack as much as possible, and run when he does the icicles attack. Simple fight, but if you decide to tank the icicle attack, make sure you eat as soon as it ends to avoid silly deaths. I've actually died from it once even when I have the ranged prayer on... #-o

 

Team Strategies

Basically the same as solo. However, you need to watch out even more seriously for the icicles attack, as icicles from other players CAN hit you. Group gatestone out when needed.[/hide]

 

[hide=6.5. Plane-freezer Lakhrahnaz]Plane_freezer.PNG

Eeek! It's a monster full of eyeballs! What the heck is it? :ph34r: No worries my dear, this creature is part of the stalker race. And this particular eyeball, Plane-freezer Lakhrahnaz (nice name right? :P ) is a real gimmicky boss. The entire floor of the room, except for the exit ladder and boss door, is covered full of ice, which means you can't attack Lakhrahnaz properly. You can't even use ranged or magic, because Lakhrahnaz has high defense against both styles. (Smart, Jagex.) The only way to stop sliding is stopping at a pillar, Lakhrahnaz himself, or the welcome mats. Beware though, he frequently moves out of melee range, and pushes you into the ice! Stab is the most effective style here.

 

Abilities

 

Freezing Teardrop: Lakhrahnaz's ranged attack. It looks like a small blue sphere kind of thing. He uses this attack most often out of the 3 styles, so pray ranged.

 

Drill Projectile: Lakhrahnaz's magic attack. It looks like a big, grey dart hurling at you. He uses this attack by doing a slight spin. Not really hard hitting in any way, but unlike the ranged attack, it targets all players.

 

Death Stare: When Lakhrahnaz's eye turns pink, you will be pushed back in the opposite direction of him. This does no damage, but it's by far the most annoying attack. Also as a note, while you're slipping and sliding, you can't eat, switch prayers, anything. Watch out if you're low on health and being pushed back and forth.

 

Solo Strategy

Since Lakhrahnaz is a defensive fighter, try to be offensive as much as possible. Find a position on the ice so that Lakhrahnaz doesn't push you very far. Beware as he constantly shifts positions, move accordingly to where he moves. This is a long battle, but it's worth it.

 

Team Strategy

Ooh, the slip n' slide fun! |^_^| Lakhrahnaz really isn't that much harder teamed. It's really how you move about in the ice that makes a difference. In a team of 5 though, you may want to designate one person with a high ranged level (80+) with a spinebeam longbow and fractite arrows (accurate style, eagle eye). It won't do much, but it's better than everyone wasting time on ice.[/hide]

 

[hide=6.6. To'Kash the Bloodchiller]To%27Kash_the_Bloodchiller.PNG

Recolored K'ril Tsutaroths ftw? Surprisingly, that's just what To'Kash is. Kal'Gerion demons primarily focus on offense, and this holds true for To'Kash. Out with the gimmicky fights, time for some serious battle! :thumbsup: To'Kash only has one special ability - freezing players on the spot. While you can't do anything in a solo situation, while teaming you MUST free your teammates from the ice, otherwise they will take high damage. His attacks also ignore protection prayers, so don't bother with them. Its weakness is melee attacks, mainly stab and slash. Like all demons, it also has a weakness to magic.

 

Abilities

 

Magic Snowball: To'Kash's magical attack. For some reason, protect from magic doesn't block the damage from this attack. However, the damage isn't too serious, so you don't really have to worry.

 

Slash: To'Kash's melee attack. This CANNOT be blocked with protect from melee, but again it shouldn't be too troublesome.

 

Deep Freeze: To'Kash says "Sleep now, in the bitter cold..." followed by a cry of "DEEP FREEZE!". All except 1 teammate will be frozen in ice, and the 1 teammate must free the frozen adventurers (click on them). If you're soloing, you don't have to worry about this. In a team, if you're not fast enough, To'Kash will yell "I will shatter your soul!" and break the ice blocks, making everyone else take high damage.

 

Solo Strategy

Even for an offensive boss, he isn't really all that offensive. Keep attacking all you can with your attacks. When To'Kash performs deep freeze, this is your cue to eat, as you can't attack during this time anyway.

 

Team Strategy

Slightly harder due to the deep freeze special actually having an effect, but the main premise is still the same. Just make sure the 1 teammate is friendly enough to free all of you from the ice... Well if he doesn't, you can rage all you want, but let's not do that when we're working together. ;) [/hide]

 

[hide=6.7. Skeletal Horde]20101013205054!Skeleton_Horde.png

A nice introduction to the abandoned theme. The skeletal horde is unique in that it's not really a "boss", but a collection of floor NPCs. Blocking off the tunnels is the only way to stop the skeletons from coming. Think of this as an endurance battle. Unlike the regular monsters however, these skeletons only have half their life points, and they seem to have reduced defense against all styles (except the mage as it's still quite strong to magical attacks). There is also a divine skinweaver in the room. If you're standing on the tiles in the corner of the room, the divine skinweaver may heal you. This is why I recommend using range/magic for this boss.

 

Abilities

 

The Horde: Basically the skeletons that you have to kill. They come in melee, range, and magic forms. Up to 5 may be on the battlefield at one time. It is recommended to pray against either the range or magic skeletons, depending on how many there are in the room.

 

Tunnel Blocking: When the divine skinweaver calls to block the tunnels, that is your cue to do so. If you try to do that before she calls, you will take immense damage, so be careful. You will need to kill 3 to 5 skeletons for the skinweaver to make the call.

 

Skinweaver Healing: While standing on the pad, every few seconds the skinweaver will heal you a certain amount of life points. If you're outside the range, she will not be able to heal you.

 

Solo Strategy

This is an easy, straightforward boss. Standing on the pad using range/magic eliminates the need to use food, so use boosting prayers (eagle eye/mystic might recommended). Block when the skinweaver tells you. Overall not that hard of a fight.

 

Team Strategy

The skeletal horde is one of the bosses that is much harder in a team situation than it is in a solo. The skeletons here are far higher leveled, and remember that combat levels equate to a player of the same stats. Not only that, but the skeletons usually pile one person, so protection prayers are a must here. A pile of 100s can kill you in a few hits, and even the skinweaver isn't fast enough to heal that. Designate one person to block the tunnels, otherwise other people will take damage. This is a fun fight, so be prepared. :) [/hide]

 

[hide=6.8. Bulwark Beast]Bulwark_beast.PNG

Remember how I said in the earlier section that this boss is one you may need to prepare for? Well that is no joke, as this boss can deal quite a lot of damage on you. In addition, you must destroy his armor with a pickaxe before you can melee or range the beast. Although you can use magic to negate the shield, it's still not recommended as the beast is sort of strong against magic. In case you don't have a pickaxe, there is always one in the far corner of the room. It will always be tier 1, but pickaxe tier doesn't matter. Its weaknesses are stab and crush, which coincides nicely with a pickaxe's attack styles.

 

Abilities

 

Claw Slam: The behemoth's melee attack. Its front claws move up and try to crush you. Can be completely prayed against with protect from melee.

 

Green Spit: The behemoth's ranged attack. It looks like some green blob-thing hurling towards you. Also blocked against with protect from ranged.

 

Electric Zap: How does this beast produce electricity? :unsure: And for some reason it's a magic attack. At least it's also blockable with protect from magic too. Also as a side note, this attack hits everyone in a team.

 

Rock Smash: The bulwark beast makes some rocks fall from the sky, and hits you for some damage. This range-based attack can also damage the beast itself, as well as removing part of its shield. Why make an attack that can kill yourself as well? Beats me. :mellow: Oh well at least it can be prayed against with protect from ranged too. It's best to pray against this, as there are 2 ranged attacks, and that this hits everyone on the team too.

 

Trample: Just like the gluttonous behemoth, if you're standing under the beast, it can trample you for some pretty high damage. However, the beast doesn't do this in a solo situation, as he always tries to shift his position accordingly to attack you.

 

Prayer Drain: Also a team attack. If you're not the player being focused on (the beast is not attacking you), your prayer will be highly drained. I don't know what causes this, but it's still an annoying trick.

 

Bulwark Armor: When you start the fight, the bulwark beast will have armor on that makes it unattackable with melee or range, and halves magic damage. The only way to remove of the shield is with a pickaxe. It doesn't make a difference what tier pickaxe you use. When you damage the armor with the pickaxe, the hit splats will be shown in blue. You won't get any experience for removing the bulwark beast's shield, though.

 

Solo Strategy

Make sure you get a pickaxe, it ensures that you kill the beast quickly and efficiently. Don't bother with purely maging, it's not that much faster than melee. Use protect from ranged, as the beast has two range-based attacks.

 

Team Strategy

Make sure everyone uses a pickaxe to break the armor first, even the team mages. The armor's "health" increases as more people are in the dungeon, so make sure everybody is contributing to this. The person tanking should watch his health, as the bulwark beast can do loads of damage on you. All others should pray against either range or magic, as those attacks hit everyone. However, you need to be careful as the beast can rapidly drain prayer on players he is not focusing on.[/hide]

 

[hide=6.9. Hobgoblin Geomancer]Geomancer.PNG

Hey, a hobgoblin that knows how to use magic? That's a rare occurrence. (Especially when most of the goblin race don't even read.) Anyways, this boss sort of has the same concept as Astea Frostweb. Putting ranged in the mix certainly speeds this boss up, as that's one of his weaknesses too. The geomancer focuses primarily on earth spells (hence the prefix "geo"), but has other tricks in his sleeve including curses, binding you to the spot, and even prayer disabling! Its weakness is ranged attacks, and stab. Using a mixture of both takes down this ugly creature fast.

 

Abilities

 

Earth Bolt: The geomancer's main damaging magic attack. It does hit rather hard and accurately for a magic attack, so protection from magic is recommended, as well as for the other spells he has in stock too. Keep in mind that his magic attacks are multi-targeted.

 

Curses: Just like a regular mage monster, the geomancer also has attacks that weaken your combat stats, specifically melee. Again you can protect against this attack.

 

Snare: In addition to what mages can do, the geomage binds you to the spot, and teleports accordingly. If you're ranging him from a distance, he will teleport right next to you. If you're using melee, he will teleport away from you. Strategic weapon switching will ensure you do a great deal of damage towards him.

 

Spear Crush: The geomancer's melee attack. Although it too is accurate, it is only single-targeted and it doesn't hit particularly hard, in any way. Because of all the other magic attacks however, it is not suggested to pray melee.

