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 Dung GUide

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Vlad




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Join date : 2011-01-01
Location : Romania

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PostSubject: Dung GUide   Dung GUide EmptySun 2 Jan - 9:52

1item Dbow’s Free Dungeoneering Guide –
Created by Boxed Rocks/Casey

Dungeoneering Basics:
To put it simply, do dungeons and get experience. In Dungeoneering there are many things that affect your experience.
Complexity: A 6 tier system that determines the number of skills involved. Lower complexity will result in huge cuts of experience. You should always be at 6 unless you are rushing floors.
Dungeon Size: Ranges from small, medium, to large. Here are the recommended floor sizes:
Dungeoneering level 1-70: Do floors 1-25 small 5:5 and 25+ large
Dungeoneering level 70-80: Do floors 1-16 small solo rush (Complexity 1), then floors 17-24 small complexity 6 5:5, and then do floors 25+ large
Dungeoneering level 80+: Do floors 1-29 rush (Complexity 1) and then do floors 30+ large. Also for floors 30+ use clan chat “dg elites” to find pro parties
Amount of People: Ranges from 1-5. Should always be in a group with 5 people unless doing a complexity 1 rush
5:X: This determines how many people are utilized in a dungeon. If you put it at 5:3, then for rooms such as the emote room or the lever room, you will only need 3 people to complete. It is recommended that you always do 5:5 for maximum experience unless you are rushing.
Prestige: Resetting the progress of your dungeon. Do this when you cannot reach the next floor due to level requirement. Higher prestige=more xp per floor.

Now that you know how to effectively train Dungeoneering, let’s go over some requirements:
NONE!! There are no requirements to start a dungeon!! However, you soon see that certain skills are very, very necessary.
For Casual (AKA noob) Groups: Combat level should be 60+. At least 33 mage is a must while 64 mage is MUCH better. You should have 43+ prayer for protect prayers. Decent skilling stats (50+ on fishing, cooking, woodcutting, mining, and smithing is recommended).
For Decent Players: Combat levels should be 100-120. You should have some skills that are 80+ such as fishing, woodcutting, or mining to help collect resources for party. Strength, range or mage should be 80+. 64 mage is a MUST.
For Pretty Good Players: Combat levels should be 120-130. You should have some 90+ skiller skills. You should have 90+ strength and attack or 99 range or mage. 94 mage is HIGHLY Recommended for vengeance. 70+ Prayer and Piety is also a must.
For Pro Players Seeking 99 or 120 Dung: 130+ Combat is needed as many groups f35+ REQUIRE it. Turmoil is HIGHLY recommended. 99 strength and attack are a must and 90+ defence is required. All skilling skills should be 60+ and recommended at 80+. You should have a few 99 skills such as fishing or cooking to help you team open doors. High herblore is recommended for making potions to boost skills to open doors.





Acronyms and Key Words:
Gd: Guardian Door (A door which needs all enemies in the room to be killed before it can be opened).
Ggs: Group Gatestone When the keyer says this, it means that he wants you to either use the portal or the level 64 Group Gatestone teleport spell to help him in a room.
Keyer: This is the player who collects the keys in the dungeon opens the majority of the doors. It is recommended that he has a high total level (2100+) high defence and a shadow silk hood. It is also recommended that he has high (67 minimum, but preferred 87+) summoning to create a beast of burden familiar, because holding the keys takes up a lot of inventory space.
Tooler: Some lower level groups like to have a separate person who holds the tools for the group and opens the doors. It is advised that he has a somewhat high total (2000+) to open the doors.
Gs: Gatestone: Not the be confused with the Ggs (The Group Gatestone) the Gatestone is a personal gatestone that can be made with the “Create Gatestone” spell at 32 magic. The advantage to this gatestone is you can drop it altars if your team decided to not make an altar or didn’t have someone with 75 construction and then use the “Gatestone Teleport” spell to teleport to that altar. It is also by the keyer to create a teleport to a door that is far away from the smuggler and requires a key that he does not have.
Emote Room: When the keyer calls this out, you should use your “Group Gatestone Teleport” spell, or use the portal at the smuggler room, to teleport to him. In this room, you will need to mimic an emote preformed by a statue (Identical to the mime random event)
De: Dead End: A dead end is where the path of the dungeon stops. It is advised that you don’t bother going in a dead end, unless there is key that needs to be picked up, or and an altar that your team might utilize
Dung: Dungeoneering



