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Dungeoneering for Idiots Guide
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- gk willie
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Dungeoneering for Idiots Guide
I can't help but feel i'm missing out on having fun with this new skill. It's probably my misunderstanding of how to really do things, which is my reasoning of why I don't like it. So, I was thinking, if it's not too much trouble, that if someone or maybe several of those that enjoy it and are good at it, can put together a Dungeoneering Guide for Idiots. I've come to terms with it, and can admit that i'm a dungeoneering idiot, and that's ok. I've read some of the guides on fansites, but they're still just not much help. I, and i'm sure several others like me, need this guide for idiots. I guess this is kinda like a plea for help. No, it is a plea for help. I want to taste the darkside.
Re: Dungeoneering for Idiots Guide
from what i hear other people say i think the best way to learn is to go with 2 or 3 people who know what they are doing. going in teams is faster and gives more xp. it just really, really sucks with random people.
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Re: Dungeoneering for Idiots Guide
Willie good idea for a starter in dungeoneering. The online guides are elaborate but you definitely need those guides as you progress. As Paul said it's better to team up with few to start with.
Several tips have been shared across many forum topics, of which I compiled few of them for newspaper. But having a comprehensive beginners guide will be helpful.
Several tips have been shared across many forum topics, of which I compiled few of them for newspaper. But having a comprehensive beginners guide will be helpful.
Re: Dungeoneering for Idiots Guide
I would be willing to go with you Willie...but I'm not an experienced player. I've cleared about through floor 4 or 5, I think. I'll be the kind of player who wants to explore everything, though, not just run crazy fast to the end. That's also why I never get anything done in rl...I'm usually on for some time in the evenings, that's GMT plus 5, central US.
Re: Dungeoneering for Idiots Guide
Ill post some things when I get home
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Re: Dungeoneering for Idiots Guide
Hints posted in newspaper, taken from forum posts
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Rushing is one of the way to finish the low level floors in dungeoneering. It is preferable for floors 1 to 20. It relies on opening all rooms as fast as possible (not bothering to kill the other monsters), and focus on only killing the boss as fast as humanly possible. (Original hint by 1man_rmy)
For faster games, when it asks you how many people to design the dungeon for, select 2 if you've 3 people, 3 if you've 4 and 4 if you've 5. It makes the monsters easier and you don't lose out on too much exp. I think thats a key option we should look into, and also make sure to do small maps. Its less experience but allows for quicker games if we need to add people to teams or someone needs to go for good. (Original hint by Neltak)
For best xp it is best to form 5:5 teams. It means a team of 5 people, and select the dungeon map for 5 people. You can find teammates in world 117. You can easily get 3k-4k xp per game. (Original hint by Trixstar)
It's essential to keep number of death to minimum. Before the boss fight always carry enough runes for gate teleport. Drop the gate teleport outside the boss door, tele to it if you are in trouble, create another, drop it there, home tele, get more food/prayer, tele back, create yet another tele stone, then re-enter the boss chamber. (Original hint by Neltak, Brad)
Prestige is an importance multiplier in computing the dungeoneering xp. Progress is the number of unique floors you finished. Your previous progress is your presitge. Whenever you reset, your previous progress will become whatever your current progress is now. Never reset until your current is higher than your previous progress. You have to do all floors after each reset, and try to open as many new floors as you can. (Hints by Poppy, Trix, Neltak and several others)
"A better quality pickaxe will ruin fewer ores." When you find a good ore deposit and I don't have a pickaxe yet, buy a Marmaros pickaxe and use that to get the first ore, then immediately forge the ore into a high-end pickaxe and finish off the ore deposit. You can generally get good ore returns with this method. (Hint by Froboz)
The game considers the levels of all people who joined a team. So if a person who has higher levels leaves, you might not be able to finish the floor. (Kevin, Kal)
---------------------------------------------------