 

Prayer Disable: The geomancer shoots this white magical drill, and when hit, your prayers will be disabled for a short while. Note that you CANNOT pray magic against this attack. If you have protection prayers on when the geomage does this, beware as not only as your prayer points are drained, the geomancer heals himself slightly. However, like all his other magical attacks, it has a tendency to fail, so don't fret too much! :D

 

Solo Strategy

Pray magic, and bring a good bow and a spear with you. Weapon switch accordingly to how he binds you. Start off by using ranged, and when he comes close to you, switch to melee.

 

Team Strategy

The geomancer's magical attacks target all players, so make sure everyone is praying. Everyone is recommended to use a combination of ranged and melee to ensure a quick takedown of this boss. The healing effect from the geomancer shouldn't manage much at all - as a team, you can all dish out damage more than he could heal.[/hide]

 

[hide=6.10. Unholy Cursebearer]Cursebearer.PNG

Another undead creature in the abandoned floors, he seems to be a mage who served Bilrach once, but was left here to suffer an eternal fate of undead rotting. Nevertheless, the undead rot effects are still prevalent in this room, and this rot will drain your combat stats. Unholy fonts can be found at the back of this room which can be used to restore your stats, but beware as this will heal the cursebearer a bit. Also as a note, the cursebearer has a smaller boss room than any other boss, so trying to safespot him isn't a good idea. This archmage has a weakness to crush and ranged. Magic is effective too, but only for a short while.

 

Abilities

 

Spear Swipe: The cursebearer slashes at you with his staff/spear thing. This attack can be totally blocked against with protect from melee, and it's recommended to do so as it hits quite hard on you.

 

Unholy Blast: The cursebearer casts a spell similar to the looks of Iban Blast. This attack can be blocked with protect from magic, but beware as this attack targets everyone. If you're not tanking, pray against magic. It hits quite high too.

 

Undead Rot: While fighting the cursebearer, over time you will receive set damage, along with slight drain of your combat stats. This is an unblockable attack. The only way to restore your combat stats is from drinking the unholy font at the back of the room, but it will heal the skeletal archmage slightly. Note for magic levels, if he drains stats far enough (he will drain all your combat stats to zero if the fight is long enough), he will disable your ability to use spells and teleport out.

 

Solo Strategy

Pray melee and fight to the death. Don't use the unholy font here, he goes down fast enough even as the undead rot drains your stats.

 

Team Strategy

The tanker should pray melee, and everyone else should pray magic. Make sure everyone has prepared enough good food for them to last the stat drain. Try to use the unholy font as scarcely as possible. Using it too much will just prolong the fight. This can become a pretty long fight, and your health will decline more throughout the fight. Don't worry, just keep fighting as you normally would.[/hide]

 

[hide=6.11. Rammernaut]Rammenaut.PNG

Another nice introductory boss to the furnished series. Rammernaut is apparently a super buffed-up brute, as you can tell by his huge body and his gigantic mace. This isn't something to be taken lightly - even though Rammernaut is a pure melee boss, he can hit extremely hard, as well as disabling prayer and reducing defense. Rammernaut is very dangerous offensively, but has little in the way of defenses. Sure, he's a heavily armored guard, but magical attacks take him down really quickly, and even stab attacks work quite well. I guess Rammernaut believes in a perfect offense as a perfect defense. Also as a side note, you cannot bind Rammernaut to the spot, but I don't think you would want to do that anyway.

 

Abilities

 

Mace Pummel: Rammernaut lifts his giant mace up, and whacks it at you with tremendous force. This is his main melee attack. It can be prayed against with protect from melee, and if you run fast enough, you can dodge the attack.

 

Charge: With a big yell of "CHAAAAAAAAARGE!", Rammernaut comes hurling at you, knocking down anybody that comes his way. (He sure runs fast for a big guy. :blink: ) Again this can be dodged if you run away, but if he hits you, you will suffer great damage, stunned, and have your prayers disabled. However, if Rammernaut hits a wall, he'll trip over with a painful "Ooof!". A good way to prevent this attack is to be right next to the wall, and run as soon as you see him coming.

 

Super Mace Spin: Rammernaut's follow-up attack to his charge attack. This not only does high damage, but it can lower your defense level as well. Don't let Rammernaut combo you with this attack! Dodge the charge as much as you can to avoid great damage.

 

Solo Strategies

Keep running. If Rammernaut is going to play offensively, you gotta play defensively. Using magic to kill Rammernaut is a very good idea, as not only are you able to have an easier time dodging Rammernaut, you're exploiting one of his weaknesses too! This can be a tricky fight, but it's well worth it.

 

Team Strategies

Rammernaut is much easier in a team situation. More people in the team means you can run less, and since Rammernaut is a lone fighter, only one person really has to watch out for his attacks. Try to trap him to the wall, it saves a lot of run and makes life even easier for you. The guy tanking can probably use stab attacks, while all the others should mage.[/hide]

 

[hide=6.12. Stomp]Stomp-Dungeoneering.png

What the heck? A behemoth trapped within its own portal? How did THAT happen? :ohnoes: Anyways, this particular stomp behemoth is a very unique boss, in that not only do you have to fight it, there's also lodestones that you must charge throughout the fight in order to progress on. One must do this three times successfully to close down the portal, in order to kill stomp and split his head up. (Eww.) This can be a simple process, or it can become very annoying. Stomp is weak to melee and ranged attacks, and has resistance to magic for some reason.

 

Abilities

 

Power Crystals and Lodestones: Blue_power_crystal.pngGreen_power_crystal.pngRed_power_crystal.png

There are three phases to the stomp portal, each at 1/3 of his health. What you need to do is to take two colored crystals, and charge these to the two lodestones next to the stomp, in order to dispel part of the portal. Fail to do so, and the stomp will heal himself back that 1/3rd of his health. The catch? When the crystals are activated, the stomp shoots out a burst of energy shoop-da-whoop style, causing rocks to fall down. If the rocks fall in your path, you will be unable to cross over, and this gets annoying when they block the crystals or lodestones. Basically, be fast when taking the crystals and charging the lodestones, and this shouldn't pose too much of a threat.

 

Rock Throw: The behemoth's multi-targeted ranged attack. Not only can it be blocked by protect from ranged, but it can also be used to destroy rocks, clearing out the path! Therefore, it is advised to fight him from a distance if there are too many rocks in the way.

 

Swipe: Stomp's melee attack. Unfortunately this does not clear rocks, but since the stomp is immobile due to that massive friggin' portal of his, you can avoid it by standing away. Can also be blocked by protect from melee.

 

Magical Burst: Once you finish the "blue phase" of the portal (2/3rd health), the stomp will add in a magic attack that looks like a bright ball. This can be blocked with protect from magic, and I advise you to pray against this attack to make the stomp throw rocks at you instead, clearing out the path.

 

Slow Rock of Doom: Once you finish the "green phase" of the portal (1/3rd health), the stomp adds in a slow-moving rock attack. Also a ranged attack, and unlike the previous, it can be dodged by simply running away from it. If it hits you, however, beware that one hit takes down 1/4th of your LP! Praying reduces it to 1/8th, and this is advised if you're surrounded by rocks.

 

Solo Strategies

Melee or ranged would work fine here, it won't really matter all that much. Just make sure you charge in all of the lodestones quickly! This shouldn't be too long of a fight, but beware if the rocks keep falling on places where you don't want them to fall.

 

Team Strategies

Now this is where it gets interesting as a team. This is actually an easier fight than in a solo, but he's higher leveled, and for some reason makes more rocks slam down to the ground. Make sure most people are ranging so that the rocks get cleared away. Having 2 people camp or gatestone the lodestones and charging the crystals is certainly faster (and more efficient) than one. Beware though, the fight can get prolonged if the team is not careful with the lodestones. Also as a side note, while the stomp is in the lodestone phase, you can exit the boss door! This is good for if you're low on health and forgot to bring gatestone runes for some reason.[/hide]

 

[hide=6.13. Har'Lakk the Riftsplitter]Har%27Lakk.PNG

Another one of these Kal'Gerion demons. I don't get why Har'Lakk is purple though. The furnished floors themselves are greyish... I'm guessing it's due to his ability to open rifts, hence the name riftsplitter. :D Anyways, like all Kal'Gerion demons, Har'Lakk is an offensive threat, and has fairly nasty special attacks as well. As his name suggests, he opens portals from another dimension. They can either damage you or drain your stats. (In members, he can poison you badly as well, so bring those antipoisons!) Har'Lakk's weakness is stab attacks and magic, and has a resistance to ranged.

 

Abilities

 

Magical Slush: Har'Lakk casts a grey sludge spell on you, dealing high amounts of damage. This can be protected against with protect from magic, but there's a funny effect. Praying magic will also cause Har'Lakk to ONLY use this attack as a regular attack, and his portals occur far less often. Beware though, he can drain your prayer this way, so make sure you have high prayer points.

 

Swipe: Har'Lakk's melee attack. Praying protect from melee guards you well from this attack, but beware he can disable your protection prayers this way. It is not advised to pray against this attack, pray against the magical attack instead.

 

Flame Portal: One of Har'Lakk's magical portal specials. With a yell of "A flame portal will flush you out!", Har'Lakk will make red spots appear where you are standing, and you will take a set amount of damage. It starts at 1/10th of your LP, and every second or so, this increases to 2/10, 3/10 and so on. This increases even when you're NOT standing on the portal, so don't get accidentally KO'ed by running over a portal! Other people's portals will have an effect on you as well!

 

Miasma Portal: Another one of Har'Lakk's magical portal specials. With a yell of "Taste miasma!", Har'Lakk makes a bunch of purple spots appear where you are standing. This has the same effect as the flame portal in f2p, so again, run away from it. If you're a member, beware as this attack can poison, and it can stack! You can get 1HKO'ed by a single poison splat if you're not careful.

 

Sap Portal: The last of Har'Lakk's magical portal specials, also the least common. Har'Lakk yells "This will cut you down to size!" and a bunch of black spots appear where you are standing. This portal drains all your stats, first by 1, then 2, etc. Again, this will accumulate, and other people's portals will affect you as well! Magic users beware, this CAN prevent you from using certain spells if Har'Lakk drains your stats far enough.

 

Solo Strategies

Try to have full prayer points before the battle. Once you're in, use magic, and pray protect from mage. Run away from a portal if he summons one. Be on the offensive! It's possible to not take a single point of damage if you have enough prayer points. Otherwise, this battle can be harder as he can hit in the high 100s with both his magic and melee attacks.