Rare Items:
Hood (Or Shadow Silk Hood): An item dropped by the Night Spider. This item (Worn on the head) will make “invisible” to humans and skeletons (Non aggressive). Make sure that if you get this item, you bind it. It’s considered to be one of the best items in the game.
Blood Focus Amulet: Dropped by Edimmu
Hexbow: Dropped by Soulgazer. This bow increase accuracy based on your opponent’s magical attack; the higher magical attack, the higher bonus. It is considered to be one of the best dungeoneering items in the game and is very rare. I’ve never had one, but the pretty famous player Zarfot believes that if binding 3 items, it’s better to bind a promethium platebody then to bind the hexbow.
Primal Battleaxe: Considered in the game to due to it’s ability to switch weapon styles and it’s overall damage per second. Has the added bonus of being able to equip a shield unlike the Prometheium 2H.





Rewards: (Least Tokens to Greatest)
For Dungeoneering, the rewards have a level requirement, but it is almost always lower than the level you would acquire gathering the required tokens.

I have taken the liberty to rate the items on a 1-5 scale using stars (***) to indicate members importance and arrows (^^^^) for non members importance

Gem Bag: 2k tokens (level 34 to acquire tokens) Holds 100 uncut F2P Gems (*)
Coal Bag: 2k tokens (level 34 to acquire tokens) Holds up to 27 pieces of coal (*)
Arcane Pulse: 6.5k tokens (level 45 to acquire tokens) Provides 5% boost to magic damage and gives +10 to mage attack bonus (^)
Arcane Blast: 15.5k tokens (level 55 SKILL requirement) Provides a 10% boost to magic damage and gives +12 to mage attack bonus. This is the best F2P magic amulet in the game. (^^^^)
Arcane Stream: 30k tokens(level 70 SKILL requirement) Provides a 15% boost to magic damage and gives +14 to mage attack bonus. This is the best P2P amulet in the game. (*****)
Longbow Sight: 10k tokens (level 49 to acquire tokens) Attaches to longbow and drastically increases the longbow’s accuracy. (^^) (**)
Scroll of Life: 10k tokens (level 49 to acquire tokens) When harvesting farm patches (including dead) there is 10% chance your seeds will be returned to you. There is also a 5% chance of getting a tree seed back from a dead tree.(**)
Law and Nature Staffs: 10k for law (level 49 to acquire tokens) and 12.5k for nature (level 53 SKILL requirement) Each staff stores 1k of respective rune and when wield there is a 1/10 chance the respective rune will not be used during a spell that requires a rune from the respective staves. (*)
Scroll of Efficiency: 20k tokens (level 56 to acquire tokens) When the player smiths an item that requires 3 or more bars, there is a chance they will retain a bar. This chance is dependant on the type of bar being smithed. (*)
Bonecrusher: 34k tokens (level 62 to acquire tokens) With bonecrusher in your inventory, monsters that normally drop bones with no long drop bones and instead your character will receive the prayer experience equal to the monster’s bones. (**)
Herbicide: 34k tokens (level 62 to acquire tokens) Herbicide erodes herb drops from a monster, giving you twice the experience you would normally get from cleaning it. (*)
Gravite Weapons: 40k tokens (level 63 to acquire tokens) Strongest F2P degradable weapons. The 2H heavily outclasses all of them. (^^^^^)
Magical Blastbox: 40k tokens (level 63 to acquire tokens) Stores air, chaos, and death ruunes. These runes will then be used to cast bolt and blast spells when wielded in shield spot. Also has chance of critical hits with spells that add 25% damage. (^^^) (Though I’ve never seen anybody with this item before)
Tomb of Frost: 43k tokens (level 64 to acquire tokens) When wielded in shield spots, it provides infinite water runes. Also gives +10 to magic attack and defence. (^^^^) (***)
Anti-poison Totem: 44k tokens (level 64 to acquire tokens) When wielded you can’t be poisoned. (*)
Mercenary’s Gloves: 48k tokens (level 73 SKILL required) +13 range gloves. (*) (Getting these makes void a walk in the park)
Ring of Vigour: 50k tokens (level 66 to acquire tokens) Give +2 strength and decreases special attack of weapons by multiplying it by .9 (**)
Scroll of Renewal: 107k tokens (level 73 to acquire tokens) Teaches Rapid Renewal prayer which restores life points 5 times the normal restore rate. (**)
Scroll of Rigour: 140k tokens (level 77 to acquire tokens) Teaches Rigour prayer which boosts range attack by 20% and defence by 25% (****) (Bad for hybriding because it only works on the normal prayers, not the curses)
Scroll of Augury: 153k tokens (level 77 to acquire tokens) Teaches Augury which boosts magic attack by 20% and defence by 25% (****) (Bad for hybriding because it only works on the normal prayers, not the curses)
CHAOTIC WEAPONS AND SHIELDS!!!!!! (*****) 200k tokens (level 80 req.)
Alright! You made it to the chaotic weapons. These weapons are the strongest weapons in the game and the shields are arguably the best shields in the game (Divine makes it interesting). If you actually get 200k tokens, you have a lot of choices on your hands. For this purpose, I’m going to assume that you’re maxed combat. If you are a range tank, then it would obviously make more sense to get the crossbow then a melee weapon.