Rushing is one of the way to finish the low level floors in dungeoneering. It is preferable for floors 1 to 20. It relies on opening all rooms as fast as possible (not bothering to kill the other monsters), and focus on only killing the boss as fast as humanly possible. (Original hint by 1man_rmy)
For faster games, when it asks you how many people to design the dungeon for, select 2 if you've 3 people, 3 if you've 4 and 4 if you've 5. It makes the monsters easier and you don't lose out on too much exp. I think thats a key option we should look into, and also make sure to do small maps. Its less experience but allows for quicker games if we need to add people to teams or someone needs to go for good. (Original hint by Neltak)
For best xp it is best to form 5:5 teams. It means a team of 5 people, and select the dungeon map for 5 people. You can find teammates in world 117. You can easily get 3k-4k xp per game. (Original hint by Trixstar)
It's essential to keep number of death to minimum. Before the boss fight always carry enough runes for gate teleport. Drop the gate teleport outside the boss door, tele to it if you are in trouble, create another, drop it there, home tele, get more food/prayer, tele back, create yet another tele stone, then re-enter the boss chamber. (Original hint by Neltak, Brad)
Prestige is an importance multiplier in computing the dungeoneering xp. Progress is the number of unique floors you finished. Your previous progress is your presitge. Whenever you reset, your previous progress will become whatever your current progress is now. Never reset until your current is higher than your previous progress. You have to do all floors after each reset, and try to open as many new floors as you can. (Hints by Poppy, Trix, Neltak and several others)
"A better quality pickaxe will ruin fewer ores." When you find a good ore deposit and I don't have a pickaxe yet, buy a Marmaros pickaxe and use that to get the first ore, then immediately forge the ore into a high-end pickaxe and finish off the ore deposit. You can generally get good ore returns with this method. (Hint by Froboz)
The game considers the levels of all people who joined a team. So if a person who has higher levels leaves, you might not be able to finish the floor. (Kevin, Kal)
- KevinsLunchbox
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Re: Dungeoneering for Idiots Guide
The best thing I did was do some dungeons without rushing with some KoA members. They helped me out and helped me understand what to do and what not to do. I'd say Ed was the best help because hes a beast, able to kill boss monsters all by himself.
[img]http://img138.imageshack.us/img138/9232 ... sskill.jpg[/img]
[url=http://leetscape.com/][img]http://goal.leetscape.com/red//defence/ ... _a_God.png[/img][/url]
[url=http://leetscape.com/][img]http://goal.leetscape.com/red//defence/ ... _a_God.png[/img][/url]
Re: Dungeoneering for Idiots Guide
Lingo and terms
Ring settings
The Main Idea: Before you leave the base room for the first time, you should have plenty of teleports and TOOLS. This applies to everyone.
Items to pick up and gather
Etiquette for Opening Doors
The Main Idea: The person who unlocks the door opens it.
If someone is opening a door, DON'T also open it. This is how people get killed – when two people open a door at the same time, one person will end up in the next room. Usually, it will lag a bit too, making it even more dangerous for the person who accidentally goes into the room.
This "“rule†doesn't apply to C1's, since C1's aren't really dangerous and speed is more important than safety.
Doors that need pots
Hints on Monsters
The Main Idea: Pray against and kill whichever monsters are most dangerous on this list. Save any monsters that can't see you (hood) for last.
Puzzle rooms
On Gatestones
The Main Idea: ALWAYS PUT ONE DOWN.
The stupidest way to die is to forget to put down a gatestone before bosses, EVEN when the group gatestone is down outside the boss. Don't trust your survival to your teammates – some may even be malicious enough to put the GGS inside the boss room
Stick together
If you stick together, your team as a whole receives less damage and kills things faster. Try to stay together (other than the keyer) as much as possible.
Furthermore, sticking together will reduce or even eliminate the time needed to wait for teammates at 5 man doors.
An exception to this rule is keys. If you are keys, or if keys tells you to do anything, you should do it immediately even if it splits you up from the team. If your gate is free, and the keyer needs you to go somewhere, gate your current position first so that it's easier to return back to your team.
-- Get the right binds and levels.
-- Listen to the Keyer.
-- Give your Keyer all extra food and armor. Treat your Keyer as God.
-- Do the GD's the Keyer wants you to do.
-- Tell the keyer exactly what keys you find
-- Pick up all keys when the keyer isn't there.