 

Team Strategies

As suspected, Har'Lakk is much tougher on a team. Since he has much higher lifepoints, praying magic will only help for about half the fight. Make sure everyone is fighting him from a different spot of the room. You don't want to run into other people's portals and get KO'ed in the process! Have someone prepare lots of food if you need to, he can hit very hard on all team members.[/hide]

 

[hide=6.14. Lexicus Runewright]]Lexicus_Runewright.png

Also known as the Librarimancer, Lexicus is a real master when it comes to books. Again, just like Astea Frostweb and the Hobgoblin Geomancer, Lexicus is a mage with some nasty tricks for people that melee. Not only are his magical attacks quite powerful, he has the ability to deflect melee damage! Lexicus's teleportation can also be a nuisance, and he can summon tomes as his helpers during the fight. Therefore, it is highly recommended to fight with ranged attacks. If you're soloing however, meleeing can still prove to be faster, in this case stab or slash.

 

Abilities

 

The Magic Words: Lexicus opens the book he is holding, and sends some blue text at you. Lexicus's main attack, which is magic-based. Praying against this attack with protect from magic is recommended, as it can hit very hard on you otherwise.

 

Flying Pages: Lexicus opens his mighty multi-purpose tome and makes some blessed pages fly at you. Lexicus's magic-based ranged attack, which means only praying from ranged would protect against it. Again, like the magic attack, it can hit very hard on you.

 

Book Slam: Lexicus uses that giant tome of his and whacks it at you. Can be prayed against with protect from melee. Watch out as Lexicus WILL try to move towards you and hit with this attack. It also hits surprisingly hard for a melee attack... granted it's just a blessed book, or is Lexicus really THAT powerful? :unsure:

 

Tome Summon: With a quick teleport and a yell of "Almanac army, attack!", Lexicus calls his tomes to help aid the battle. The tomes come in Strength, Ranging, and Magic forms, respecively. Although they are very accurate hitters, they don't hit particularly high, and they always die in one hit (10 LP). The more people you have in your group, the more tomes are summoned, so it's recommended to kill these guys off as fast as possible.

 

Book Barrage: With a yell of "Book barrage!", Lexicus makes some red books fly at you, ready to explode on your face. You better run away from those books, as one explosion takes down roughly 1/6th of your maximum LP! Again, like the Tome Summon attack, the more people you have in your team, the more bomb books are summoned. These other books can damage you as well, so run well away from them!

 

Eye of the Warrior: Attempting to attack Lexicus with melee attacks will make you get hurt even more, because of Lexicus's special deflect ability. Lexicus is able to deflect 1/3 of all melee damage you deal. If you're going to melee Lexicus, make sure you bring lots of food to the fight to prevent an accidental death.

 

Solo Strategies

Ranging is obviously the safest strategy, but Lexicus goes down fast in a solo, so you can consider meleeing Lexicus as well. Make sure you kill off those tomes, they can be a real pain in the ass if not dealt with. Even though Lexicus only spawns 2 at a time, they can be pretty annoying over time.

 

Team Strategies

Lexicus has even nastier tricks for those who are teaming than in a solo. For one, he summons more tomes for every player in the party (10 per summon in a 5:5), as well as book barrages. These books don't disappear until you kill them, so the whole room may go out of control! Another toughie is that Lexicus can hit very hard on you. Make sure you have that protection prayer on, to minimize damage! Make sure you are ranging too, you really don't want an accidental death here.[/hide]

 

[hide=6.15. Sagittare]Sagittare.png

Rammernaut is the heavy brute, Lexicus is the cunning mage, and Sagittare is... a magical ranger? Granted, his name does come from the word Sagittarius, which means "archer", but how does he imbue magical abilities to his equipment? Anyways, Sagittare can be even more annoying than Lexicus in terms of defenses. His room is shaped in a spiral, making it hard to get to places as a warrior. He has permanent protect from ranged on, and his equipment is highly magic resistant. Offensively, he attacks with multi-targeted magic and ranged, both can hinder your movement. Using melee is pretty much a must on this boss (stab and slash recommended), but beware as he can become a very annoying boss.

 

Abilities

 

Sagittarian Shot: Sagittare fires a regular arrow at you, hitting your legs and possibly injuring you. When you're injured, you cannot run for a short period of time. Protect from ranged prevents damage from this attack, but does not prevent the injury effect.

 

Enchanted Shot: Sagittare adds some magical effects on his arrows, binding you to the spot for about 5-10 seconds. Protect from magic prevents damage from this attack as well as the binding effect, so it is suggested to protect from magic. (Lol, using magic prayer on an archer. :rolleyes: )

 

Arrow Rain: Every 1/5th of Sagittare's health, he will yell "Back off!", then with a call of "Arrow rain!", Sagittare shoots several arrows around him in a 1-square range, and teleports to a different section of the spiral. Beware, the range of this attack is bigger than it looks - you can get hit from it if you don't stand at least 2 squares away from it. This can be particularly annoying if Sagittare injured your run right before teleporting. Getting hit results in both high damage and the effects of BOTH the range and magic attack, and it cannot be prayed against. Make sure you do your best to dodge this attack, and continue your chase after Sagittare!

 

Solo Strategies

You should obviously melee Sagittare. Although he's only level 67 on a solo (for me anyway), he is still highly strong against magic. Sagittare will hinder your run often, but as long as you have protection from magic on, you should do fine.

 

Team Strategies

Are defensive bosses really THIS mean to us? I mean, with the multi-targeting attacks and the ability to hinder run, he can also hit very hard. If you can't use your prayers, you're basically toast. Sagittare will just keep binding you to the spot while you take high damage. So basically, prayer here is a must, and you need to be on the offensive at all times. Make some fractite armor if you have to, so you have some defense against the ranged attacks.[/hide]

 

[hide=6.16. Night-gazer Khighorahk]Night-gazer_Khighorahk.png

It's been a long time since we've met one of those eyeball bosses, huh? Another returns as the last boss of the furnished floors. Unlike his brother, Plane-freezer Lakhrahnaz, Khighorahk has two forms, and he always stays in one spot during the whole fight. He's also quite powerful compared to Lakhrahnaz. There are pillars of light located on the corners of the room, and they must be lit for you to do damage. The more pillars lit, the weaker Khighorahk gets. Also, beware as Khighorahk has a special attack reserved for those who melee... His weakness is stab attacks and range, and the usage of either really depends on how you want to fight Khighorahk - do you want a fast but dangerous approach, or do you want to be safe but prolong the fight?

 

Abilities (first form)

 

Eyeball strike: Khighorahk fires some green-looking blob at you. His main magical, multi-targeted attack, which can be completely blocked by protect from magic. Pray against this attack to minimize the damage received.

 

Spin dance: Khighorahk does some kind of a spin move, which puts out the pillars of light and drains your run energy. This is annoying, but you just have to deal with it.

 

Focus slam: Some sort of blue aura envelops Khighorahk, raising him high up in the air, and slamming back down on the spot. Only people who stand within melee range of Khighorahk will be hit by this attack. Make sure you move away from this attack at all times - you can get hit over half your maximum life points!

 

Abilities (second form)

This lower-leveled Khighorahk mostly has the same moves as his first form. However, there are slight differences, and I shall point out those that are different.

 

Spin dance: This move also drains your run, however it won't unlight the pillars, making this version easier. As a side note, as soon as you kill the first form, all of the pillars are automatically lit, so you don't need to worry about them anymore!

 

Stunning gaze: Khighorahk adds a nasty move which stuns you on the spot for about 10 seconds or so. If you're meleeing, this is going to get pretty nasty. Khighorahk can follow up with a focus slam, effectively KOing you if you're not careful!

 

Solo Strategies

One of the more annoying boss when you're soloing. Lighting the pillars can become a real pain, especially since Khighorahk will frequently drain your run energy. Don't bother lighting all the pillars - only light one or two. Use melee against him for a quicker kill, but it will still take rather long even then.

 

Team Strategies

Khighorahk is much easier in a team. The more people you have, the better advantage you will have, because that means you don't have to do as much running anymore! In fact, in a team of 5, you only need 4 people to look after pillars - one person can just brute melee the whole time! The downside is that Khighorahk is rather powerful, so it is preferred you get a mix of both melee and range. The person not looking after a pillar should melee, however.[/hide]

 

[hide=6.17. Shadow-forger Ihlakhizan]ShadowForger.png

Back to the abandoned floors again, and this time we have yet ANOTHER eyeballed boss! Unlike his other two neighbors though, Shadow-forger Ihlakhizan doesn't seem to float. He seems to hang himself above a pit, wrapping his tentacles around the pillars on the corners of the pit. Ihlakhizan is a tough boss when it comes to his attacks, as almost all of them are multi-targeted and do high amounts of damage. These can even hit through prayer, rendering them useless. Be wary of this boss, as he can easily do high amounts of damage, even kill a player! He seems weak to stab attacks, and that should be the only style you should use.

 

Abilities

 

Spin attack: Ihlakhizan does some sort of spin move, damaging anybody who is standing nearby. This is his melee attack, and also the only attack that can be prayed against. Pray against this attack at all times to minimize damage.

 

Magical ball: Ihlakhizan opens his top eyeball, and releases some red projectile thing. This is his magic attack, and although it's single-targeted, it cannot be prayed against with protect from magic.

 

Acid spray: Ihlakhizan opens his top eyeball once again, but this time he releases some yellow blob-like thing which spreads all over the room. It is a range-based attack, and it is very hard to dodge and can do quite a bit of damage to you. Protect against ranged halves the amount of damage you get from this attack.

 

Blinding flash: The shadow-forger starts to glow, and during this time you must hide behind one of the 4 pillars in the room. Fail to do so and not only will you take high damage, your stats will be drained to about half your base level. Make sure you dodge this attack at all costs!

 

Solo Strategy

Use melee, and pray protect from melee. Make some food if you need to. Although Ihlakhizan isn't that threatening in a solo situation, he can still do quite a few damage splats on you if you're not careful. If you do not dodge his blinding flash attack however, you're toast. Avoid this attack, and you should do fine.