-- Put gates down at key doors or altars.
-- Do key doors or gate places far away from the keyer, near DE's.
-- Always grab tools in the beginning.
-- Always have teleport runes in the beginning.
-- Use protection prayers when running into a dangerous room.
-- Be generous with your food.
-- Learn the small tricks to deal with tricky rooms and monsters.
-- Be proactive in gathering herbs and making pots for doors.
-- Find something productive to do at all times.
The Main Idea: The person who unlocks the door opens it.
If someone is opening a door, DON'T also open it. This is how people get killed – when two people open a door at the same time, one person will end up in the next room. Usually, it will lag a bit too, making it even more dangerous for the person who accidentally goes into the room.
This "“rule†doesn't apply to C1's, since C1's aren't really dangerous and speed is more important than safety.
Doors that need pots
The Main Idea: Pray against and kill whichever monsters are most dangerous on this list. Save any monsters that can't see you (hood) for last.
The Main Idea: ALWAYS PUT ONE DOWN.
The stupidest way to die is to forget to put down a gatestone before bosses, EVEN when the group gatestone is down outside the boss. Don't trust your survival to your teammates – some may even be malicious enough to put the GGS inside the boss room
Stick together
If you stick together, your team as a whole receives less damage and kills things faster. Try to stay together (other than the keyer) as much as possible.
Furthermore, sticking together will reduce or even eliminate the time needed to wait for teammates at 5 man doors.
An exception to this rule is keys. If you are keys, or if keys tells you to do anything, you should do it immediately even if it splits you up from the team. If your gate is free, and the keyer needs you to go somewhere, gate your current position first so that it's easier to return back to your team.
-- Get the right binds and levels.
-- Listen to the Keyer.
-- Give your Keyer all extra food and armor. Treat your Keyer as God.
-- Do the GD's the Keyer wants you to do.
-- Tell the keyer exactly what keys you find
-- Pick up all keys when the keyer isn't there.
-- Put gates down at key doors or altars.
-- Do key doors or gate places far away from the keyer, near DE's.
-- Always grab tools in the beginning.
-- Always have teleport runes in the beginning.
-- Use protection prayers when running into a dangerous room.
-- Be generous with your food.
-- Learn the small tricks to deal with tricky rooms and monsters.
-- Be proactive in gathering herbs and making pots for doors.
-- Find something productive to do at all times.
Re: Dungeoneering for Idiots Guide
If you want to run keys....
A good key-person is the major factor in finishing dungeons early. He or she is what makes the elite teams be able to finish larges under 30 minutes.
To key well is a skill that takes time to develop. However, it boils down several main ideas this guide outlines:
1) The keyer should, at all times, know how to open every door and whether or not a door is currently openable.
2) The keyer should lead the group, assigning responsibilities to others.
3) The keyer should be constantly on the move.
Who should key
Be fast
One of the goals of the keyer is to know the map so that the other players know where to go next at all times. In order for you to do this, you must always be at least one step – if not many steps – ahead of the team. You can always tell if someone is keying correctly by seeing if they join you for GD's. A keyer should only rarely be with the rest of the team.
As keyer, most of your effort should go to exploring doors. This is why you are almost never with the group. The reason the keyer should always be exploring is because this way the team will always know the next place to go.
As you get a picture of the map, try to anticipate how the map will expand. Will doors eventually lead to DE's, or will it open up a whole "“branch†of new doors?
Take all Keys Immediately
You should try to communicate the following:
-- Remind your team to pick up / report keys and yelling out key doors they see.
-- Where the team needs to go next. Mark GD's if possible.
-- What to do if you need them in a specific location
-- Checking progress on any puzzle or potion-making for any unopenable skill doors.
-- Checking what your team is doing at any given moment
Survive and Conserve Food
The Main Idea: Learn not to die. Not only does dying give you a sizeable penalty, but it slows the rest of your team down as well.
See the "“Food and Survival†section in the General DG Guide.
Gate Well
The Main Idea: Learn gating techniques and have an idea of how the keyer should gate. See "“Gating†below.