 

Team Strategy

Shadow-forger is far more unforgiving in a team. First of all, all of his attacks (except the magical ball attack) are multi-targeted, which means everyone has a chance of taking damage from each of his moves. His attacks are also much stronger, making you use up food far more often. Second, getting caught in his blinding flash spells doom for you. If you're on a team where one does not know how to counter Ihlakhizan's attacks, this guy will become a very nasty boss, and will cost you a lot of deaths. Make sure everyone knows what they're doing, and battle well![/hide]

 

[hide=6.18. Bal'lak the Pummeller]Bal%27lak_the_Pummeller.png

Another Kal'Gerion general, this time it's a green demon, wielding twin hammers on both arms. Bal'lak has a very swift attacking speed, as well as the ability to hit twice in one turn. Add this to a magic-based area attack, prayer-disabling attack, as well as a defense meter that gradually makes him harder to hit. If you're not careful, Bal'lak will surely pummel you to death. His weakness is stab attacks and magic (are all demons weak to magic? :huh: ).

 

Abilities

 

Pummel: Bal'lak whacks at one player with his hammers, with a slight chance to disable your prayer. This is very fast, and can have the potential to hit two times in one turn. This can be blocked with the Protect from Melee prayer, but beware as he will disable your protection prayer quite often.

 

Magical fireball: Bal'lak makes some red spark of energy from his fists, and fires fireballs at everybody within the room. Although this is a magic attack, it is not fully protected with protect from magic. If Bal'lak is not targeting you, this is the attack you should use prayers against.

 

Toxic portal: Bal'lak makes a grunt and makes 3 green portals appear within the room. You can use these to lower Bal'lak's defense meter, but if you step on it, you will take some damage yourself. Be careful when luring Bal'lak over the portals.

 

Defense meter: As you're fighting, Bal'lak will have a defense meter on the top of the screen during the whole fight. As you fight him, this gradually increases, until it is about 90% full. There are two ways to lower it: toxic portals, and gatestones. Bal'lak's defense meter only rises if he is attacking you, so if your whole team is out of the room, his defense meter will lower. This is great if you're low on health and need a safe way to fight.

 

Solo Strategy

Since you're the only player here, Bal'lak will constantly target you. With his constant prayer disables and melee/magic attacks, he can do a great deal of damage to you if you're not careful. Be wary when you lure him over the portals. Gatestones are a must here, since Bal'lak will deal tons of damage on you. This will be long and challenging, but it's worth the effort!

 

Team Strategy

Bal'lak is actually easier on a team. His melee attacks only target one player, so all the rest don't need to worry so much. You still need to be careful though, because if you're the target, be prepared to take a hefty beating. Gatestoning is also vital here, and is good in case the targeted player can't lure well.[/hide][/hide]

 

[hide=7. Challenge Rooms]Some rooms in Daemonheim require knowledge in your skills in order to move on. Most can simply be cleared by one person, but there are some that requires the skill of your entire team to move on. Most of these require a skill level, but only bonus rooms have a higher level requirement than what your whole team has. Some puzzles require member skills to complete - I will not list these here. If you encounter them, unfortunately you cannot do anything. The only thing you CAN do is to take the key (if there is one) in that room, and move on.

 

[hide=7.1. Group Challenges]The following challenges either require or extremely recommended that your whole group does this. I list these first simply because they are the most difficult puzzles to master. If even one member of your team is absent, these puzzles will prove very difficult or even impossible to do.

 

Monolith

dungeon_monolith.gif

There is a mysterious tower in the middle of the room called a monolith, which you must let it charge to full. However, there will also be mysterious shades spawning that will try to destroy the charges. Your objective is to protect the monolith from any incoming shades, until the monolith reaches full charge.

 

In a solo, this should be pretty easy. At max only two shades will spawn at a time, and the levels of the shades are rarely above level 50. In a team though, this gets pretty damn tricky. Levels of shades can go as high as 90, and up to 4 can spawn at a time! It is highly recommended to have your whole team here to help.

 

Mercenary Leader

dg_puzzle_mercenary_leader.png

A mercenary leader resides in this room. Although his attacks are identical to forgotten mages (elemental spells, weaken spells, and binds), he has the ability to summon forgotten warriors, rangers, or mages to his aid. Three are summoned for every player that is in the room. As the mercenary leader has a lot of lifepoints for his level, this can become a rather long fight. Once defeated, forgotten fighters will no longer be summoned and will disappear after a while.

 

This should be easy in a solo situation. The max I was getting was one that summoned tier 2 enemies, and I had no trouble defeating it. In a team situation is where you'll be in a sticky situation. The mercenary leader will be higher leveled, therefore summoning higher tiered fighters. In general, mercenaries will summon forgotten fighters that are half their tier, rounded down. Therefore, a tier 11 mercenary will only summon tier 5 enemies! It shouldn't be too hard, but this room takes a surprisingly long amount of time to finish, so have your whole group pile the mercenary.

 

Ramokee Familiars

ramokee_familiars.png

There are 4 rogue familiars guarding the obelisk - a skinweaver (healer), a bloodrager (melee), a deathslinger (range), and a stormbringer (magic). The objective is to kill all 4 of them. Since the skinweaver can heal, kill her off first. Then focus on either the deathslinger or the stormbringer. The bloodrager should be dealt with last, preferably trapped in a position so he cannot attack you.

 

Again this is simple in a solo. In a team, this can get pretty tough. This is kind of like the Skeletal Trio boss except the ramokees do not use prayer, and that there's a healer to defeat. In addition, most ramokees have other monsters within them as well, making this a rather long room to complete.

 

Mime Statues

dungeon_mimepuzzle.gif

There are 5 pads in the room, in front of them are either statues or broken statues. Depending on the number of people in your raid, the amount of statues will increase. Everyone in your team is required to do this puzzle. The statues can perform 5 possible emotes (wave, nod head, shake head, laugh, cry), and you must perform the same thing. Once everyone has performed the correct emote 3 times, the room will unlock.

 

This puzzle is by no means difficult if everyone manages to cooperate. However, if even one member does it wrong, then this room will be an extreme hassle. Moreover, if even one team member ragequits, this room cannot even be completed, killing off bonus rooms or even dungeon progress! It is very, very essential that everyone knows what they are doing.

 

Timed Switches

dungeon_switches.gif

There are 5 switches in this room. The objective is to pull all of them before they reset (and therefore hurting you!). The amount of time you get to pull the switches depends on the number of people in your group. It is assumed that in a solo, the time is 20 seconds, and decreases by 4 seconds for another person in the dungeon.

 

This puzzle is probably the quickest puzzle if your team is synchronized. Assign people to certain switches, and have one person count off. Normally "3 2 1 go" is used, but others may work if you specify it. Contrary to popular belief, this room may still be completed if one or more people are missing. By this point it's clever use of gatestones (or in extreme cases, the ggs as well). If this does happen, place a gatestone in a far switch (preferably the top-right one), and run as fast as possible for ones close to each other (the ones on the west side). It gets tricky from there, but it's worth the trouble.

 

Ghost Room

dungeon_ghost.gif

Within one of these rooms styled similar to the mercenary leader's room, you will see a number of non-aggressive ghosts. You need to kill all of them, but must always attack the ghost with the "spirit" inside them. Attacking any other spirit will not damage the ghost at all. These ghosts use a melee attack, as well as a magic-based one when far away. Once you attack a ghost, they will always keep attacking you, so make sure you attack the correct one!

 

The strategy is the same for both solo and team. It is noted however, that in teams the ghosts tend to be way more higher leveled, and thus attacking the correct ghost each time is extremely important. Teams may consider using the "Mark" function to mark the correct ghost, as it may be confusing at times. A neat trick to remember is that as soon as you have killed a ghost, the spirit flies to the ghost that is the closest to it. This is an easy way to determine which ghost to kill next.

 

Sleeping Brutes

dungeon_guard.gif

When you first approach the room, you will see four sleeping brutes. The doors in this room are locked and the keys are on the brutes. You must either pickpocket the brutes for the keys, or kill them off. Pickpocketing requires the brutes themselves to be asleep. You must walk (NOT run) and steal from the brute. Be aware, the brute has a chance of waking up, and one does, all of them are awake. Running across the room automatically wakes them, though walking across the trash or a failed pickpocket can also trigger this. If this happens, the only option is to kill the brutes.

 

In a solo, these guys should be relatively low level. It is best to just pickpocket these brutes since there's no real harm if any wake up (if they do they are easy to kill anyway). In a team though, it's best to just kill them off. They can be very high level (104 is the highest I've seen), and if even one person wakes the brutes, the whole team is screwed. Since brutes have relatively low defense, get the whole team to pile the brutes one at a time. This shouldn't be too tough even in a 5:5 large.

 

NOTE: Thieving is NOT a required skill to pickpocket the sleeping brutes![/hide]

 

[hide=7.2. Individual Challenges]The challenges here, unlike the above, don't require the whole team and therefore are a lot less annoying. It is noted that most of these skill challenge rooms may require a particular skill level to do, and therefore having high skill levels is beneficial. For most, it is better to have just one person do the puzzle, while the others find other paths (unless the route is one way). If you do not have said level, ask another person to do it for you.

 

Colored Ferrets

dungferret3.gif

For this puzzle, the objective is to lure each of the colored ferrets onto the respective colored tiles. The size of the room may vary - during a solo you may encounter a room like this that is slightly smaller than what originally used to be. But in a team, the room is just as big as any other room. There are no requirements to complete this puzzle - just be sure to walk when doing this. Walking 1 square next to the ferret will cause it to move to that direction, so use that to your advantage. Only ever scare the ferrets if they are trapped alongside a wall or corner. Doing so anywhere else causes it to run randomly.

 

Sphere Jumping

dg_puzzle_orb_gap-jumping.gif

The objective of this is to take the power crystal from one side and charge it on the lodestone on the other side. You must do it by jumping across the gaps inbetween the little platforms. Problem? A guardian sphere is there to try and knock you back to the other side, and if you do get caught, you get teleported and lose health. You can only move horizontally and vertically across the gaps, and the sphere can only move diagonally. A great way to take advantage of this is to put a gatestone on the first step on the left, then jumping out (the sphere disappears) and start from the right. When the sphere appears, teleport. You will end up on the left side but the sphere will stay where it is! Make sure you regate and drop it at where you just teleported from for a return trip. From there just jump straight to the lodestone!

 

NOTE: When 2 people are jumping 2 spheres will appear, and unfortunately they are not coded by person. Therefore, if you are carrying the GGS it is advised to drop it outside, and NEVER do the puzzle with more than 1 person.

 

Hunter Ferrets

It involves Hunter which is a members only skill, but surprisingly, if you have the Hunter level required to catch it, it's possible to complete it in F2P! However, you cannot make traps which makes it very frustrating if you don't have another person to do this with. You will need people with decent Hunter levels, and ones that don't should camp the corners of the room. The idea is to lure the ferret in such a way that it gets "trapped" between 2 players, making it an easy catch. Be careful though, it bites and you can get stunned by it!