Gating
The Main Idea: Use Gatestones to speed up transportation between the keyer and the rest of the team even though you are spread apart.
What Each Gatestone Should be Used For
The GGS: Mainly carried with you.
-- When you put it down, it should mainly be at places where you need the entire team.
-- Should be the place where teammates come to drop off keys
-- Should be in a safe area when dropped
-- In general, shouldn't be dropped be close to DE's
-- At the end of the game, should be placed first at any altars and then the preboss room
Your GS should be: Flexible in its position
-- When you are leaving your team, it should generally be kept near where your team is.
-- Shouldn't be close to DE's.
Teammates' GSes should be put: Near dead ends – the "“leaves†of the tree
-- Don't use all of your teammate's GS's. You should only get your teammates to gate if the door is very far and is most likely a DE.
Specific Gating Techniques
Taking the GGS Back From a Teammate
-- Teammate gates position (if needed). Teammate bases GGS. Teammate teleports to GS.
-- GS your position (if needed). HT. Take GGS. GS Back.
Switching a Teammate's GS with the GGS
-- Teammate GGS's to you. You drop GGS. Teammate teleports to GS. Teammate drops GGS.
Give Key To Teammate
-- (If GGS is far from you)
Gate your position. You GT. Teammate gates position. Teammate GT's. You drop key. Both teleport back to GS.
-- (If GGS is close to you)
Teammate gates position. Teammate GT's. You drop key. Teammate teleports back to GS.
Get Key From Teammate
-- (If GGS is far from you)
Gate your position. You GT. Teammate gates position. Teammate GT's. Teammate drops key. Both teleport back to GS.
-- (If GGS is close to you)
Teammate gates position. Teammate GT's. Teammate drops key. Teammate teleports back to GS.
Grabbing a Key from DE
-- (If your GS position isn't important)
When at a DE with a key, gate immediately outside of the DE, run in, and gate out.
A good key-person is the major factor in finishing dungeons early. He or she is what makes the elite teams be able to finish larges under 30 minutes.
To key well is a skill that takes time to develop. However, it boils down several main ideas this guide outlines:
1) The keyer should, at all times, know how to open every door and whether or not a door is currently openable.
2) The keyer should lead the group, assigning responsibilities to others.
3) The keyer should be constantly on the move.
Who should key
As keyer, most of your effort should go to exploring doors. This is why you are almost never with the group. The reason the keyer should always be exploring is because this way the team will always know the next place to go.
As you get a picture of the map, try to anticipate how the map will expand. Will doors eventually lead to DE's, or will it open up a whole "“branch†of new doors?
Take all Keys Immediately
-- Remind your team to pick up / report keys and yelling out key doors they see.
-- Where the team needs to go next. Mark GD's if possible.
-- What to do if you need them in a specific location
-- Checking progress on any puzzle or potion-making for any unopenable skill doors.
-- Checking what your team is doing at any given moment
Survive and Conserve Food
The Main Idea: Learn not to die. Not only does dying give you a sizeable penalty, but it slows the rest of your team down as well.
See the "“Food and Survival†section in the General DG Guide.
Gate Well
The Main Idea: Learn gating techniques and have an idea of how the keyer should gate. See "“Gating†below.
Gating
The Main Idea: Use Gatestones to speed up transportation between the keyer and the rest of the team even though you are spread apart.
What Each Gatestone Should be Used For
The GGS: Mainly carried with you.
-- When you put it down, it should mainly be at places where you need the entire team.
-- Should be the place where teammates come to drop off keys
-- Should be in a safe area when dropped
-- In general, shouldn't be dropped be close to DE's
-- At the end of the game, should be placed first at any altars and then the preboss room
Your GS should be: Flexible in its position
-- When you are leaving your team, it should generally be kept near where your team is.
-- Shouldn't be close to DE's.
Teammates' GSes should be put: Near dead ends – the "“leaves†of the tree
-- Don't use all of your teammate's GS's. You should only get your teammates to gate if the door is very far and is most likely a DE.
Specific Gating Techniques
Taking the GGS Back From a Teammate
-- Teammate gates position (if needed). Teammate bases GGS. Teammate teleports to GS.