 

Pondskaters

You need a fishing rod to do this, and quite obviously fishing levels. Only one of the pondskaters have the key hidden within its mouth. The trick is to wait till all the pondskaters gather in the middle, and the one that opens its mouth (revealing a key inside) is the one you should catch. Catch the wrong one and you get damaged fairly hard. Be aware though, this room tends to drain a lot of your running energy and the pondskater doesn't stay seated at the edge for long, so it can be frustrating!

 

Suspicious Grooves (Spikes)

There are 3 rows of 4 spike pads, and only one of them from each is safe. Unfortunately, there is no way to guarantee which of the spikes is safe. However, there is a neat trick to avoid damage altogether! If you have a gatestone on you, now is the chance to use it. As you teleport just as you step on the spike you can avoid damage from the spike itself. This is very useful if you are low on health for whatever reason. Doors on the far end are just as usual, it can be regular, guardian or skill.

 

Tile Flipping

Ever played a game called Lights Out? This is just like that! The objective is to flip all the tiles to one color (yellow or green, doesn't matter which). When you imbue a tile, the tiles north, east, south and west of it are flipped as well. When you force it, only the tile you choose to force will be flipped but you will take some damage from it. It is suggested to imbue as many tiles as you can to one color, then force when there are only one or two remaining. Of course, if you manage to be able to do this without forcing that's even better =D>

 

Synchronized Lights

I'm not sure if magic is a requirement for this, but activating the lodestones gives you magic experience so I assume so. Anyways, the objective is to get all 4 lights hit the crystal at the exact same time. The pressure pads help control the light that you want to synchronize. Unless you have really good ping, you should step off the pad a bit earlier than you wanted to, in order to control the lights. Alternatively you could get your whole team here and have each member step on the pad when it's within the crystal.

 

Maze

You need to pull the switch and find your way to the center of the maze. It is recommended to rest up before you start this. The most important thing to remember is that the most obvious route is almost never the correct one, so try and look outside of the box. Once you open the chest in the center of the maze (and hence prevent damage from here), all the obstacles will be removed, making it easier to get around. You should always get to the center of the maze if it has a key in the center, and/or if there are 2 or more doors. Mazes that have no key and only 1 door are usually short paths so you don't really need to finish those mazes.

 

Block Sliding

You will see 8 tiles on a 9-tile grid. You've probably seen it before, except with numbers 1-8 instead of the dungeoneering icon. This is the exact premise. You're supposed to move the tiles until the pattern is back in the place where they should be. There is only one way to solve it - moving the wrong tile will damage you. It is recommended that only one person do this, because if other people try to move the tiles they might get damaged if they are too slow.

 

Sliding Statues

You will see four square grids, both with two statues on them. Only the south ones may be moved to the correct spot. The objective is to match the pattern on the north side exactly tile-by-tile. Not mirroring, you must match the pattern. Be aware though that monsters may block your way while pushing the statues, so it is recommended to pull them instead (simply right-click on "Pull"). Once both sets of statues match their corresponding partners, the doors unlock.

 

Grapple Bridge

You need a hammer, as well as Crafting/Smithing/Ranged/Strength levels. If it is a guardian door on the other side, call your team here. You need to grab the meatcorn and the climbing hook head, and use the spinning wheel and anvil to make them into rope and the fixed head. Use them together to create a grapple and throw it across the bridge on the other end. Pull the winch afterwards to make the bridge appear. No matter what door it is on the other side, make sure one person pulls out the bridge first.

 

Magical Construct

You need a hammer and a chisel (which is on the ground). Again if the blocked off door is a guardian door call your team here. Crafting, Runecrafting, and Magic are required skills. Take a magic block from the crate and examine the construct, to see which part it is missing. Make said part, imbue it, attach it and finally charge it. It takes a long time for the construct to open said doors, so either leave the GGS here and run other paths for now, or kill the monsters here, GD or not.

 

Combat Triangle Statues

You will need a hammer, pickaxe and chisel, and mining and crafting are required skills. There are three statues in the room, and you must put the stone weapon into the statue that is not holding a weapon. For example, there is a statue of a warrior without a weapon. You must carve a stone sword and put it on the statue. Once you do that, the door unlocks. However, one of the doors in the room may be a different door, like a guardian/skill door. If that's the case, simply do what you would normally do for that door.

 

Statue Pairs

The premise is the same as the combat triangle statues, except that there are statues on one side and statues on another. The idea is to put the stone weapon that corresponds with the combat triangle. For example, if the statue on one side is holding a bow, make a sword for the statue on the other side. The more people in your party, the more pairs of statues there are, up to a maximum of 5 for 5:5 parties and a minimum of 2 for solos.[/hide][/hide]

 

[hide=8. What Kind of a Dungeon Raider are you?]This section is simply as follows - what type of dungeoneerer are you, and how do you do it? There are a multitude of different "roles" in dungeoneering - the most significant ones being keyer, fighter, and gatherer. There are also many different minor tasks that all team members should be involved with. Knowing how to perform these roles is key to becoming an efficient dungeon raider, so be sure you can perform these steps!

 

[hide=8.1. General]As a general term, here's what every single team member should have...

 

Stats

This is by far THE difference that separates the mice from the men. You MUST be able to use tier 5 items in order to excel at dungeoneering, as well as the ability to Group Gatestone Teleport. Failure to do so, and you will be a great hindrance to pretty much every team. The requirements to be pro at dung? Look above at the "Recommended Levels" section. Most of them require you to be at least level 40 in each skill anyway, and that is a dead easy goal.

 

Binds

With stats come your ability to use those stats. If you don't have anything bound, you're not going to get far in the dungeon, at all. Binding a weapon and ammo is essential for you to survive deep underground. Most players have a melee weapon bound, and that is a fractite spear. Refer to the "Weapon/Armor and Ammo Binding" section.

 

Teamwork

Yes, I'm actually putting something psychologically related into a dungeoneering guide. <_< But it's true, dungeoneering as a team requires lots of team collaboration. For those of you that are soloing, this shouldn't matter, but this section is geared towards team-based players. Making sure everyone is communicating, and that everyone is doing the right thing. In a guardian room, have everyone pile the same monster, have mages pile warriors, and have rangers pile mages/bats. When fighting the boss, make sure you survive to the last moment, otherwise you will make it hard for other people. In challenge rooms, make sure you designate one person to do the skill-based puzzles, while everyone does the combat puzzles. No matter how you look at it, teamwork is the most important aspect of dungeoneering.

 

Mechanics

Before you even try team dungeons, make sure you know how everything works. How do you solve this puzzle? What is this NPC's weakness? What aspect of this boss should I watch out of the most? Moreover, what is rushing? What does GGS teleport mean? Knowing your dung stuff is essential to being an active teammate.

 

Essentials during the dungeon

Now, on to the stuff that are actually related to the dungeon itself. There are some things that every team member should do, even though it doesn't look like it at first. Here are the most important stuff everyone should do:

 

Tools: Everyone is a tooler. The keyer is not the designated "tooler". If you do not have enough cash, wait till you get some, and buy tools immediately. If you do not tool, you will slow down the dungeon considerably with doors/puzzles that require tools. Tools consist of a pickaxe, hatchet, tinderbox, hammer, fly fishing rod, and feathers.

 

Keys: Everyone also keys. Although the keyer is the main responsibility for keys and doors, he/she must be opening doors constantly. The biggest mistake that most people make is not picking up a key, just because they think keyers should take them. Everyone picks up keys, and be sure to report what color/shape key you get. Don't just say "key" - specify what it is.

 

Gatestone/Group gatestone teleports: Know why I listed 64 magic as a requirement? Because of this aspect alone. When your keyer tells you to GGS (group gatestone teleport) to him/her, do so immediately! GGS teleports consists of 3 law runes per cast. Having gatestone (GS) teleports are also quite useful for obscure key doors that are blocked off for part of the dungeon.

 

Fighting: Combat is a core aspect in dungeoneering. The higher your combat is, the faster you are able to clear out rooms. Bosses, guardian door rooms, and specific puzzle rooms require you to clear a room full of monsters. Clearing out non-deadend rooms are also useful, but in general, the three types of rooms I listed are the most important.

 

Collecting resources: No, I don't mean skilling. I mean picking up certain useful monster drops. Found a piece of useful tier 5 armor? Or found a huge stash of coins or food? Things like these should be picked up immediately, as to prepare for the boss. Never, ever hog those drops - divide them equally amongst your teammates.

 

Skilling: In general, this shouldn't really be done. Sure, there's a mass of fractite ore scattered around the dungeon, but armor really doesn't help that much. One may argue that fishing for short-finned eels may actually be important for certain bosses, but in general, monster-dropped dusk eels do the job.[/hide]

 

[hide=8.2. Keyer]In a dungeoneering team, the most vital member by far is your keyer. What makes the difference between good teams and bad teams is how good the keyer is. The keyer is so essential, because, as suggested by the name, he/she "keys" doors by unlocking every door, opening up as many rooms as possible. A good, responsible keyer should be able to do their job efficiently. Here are the priorities the keyer needs to maintain:

 

Always be a step ahead

As a keyer, you WILL be away from your team for the most part. You're going to be busy all the time opening doors, so you will need to move fast. The ONLY time you should ever stop is if you're clearing out a guardian door (call your teammates to help) or solving a challenge room.

 

Take the GGS and make your own gatestones

Being the keyer most likely means being the leader too, so make sure you have the group gatestone. When you see a door that you do not have the required keys for, make your own gatestone and place it there. When you do find the key, drop the GGS at your current room and teleport to the key door. If it's a dead end, teleport back. If it reveals more rooms, go and unlock those rooms first, then GGS back to where you left off.

 

Pick up all keys

I really, really cannot stress this enough. The NUMBER ONE reason why there are so many ragequitters in w7 is that people fail to pick certain keys up. Missing even one key can cost you finishing the floor! When you enter a room, ALWAYS look for that red dot on the ground. This not only applies to the keyer, everyone should get into that habit too. Just make sure that the other teammates give the key to the keyer.

 

Be a leader

As I mentioned above, if you're the keyer, be prepared to act like a leader too. Call your team to group gatestone teleport to you, if there are guardian doors or puzzles that require the whole group. Distribute food along with the group. When a team member has found a key in a different room, tell them to give those keys to you. When the boss has been found, designate one person to fish and cook food.

 

Priority of rooms

While keying, there obviously has to be some sort of priority tier. In order, here are the doors that the keyer should unlock:

Key doors.

Skill doors.

Regular doors.

Puzzle rooms (individual).

Guardian doors (tell your team to help).

Puzzle rooms (group) (again, tell your team to help).

 

Once again, remember that you are RUNNING ACROSS ROOMS. The fighting should be reserved to your other teammates.[/hide]

 

[hide=8.3. Fighter]Being a fighter is probably the second most vital role of dungeoneering. You need to be constantly killing off monsters throughout the dungeon, and fighting out the boss is also vital. Not having the stats or the ability to fight means you will likely die a lot. Here are some of the most vital points about being a fighter:

 

Pile

This is a very important strategy to keep in mind. Monsters in Daemonheim have exceptionally higher defense and lifepoints for their level than one would be outside. Having an entire team pile single, high-level monsters is way faster than having each player take on a different monster.

 

Know your monster weaknesses

Combat in dungeoneering isn't about bashing monsters with a stick all the time. Monsters are always very weak to a specific style, and if you do not exploit that weakness, you will waste a lot of time trying to kill off the monster. When fighting off forgotten persons, exploit the combat triangle. Read my monsters sections for better knowledge of what monsters are weak to.

 

Learn to hybrid

Monsters aren't just weak to styles - they are weak to specific aspects of the combat triangle as well. Combine this with monsters that use a protection prayer, if they have that prayer on, you will be unable to use that style, period. That is why I suggested using bind slots on different styles. Not only is it more difficult to obtain range/magic items on f2p, these are almost always vital some point on in your dungeoneering journey.

 

Wasteless food, wasteless prayer, and wasteful armor

This is probably THE point that separates pro fighters from noobs. Conserve your food and prayer supplies as much as possible. Only use your prayer on a monster with a combat above 80 (the exception is dragons - you almost always HAVE to pray magic), and on all bosses. Food should only be eaten before or after you kill monsters, not during the fight. It is important to safe up however, so don't be afraid to run out of the fight to restore health. As for my final point, do not bother with armor at all. The protection they supply is negligible at best, and the amount of time it takes to make armor is simply not worth the hassle.

 

Don't EVER be a "hero"

The point I'm trying to make here is simple - don't think you're man and can survive on low lifepoints. Bosses, monsters, and even puzzle items in a challenge room can damage you almost unexpectedly. Most teams in w7 dg simply try to kamikaze their way through the dungeon - this simply does not work. Healing up is far more useful than you would have ever thought. Being man may work for PvP, but don't EVER do it here.

 

Prioritize on your killing

Certain monsters are always going to be more dangerous than others, regardless of rooms.

- Kill off all offense monsters first - this includes shades, brutes, forgotten warriors/rangers/mages, skeletons, and zombies.

- Kill off all dragons first, if you ever see one. They are easily the most dangerous monsters in Daemonheim.

- Kill all very low-level monsters first (below 30 as a point), to prevent as much hassle as possible.

- Kill off monsters that use multiple styles next - dragons, shades, icefiends, and ice elementals have that capability.

- Kill off low lifepoint monsters. Dungeon spiders are a prime example.

- Save monsters with low offense/high defense capabilities for last. Giant bats are infamous for this.

 

When to kill monsters

Not only are there monster priorities, this largely depends on the room that they are in. Sometimes, you need to kill off everything in a room. Others, it's best to leave them untouched.

- In a room with a guardian door, kill off every monster. Guardian doors require you to kill everything within that room.

- In certain puzzle rooms like follow the leader mime, you have to kill the monsters as well to properly perform the puzzle.

- Monsters in a dead end should almost always be ignored.

- Rooms with an altar should be cleared out as well.

- The room before the boss should be cleared.

- For all other types of rooms, you can choose to leave them alone or clear it. In most cases it's better to just leave them alone, but you never know if you need to traverse that room a lot.[/hide]

 

[hide=8.4. Gatherer]Gatherer does not simply mean skilling. It means picking up all sorts of drops that monsters may leave behind. Being a gatherer is also quite an important role, as monsters are the only real source of cash and food. Not to mention, gathering can be quite important as a pre-boss preparation.

 

As far as picking up items from drops go, here are what you should take:

 

Coin drops

Coins_10000.png

Probably one of the most important drops you will need to collect. Coins are the required items for you to trade with the smuggler. You will always need to buy tools, and rune essence is frequently a necessity as well. If there aren't much fishing spots for you to obtain food, having the money to buy fish from the smuggler can be pretty vital too. Just don't hog the coin drops - always drop them back at base regularly.

 

Food drops

Dusk_eel.png

Often when you kill a monster, you will see a lot of dusk eels being dropped. Since monsters don't drop better food than dusk eel, it is almost a must using these to heal yourself almost every kill. Don't ever take too much food however - only keep about 10 in your inventory at most.

 

Equipment drops

Fractite_platebody.pngDromoleather_body.pngBryll_robe_top.pngSpinebeam_longbow.pngFractite_arrows.PNGLaw_Rune.PNGMagical_blastbox.png

Picking up equipment from drops is also something that you should be doing. All of the drops above can be obtained from forgotten warriors/rangers/mages wearing tier 5 equipment, and in a large dungeon you'll see plenty of these wandering around. Pick up all pieces of tier 5 armor, obviously. Longbows and arrows should be picked up in case anyone on the team does not have these. Rune drops should be a lookout as well. The magical blastbox can also serve as convenience if anyone doesn't have that either.

 

Skilling

Skilling for resources should only be done preboss, and generally should only be done by level 3 skillers. The items that you should be looking for can be found in the "search of resources" section.[/hide][/hide]

 

[hide=9. Rewards]Of course, what is dungeoneering without the rewards? In this section, I shall describe each and every reward that you can get from Marmaros, the rewards trader.

 

The Rewards

DungeoneeringRewardsTable.png

 

Gem Bag

Gem_Bag.png

Cost: 2000 tokens

Requirements: 25 crafting, 25 dungeoneering

Purpose: Holds up to 100 uncut gems (sapphire, emerald, ruby, diamond).

Worth getting: Depends. Gems don't appear frequently enough while mining, and the loss of an extra inventory space isn't worth the profit from the gems. However, when fighting monsters that drop gems fairly often (flesh crawlers), this may be worth taking to free up some inventory space for more drops. It can also be used to conserve bank space if you happen to have multiple types of uncuts, but keep in mind you can only store 100 of each. (Thank you Gazan for this tip!)

 

Coal Bag

Coal_bag.png

Cost: 4000 tokens

Requirements: 35 mining, 35 dungeoneering

Purpose: Holds up to 27 coal.

Worth getting: If you mine coal a lot, this is a great benefit. Otherwise, it is not. Superheating in a bank is actually faster without the bag, because you withdraw items out less.

 

Arcane Pulse Necklace

Arcane_pulse_necklace.png

Cost: 6500 tokens

Requirements: 30 magic, 30 dungeoneering

Purpose: Gives a 5% magic damage boost, as well as +10 magic bonus.

Worth getting: No. The arcane blast necklace is far superior to this one, which means buying this is a waste of tokens.

 

Arcane Blast Necklace

Arcane_blast_necklace.png

Cost: 15500 tokens

Requirements: 50 magic, 50 dungeoneering

Purpose: Gives a 10% magic damage boost, as well as +12 magic bonus.

Worth getting: Yes. It is the best f2p magic amulet in the game, and the extra damage given is worth it.

 

Twisted Bird Skull Necklace

Twisted_bird_skull_necklace.png

Cost: 8500 tokens

Requirements: 30 prayer, 30 dungeoneering

Purpose: Restores 1 prayer point when burying bones, burnt bones, or bat bones, as well as giving a +9 prayer bonus.

Worth getting: No. Some of the best f2p training monsters (flesh crawlers, giant spiders) do not drop bones, and usually the monsters are weak enough that you don't need to use boosting prayers against then anyway. Holy amulets already give a +8 prayer bonus as well.

 

Longbow Sight

Longbow_sight.png

Cost: 10000 tokens

Requirements: 45 ranged, 45 dungeoneering

Purpose: Attach this to a maple longbow to increase its accuracy to +110, as well as making it slightly faster.

Worth getting: Depends. For PvP, this is a great item for range tanks, as it still gives great accuracy in full rune. On the other hand, for normal training, it is still inferior to the maple shortbow due to the slower speed.

 

Law Staff

Law_staff.png

Cost: 10000 tokens

Requirements: 45 magic, 45 dungeoneering

Purpose: Stores up to 1000 law runes. Has a 10% chance of not using a law rune.

Worth getting: No. Although it does save law runes, the costs of most teleports with the law staff is actually more expensive than it would be if you used an elemental staff.

 

Nature Staff

Nature_staff.png

Cost: 12500 tokens

Requirements: 53 magic, 53 dungeoneering

Purpose: Stores up to 1000 nature runes. Has a 10% chance of not using a nature rune.

Worth getting: No. Again, the costs of high alchemy and superheat with the nature staff are actually higher than it would be if you used a fire staff instead.

 

Scroll of Efficiency

Scroll_of_efficiency.png

Cost: 20000 tokens

Requirements: 55 smithing, 55 dungeoneering

Purpose: When smithing items that require 3 bars or more, there is a chance a bar is saved. For each metal, the chance is different. Bronze = 50%, iron = 25%, steel = 20%, mithril = 10%, adamant = 8%, rune = 5%.

Worth getting: Yes if you ever train smithing with bars. Having money saved while you smith is always a good thing!

 

Amulet of Zealots

Amulet_zealots.png

Cost: 40000 tokens

Requirements: 48 prayer, 48 dungeoneering

Purpose: When worn, it boosts all prayers by +5%, essentially turning all +15% boosting prayers into +20%. It also gives a -8 prayer bonus, as well as +2 in all attack stats.

Worth getting: Depends. If you PvP with prayers at all, it might be worth using, but the -8 prayer bonus may be a turnoff to most people.

 

Magical Blastbox

Magical_blastbox.png

Cost: 40000 tokens

Requirements: 30 magic, 30 runecrafting, 30 dungeoneering

Purpose: Stores runes for bolt and blast spells. Two air runes and one chaos rune counts as one bolt charge, while three air runes and one death rune counts as one blast charge. This is the same for all elemental spells, so in a way, you save an air rune casting fire bolt/blast. In addition, every 5 casts, the blastbox has the ability to deal 25% more damage shown in a separate hitsplat. This effectively makes the max hit of fire blast 160+40, assuming only the blastbox is used to boost damage.