-- GS your position (if needed). HT. Take GGS. GS Back.
Switching a Teammate's GS with the GGS
-- Teammate GGS's to you. You drop GGS. Teammate teleports to GS. Teammate drops GGS.
Give Key To Teammate
-- (If GGS is far from you)
Gate your position. You GT. Teammate gates position. Teammate GT's. You drop key. Both teleport back to GS.
-- (If GGS is close to you)
Teammate gates position. Teammate GT's. You drop key. Teammate teleports back to GS.
Get Key From Teammate
-- (If GGS is far from you)
Gate your position. You GT. Teammate gates position. Teammate GT's. Teammate drops key. Both teleport back to GS.
-- (If GGS is close to you)
Teammate gates position. Teammate GT's. Teammate drops key. Teammate teleports back to GS.
Grabbing a Key from DE
-- (If your GS position isn't important)
When at a DE with a key, gate immediately outside of the DE, run in, and gate out.
- Hid
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Re: Dungeoneering for Idiots Guide
Thanks for the great guide, Trix. I can imagine Dung being fast if you have a set team with a elite keyer. Too bad I never experienced such a keyer in one of the random groups I joined. Getting the right team seems to be the hardest part in this skill.
Maybe we should get a dung team together, that would stop what they are doing when there is a chance to do dungeoneering. That way we could all train this faster than we do now, we could use mumble, and generally be less annoyed by random people, who refuse to fight the boss, quit in the middle of the game, or are just plain idiots.
Maybe we should get a dung team together, that would stop what they are doing when there is a chance to do dungeoneering. That way we could all train this faster than we do now, we could use mumble, and generally be less annoyed by random people, who refuse to fight the boss, quit in the middle of the game, or are just plain idiots.
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Re: Dungeoneering for Idiots Guide
Trix, awesome job on the guide !! Many many thanks for such a useful and detailed guide. I am sure if everyone in a team reads this guide and knows the roles and lingo, they will be able to finish floors in half the time.
- gk willie
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Re: Dungeoneering for Idiots Guide
That is a fantastic guide. It gets right to the point, all the online guides i've read were just a jumbled mess. Very easy to understand. I really appreciate you taking the time out of your day to type that up. I already printed it out and will keep it handy!!
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Re: Dungeoneering for Idiots Guide
heres a dung guide
[img]http://i920.photobucket.com/albums/ad45 ... -Gilly.gif[/img]
[url=http://runetrack.com/progress.php?user= ... ill=prayer][img]http://runetrack.com/sigs/goal/ice/pray ... egilly.png[/img][/url][url=http://runetrack.com/progress.php?user= ... l=thieving][img]http://runetrack.com/sigs/goal/bricks/t ... egilly.png[/img][/url]
[url=http://runetrack.com/progress.php?user= ... ill=hunter][img]http://runetrack.com/sigs/goal/water/hu ... egilly.png[/img][/url]
[url=http://runetrack.com/progress.php?user= ... nstruction][img]http://runetrack.com/sigs/goal/wood/con ... egilly.png[/img][/url]
[url=http://runetrack.com/progress.php?user= ... =summoning][img]http://runetrack.com/sigs/goal/fire/sum ... egilly.png[/img][/url]
[url=http://runetrack.com/progress.php?user= ... ill=prayer][img]http://runetrack.com/sigs/goal/ice/pray ... egilly.png[/img][/url][url=http://runetrack.com/progress.php?user= ... l=thieving][img]http://runetrack.com/sigs/goal/bricks/t ... egilly.png[/img][/url]
[url=http://runetrack.com/progress.php?user= ... ill=hunter][img]http://runetrack.com/sigs/goal/water/hu ... egilly.png[/img][/url]
[url=http://runetrack.com/progress.php?user= ... nstruction][img]http://runetrack.com/sigs/goal/wood/con ... egilly.png[/img][/url]
[url=http://runetrack.com/progress.php?user= ... =summoning][img]http://runetrack.com/sigs/goal/fire/sum ... egilly.png[/img][/url]