Worth getting: Yes. The extra damage ability is very useful for maging anywhere, as well as saving an air rune when casting fire spells. If you PvP, this item can prove to be quite useful.

 

Tome of Frost

Tome_of_frost.png

Cost: 43000 tokens

Requirements: 48 magic, 48 dungeoneering

Purpose: Carried in the shield slot, this item acts as an infinite stock of water runes. It also gives +10 to both magic attack and defense.

Worth getting: Yes. Not only does it make casting water blast very cost-effective, it is also the best "magic shield" for F2Pers. Not to mention in members, this is a great benefit for casting ice spells in the Ancient Spellbook!

 

Gravite Rapier

Gravite_rapier.png

Cost: 40000 tokens

Recharge cost (assuming 0%): 1Mgp, or 100Kgp + 6.5K tokens

Requirements: 45 attack, 45 dungeoneering

Purpose: The gravite rapier is currently the strongest stab weapon in free play. It has slightly better stats than a rune scimitar, as well as having the same speed. Degrades after 10 hours of use.

Worth getting: Depends. Although the gravite rapier is indeed better than the rune scimitar, the recharge cost to repair the rapier may not be worth the slight stat advantages. Using a rune scimitar will more or less have somewhat the same effects as a gravite rapier, but what's to stop you from getting a higher DPS?

 

Gravite Longsword

Longsword.png

Cost: 40000 tokens

Recharge cost (assuming 0%): 1Mgp, or 100Kgp + 6.5K tokens

Requirements: 45 attack, 45 dungeoneering

Purpose: The gravite longsword is currently the strongest slash weapon in free play. It also has better stats than its rune longsword counterpart. Degrades after 10 hours of use.

Worth getting: No. Just like the rapier, the gravite longsword is better than the rune scimitar, but again, the stat increases are minimal. A rune scimitar will have somewhat the same effects as a gravite longsword, possibly better due to the speed increase.

 

Gravite 2h

Gravite_2h.png

Cost: 40000 tokens

Recharge cost (assuming 0%): 1M gp, or 100Kgp + 6.5K tokens

Requirements: 45 attack, 45 dungeoneering

Purpose: The gravite 2h is currently the strongest weapon as well as the highest crush bonus weapon. It is also slightly faster than regular 2h's. However, it has a negative slash bonus. Degrades after 10 hours of use.

Worth getting: Depends. Using smash mode, the gravite 2h is proven to do more dps than the rune scimitar with the incredibly high hits (350+!). However, due to the negative slash bonus, it is not useful for training anything other than strength. It shines in PvP though, being the strongest finisher weapon.

 

Gravite Staff

GraviteStaff.PNG

Cost: 40000 tokens

Recharge cost (assuming 0%): 1M gp, or 100K gp + 6.5K tokens

Requirements: 45 magic, 45 dungeoneering

Purpose: The gravite staff has the highest magic attack bonus of all f2p staffs, as well as being the only one with a magic damage boost, of 5%.

Worth getting: Depends. If you PvP with magic at all, get this staff. The damage boosting is well worth the tokens. However, forget using this in regular training. This staff does not save runes in any way, so you're better off using your trusty old elemental staves.

 

Gravite Shortbow

Gravite_shortbow.png

Cost: 40000 tokens

Recharge cost (assuming 0%): 1M gp, or 100K gp + 6.5K tokens

Requirements: 45 ranged, 45 dungeoneering

Purpose: The gravite shortbow is the most accurate shortbow in f2p. It can use arrows up to rune.

Worth getting: If you do Fist of Guthix a lot, this is definitely a bow to get. +18 ranged can be pretty significant in certain situations and it comes in handy.

 

Dungeoneering Experience

Lamp.png

Cost: 1 token

Purpose: Every token you trade in, you gain dungeoneering experience. For example, trading in 1k tokens gives you 1k dungeoneering experience.

Worth using: No, unless you're very high level and you have all the rewards. It's better off to save these tokens for members as well.

 

So, which rewards should I get?

Based on the reasoning above, I have compiled a list of which rewards you should get (if you want), and which rewards that are not worth getting at all. Without further ado, I present you this!

 

YES.

Gem bag

Coal bag

Arcane blast necklace

Longbow sight

Scroll of efficiency

Amulet of zealots

Magical blastbox

Tome of frost

Gravite rapier

Gravite 2h

Gravite shortbow

 

NO.

Arcane pulse necklace

Twisted bird skull necklace

Law staff

Nature staff

Gravite longsword

Gravite staff

Dungeoneering experience[/hide]

 

[hide=10. Miscellaneous Tips and Tricks]Getting More Exp per Floor Theme

Due to the way floor-ticking works, doing high floors to tick off low floors (example, doing f35 to tick off f30-34) results in more exp per floor than doing a row of these floors. The reason for this is that you get slightly more prestige xp the deeper your floor is. However, this usually isn't worth it because you would have to regroup every time to do the highest floor of a theme, and the difference is only a few hundred xp. If you are soloing though, it may be worth it to do this.

 

Music Unlocking Trick

To unlock music of a theme, simply enter in and out of a room with monsters in it. Rooms with monsters will always play a music of a theme, and rooms without will have a quieter theme playing (those do not count towards your music list). By entering in and out, you unlock music at a fast rate. Repeat until you have all 10 tracks of the theme.

 

To get the music of a boss, there are two ways to do it. The first way is to clear the preboss room (boss themes don't unlock if the room you entered from had monsters in it). The second way is to place the GGS within the boss room and let it kill you. After that, teleport back in the boss room and you will automatically unlock the music.

 

Obtaining Dungeoneering Lore

There are journal pieces to be obtained in dungeoneering. They are usually found at the end of boss fights, but some, such as Marmaros and Thok, are found from monster drops. Here is how you can obtain these journal pieces:

 

Mysterious Chronicle varies according to the floor you do. Parts 1-18 can be found along floors 1-35 after finishing the boss.

Marmaros and Thok also varies according to floor. Parts 1-6 can be found from monster drops.

Behemoth Notes can be found by killing the behemoth bosses (gluttonous, bulwark, and stomp).

Stalker Notes can be found by killing the stalker bosses (Planefreezer, Nightgazer, and Shadowforger).

Kal'gerion Notes can be found by killing the demon bosses (Tokash, Harlakk, and Ballak).

The miscellaneous notes can be found by killing any of the other bosses not mentioned here.

 

Ways to Mark Monsters

Ideally, you would want to mark a guardian room monster. There are several ways to do this: either mark the monster you want to focus on, or mark the one to kill last. If you are doing the former, always mark shades and mages; if the latter, warriors and low-level monsters should be marked.

 

Crafting Protoleather Bodies at the end of a solo

This is mainly for low-level crafters. What you do is you pick up every coin drop that you find (the first room usually has massive drops), and at the end of a dungeon (after boss), use all your money to craft protoleather bodies. They are 99.5 xp apiece, and are very quick xp for the first 30 levels or so. This is good for skillers in runs where they otherwise do nothing.

 

Dungeoneering Titles

One of the more cosmetic features of dungeoneering, when you end a dungeon you would be able to see the titles that you have obtained. Although most of them you will get either way (combat titles, survivor/most deaths to name a few), there are some that require some nifty tactics to obtain. Here are the titles and how to obtain them:

 

Positive titles:

M.V.P. - In your team, be the player that gained the most experience within the dungeon.

Berserker - Deal more melee damage than anyone else in your team.

Sharpshooter - Deal more ranged damage than anyone else in your team.

Battle-mage - Deal more magic damage than anyone else in your team.

Survivor - Don't die, keep your life points at a safe amount at all times.

Gatherer - Gather the most resources.

David - Deal the most damage to a foe of at least double your combat level.

Untouchable - Do not take any damage. Damage must be dealt.

Master Chef - Cook more food successfully than anyone else in your team.

Handyman - Buy a toolkit at the start of the dungeon, and finish with those tools still in your inventory.

Medic! - Heal other team members by using food on them, and do this more than any other team member.

Rest in Peace - Be the player to use the most bones on an altar.

The Gate Escape - Teleport out of the boss room when your life points is below 100.

 

Neutral titles:

Against All Odds - Finish the boss with less than 10 lifepoints.

Nine Lives - Die eight times in a single dungeon.

Meat-shield - Tank more damage than anyone else in your team.

Knuckle Sandwich - Kill things without weapons or magic spells.

Party Magician - Cast non-combat spells while not using any combat spells at all. Entering the group gatestone portal counts too.

"A" for Effort - Fail all skill tasks that you try to attempt.

Nothing Special - Do not get any other titles.

I Can Has Heim Crab? - Only eat heim crabs.

Too Little, Too Late - Use a heim crab on a teammate when their life points reaches 0.

Least I Ain't Chicken - In a team, solo the boss while everyone else is preparing in the starting room.

 

Negative titles:

Leecher - Do not do anything in the dungeon at all.

Least Harmful - Deal less damage than anyone else on your team.

Spontaneous Combustion - Fail to burn the flammable debris while on low health.

Crafting Catastrophe - Fail to craft something with a chisel while on low health.

Fishing Folly - Fail to catch a vile fish while on low health.

Most Deaths - Die more than anyone else in your team.

Kill Stealer - Steal more monster kills than anyone else in your team.

Goliath - Die to a foe below half your combat level.

Culinary Disaster - Use low-level logs to cook your food, and be the one that burned the most food.

Uneconomical Alcher - Use alchemy on items of very little value, such as needles.

Clever Girl - Attack a bovimastyx while on extremely low health, and let it kill you.

It's a Trap! - Use the Group Gatestone teleport but die right afterwards.

Tele-fail - Use the gatestone teleport while it is in the exact location where you have placed it.

 

Jagex titles:

Balanced! - Have lots of food on you when delivering the killing blow.

Ha-Trick! - Get "Nothing Special" three times in a row.

Beast Mode - Exhaust all resources.

WoopWoopWoop! - Enter every room.

It's Too Easy! - Earn Berserker, Sharpshooter and Battle-mage all at once to get this title.[/hide]

 

[hide=11. Credits]Jagex, for creating such an awesome skill. :thumbsup:

 

You, for reading this guide.

 

Anyone who posted here and/or gave constructive criticism (Kaida23, Pinkbullet3, All_Bogs, P4duke, Zaaps1, SirIzenhime, skittles9, K4ylan, Obtaurian, Peregrine, Excels, koekjestrommel, Infernuus, 522, wormy, BiJay, FierySoul, Lambug, Wertyue).

 

Zhong881209 and Plasma 2, for introducing me to team dungeoneering during the early days. ;)

 

Bio Ice, for being the founder of the Dragoons, a wonderful f2p dungeoneering clan. :D

 

BiJay, for helping me fix my guide after a good portion got deleted. THANK YOU SO MUCH :oops:

 

The Dg Family and Loyals clan, whom I have made many friends from and learned even more dungeoneering tricks.

 

1 Nr, for being the most awesome dger ever.

 

Everyone in the f2p general discussion thread, you guys taught me so much <3:

 

Gazan, for adding a tip giving a gem bag an extra use.

 

And finally, Tip.It, for making such a wonderful fansite and forums. |^_^| [/hide]

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120s: Dungeoneering | Invention

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The following data is simply here for reserve in case I ever need it.

 

[hide=Abbreviations]Keyer abbreviations:

ggs/gt = group gatestone/teleport

gd = guardian door

gtgd = group tele guardian door, when commanded it means clear the gd where the ggs is at

gdm = guardian door marked, mark is at a gd, usually the gd is left for later

ht = home teleport, can also be used to abbreviate the dungeon base

mgt(gd/key) = move the group gatestone to (gated location), usually used when you reach a dead end

denk = dead end no key

dewk = dead end with key

gk(key) = got key (key color/shape)

b = boss

gtb = group tele to boss

end = what do you think?

fg/og = free gate/open gate

p(n) = member door, the n is to know how many member doors there are in the dungeon

x skill = x for skill level and skill for whatever the skill is, used if the level requirement is too high for a player. If 100+ or no one has the level, count it as a p.

 

Colors of keys:

go = gold

gr = green

b = blue

c = crimson

p = purple

s = silver

y = yellow

o = orange

 

Shapes of keys:

co = corner

cr = crescent

p = pentagon

d = diamond

r = rectangle

w = wedge

t = triangle

s = shield

 

Examples of key combinations:

br = blue rectangle, got = gold triangle, ps = purple shield

It's important to distinguish gold and green, as well as crescent and corner. Don't leave the abbreviation as g for gold/green or c for crescent/corner.

 

General:

tk = toolkit

ess = essence, used often for cosmics/laws as well as mage runes if needed

preboss = room before boss

n = north

e = east

w = west

s = south [/hide]

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120s: Dungeoneering | Invention

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Great start, Sonic. :thumbsup: I'm looking forward to more updates.

 

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THE place for all free players to connect, hang out and talk about how awesome it is to be F2P.

So, Kaida is the real version of every fictional science-badass? That explains a lot, actually...

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Great start, Sonic. :thumbsup: I'm looking forward to more updates.

Heh heh thanks. I gotta take lots and LOTS of snapshots though. :oops:

 

And now that I only solo, it's kinda hard for me to give teaming information...

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120s: Dungeoneering | Invention

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Are you friends with Steph? I know that you may not get opportunities to dunge with her or the cc-goers, but perhaps if you stop by her cc (I'm there most of the time now), you can ask anything about the teaming information. Usually there'll be 3+ people in there that can help.

 

Can't wait to see the finished product, though!

 

:thumbup:

 

 

@ Pink: I don't know if I can even ENTER her cc anymore. She only allows friends and ranked to enter the chat. :(

 

I thought you were friends with her. I'm sure she'll add you if you ask.

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You should note, for members, that c1 dungeons in f2p are the fastest ways to get past those first few floors.

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@ Pink: I don't know if I can even ENTER her cc anymore. She only allows friends and ranked to enter the chat. :(

 

@ Allbogs: Oh, whoops, forgot to list the table spawns. Thanks for reminding. And about the animated pickaxe, yeah I've tested with a fractite longsword on a level 75 and it went down pretty fast.

 

@ P4duke: In my experience these guys are weaker to stab, so yeah.

 

@ Zaaps1: I'll take note of that, thanks. Though I don't really know about member floors so I'm assuming the same, f1-24.

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Well, with the new occult floors, it's not necessarily 1-24. I do 1-29 c1 rushes because I only have up to f42 open. I know if you have f47 open, you are supposed to rush to f33.

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So I should put f1-32 on complexity 1 for members then?

 

Also, going to go way out of my way and devote another section to skiller training, and how I suggest against it.

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Yes, just be sure to mention that it varies with level.

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Got my guide pretty much outlined now (check contents if you want), so I just gotta get my lazy ass moving and finish off the other parts of it.

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  • 2 weeks later...

good start, but just a few little things about bosses I noticed.

 

Brute:! 100+ versions have been known to hit 400+

These can actually hit into the 500s

 

Bulwark Beast: Make sure you get a pickaxe, a good stab weapon such as spear, and make a good amount of food (tier 4+) sin

Rammernaut: This humanoid with a giant mace is best maged. Create about 50 casts of the best spell you can use, water blast if you buy one from the smuggler, or fire blast if you have a fire staff bound

I've always thought (and noticed) the bulkwark beast was weakest to Crush attacks, it's fair to note that if someone wishes to melee rammernaut, he's weakest to stab attacks

 

Stalagmites: Icy Bones's main special. If you are not in melee range, Icy Bones will summon stalagmites that will hit you from below. You need to be careful with this, as this attack DOES hurt. However, if you are in melee range, these things don't hit you, so you can laugh at the troll while he keeps missing the blow

Idk if it's just me, but I've NEVER been damaged by Icy Bones's stalagmites, what I've noticed is that the mites simply prevent you from running far away from him, as he forms them in a way where you can't run out.

 

Bite: The behemoth's melee attack. This CAN be safespotted by standing at the crates in the far end, but because of the behemoth's food source ability, don't even consider it. (Unless it's a 5:1 or something.) This can be prayed against

The Behemoth doesn't even move (apart from moving one space to the side to eat), so you can safespot this attack simply by stepping 1 square away

You also didn't mention that if you stand under the Behemoth, you take damage from him trampling on you. This is apparent for all the Behemoths (except Stomp of course)

 

 

6.5. Plane-freezer Lakhrahnaz

 

Spin: Lakhrahnaz's melee attack. Surprisingly it uses this attack the least. Possibly because he doesn't really need to use it? Great way to taunt us people slipping on the ice.

 

Death Stare: When Lakhrahnaz's eye turns pink, you will be pushed back in the opposite direction of him. By far the most annoying attack. Also as a note, while you're slipping and sliding, you can't eat, switch prayers, anything. Watch out if you're low on health and being pushed back and forth.

 

 

Team Strategy

Ooh, the slip n' slide fun! Lakhrahnaz really isn't that much harder teamed. It's really how you move about in the ice that makes a difference. In a team of 5 though, you may want to designate one person with a high ranged level (80+) with a spinebeam longbow and fractite arrows (accurate style, eagle eye). It won't do much, but it's better than everyone wasting time on ice

[/hide]

Plain freezer's only melee attack is his death stare, his "spin", is his magic attack. It just looks like melee because you cannot see the dart since you're standing right next to him, so it hits you before it's even in the air. It's also fair to mention that this magic dart he shoots, hit's everyone in the room, so something to note for the team strategy

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Fisher/Woodcut------Me-----Miner/crafter----Stabber----Leecher

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First of all, thanks for the detailed post, Izenhime! I always seem to make some mistakes here and there, I'll correct them when I can.

 

About the bulwark beast, I did fine stabbing with a spear. I guess it's related to pickaxes as they can only crush and stab. It's similar with hobgoblins - the geomancer is weak to stab and ranged, so it only makes sense that the normal versions are too.

 

With icy bones, that's just what I've assumed with the stalagmites. I've actually never been hit by them before, but they DO block the way, so yeah. I'll put what you said in as a slight replacement unless confirmed otherwise.

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  • 4 weeks later...

Sorry with the lack of updates these days, I've been pretty busy to mind stuff about my guide right now.

 

As for the guide itself, I'll finish up with bosses shortly, then moving on to enemies. I'm going to replace my own images with RSWiki ones as they're far more awesome. Expect a rework on "Dungeon Training Strategies" as well, this section will be a leveling guide rather than explaining training routes :P

 

Other stuff, I will do them in order. Just don't expect my guide to be finished that fast, lol.

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  • 2 weeks later...

Bosses section is finished.

 

Probably going to do the rewards section first as that's quite easy and short.

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Great guide!! This will help me out a lot when i start to do dung for higher levels but I have one question. You said at 90+ combat you only get half xp then what you normal should but does that affect me if I solo?

 

yes

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Your hide tags are broken for me. I can't read the guide unless I reply to it and read the quote. :mellow:

 

I'm gonna be f2p for a few weeks, so I'm going to try and do a little dungeoneering during this time. What CC's should I use? The two you mentioned are inactive, apparently.

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To put it bluntly, [bleep] off.

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Your hide tags are broken for me. I can't read the guide unless I reply to it and read the quote. :mellow:

 

I'm gonna be f2p for a few weeks, so I'm going to try and do a little dungeoneering during this time. What CC's should I use? The two you mentioned are inactive, apparently.

 

Hide tags for sections 1-6 should be fine, and sections 7-end don't have any content in them so they aren't really broken. Not sure if that is the problem, though.

 

Other than that, when you start f2p dging, don't bind anything if you have some p2p item that you wouldn't like to lose (ie, ssh), since all p2p binds are erased once you bind a f2p item. If you're high enough combat, you should get fractite spawns on the table automatically, so you can just pick up one of those each floor.

 

Also, the Dragoons aren't inactive. Pretty sure the cc is invite only, but it may have been that you visited during non-peak hours.

 

Uh, and don't use Dungeon Tour. You should see it being advertised/spammed on w7, it's too public to be a good clan. :3

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Either try w7 during peak hours or w61 during (I don't know when cuz I haven't been there in a while).

 

w61 is known for having the skillers boost the 1337 players because the 1337 players just seem to have damn good connections.

 

Sonic will post more info once he sees all this. ;)

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Lol Obt is F2P now :P

 

The Dragoons is invite-only, unfortunately. I'll try getting somebody to contact Steph/Bio and add you into the clan, but I think Pink has already done that... right? ;)

 

Fast Dg/Dg Fam is skiller dungeoneering in w61. However, if you're not skilled at dg, skillers won't find you. It's like f2p version of Dg Elites, except with skillers.

 

Also, Obt I know you're one of those with crap luck with a hood, so it's safe to bind a fractite spear + whatever your second bind is.

 

And my hide tags aren't broken. I didn't put anything in those sections yet. But I'll get around to it eventually :D

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