For all-purpose usage and relevance, here is how most max players order their choices in chaotic items:
1. Melee Weapons (Which I will go into much detail later on to help you choose the best chaotic weapon for you)
2. Crossbow
3. Staff
4. Shields (This could be moved up depending on the wealth and hybrid skill of the player)

Suggested purchases (P2P):
1-69: Save Tokens
70: Arcane Stream Necklace
82: Chaotic Weapon:
87: Different Chaotic Weapon (Or same one if you lost it)
87+ Completely up to you, but I would recommend a player going for 99 dung or 120 dung to pick up rigour and augury.
120: Purchase melee weapon, crossbow, and staff then make an epic tri-brid video risking all of them.

Suggested purchases (F2P):
If you hybrid and love F2P Dungeoneering:
1-54: Save Tokens
55: Buy Arcane Blast Necklace
66: Buy Gravite 2H
72: Buy Tome of Frost
If you just want a good weapon and don’t like Dungeoneering:
1-63: Save tokens
63: Buy Gravite 2H


What Chaotic Weapon is right for me?
With chaotic weapons, there are 5 choices: The maul, the long sword, the rapier, the crossbow, or the staff.

Here is how I personally rank the chaotic weapons:
1. Chaotic Rapier
2. Chaotic Maul
3. Chaotic Longsword
4. Chaotic Crossbow
5. Chaotic Staff

1. Chaotic Rapier: Has best DPS (damage per second) against every slayer monster, with the exception of water fiends and other monsters. Pretty good for pking, as you can maximize your stab bonus then effectively spec with the dds. It’s possibly better than the chaotic maul for pking, because you won’t get veng killed as often. It’s good against all GWD bosses, though some people say CLS is better for Bandos. Although, in a test with 2 people with identical skills and stats with one having a CLS and one having a rapier in Duo FFA (free for all), the rapier won 15 out of 17 times.

2. Chaotic Maul: Good for pking. It’s easier to pk with a maul than a rapier because it hits higher. It’s very good in combination with the granite maul. It’s pretty good for bandos, although you can’t use a shield (Like Divine) while killing it. It’s alright for some slayer tasks, but usually a whip is better.


3. Chaotic Crossbow: Before the update, it was pretty much the same as a rune crossbow. Now, with a +20 range boost, it has become a very effective pking weapon (For range tanks) and very good for armadyl solos.

4. Chaotic Longsword: Decent for slayer, although lower dps then rapier for virtually every task. Not as good as rapier or maul for pking due to hits low accuracy. Almost everyone who has both longsword and rapier uses the rapier over the longsword.

5. Chaotic Staff: Might be better than longsword, but not very many people own one. The crazy bonus along with the arcane stream can give you huge DPS, but it forces you to use a melee weapon with a low alch value (unless you are using range to hybrid) so you don’t risk the staff. If you are rich, it might be a good option for charming (rock lobsters) but the 2 mil every 10 hours to recharged makes it very expensive.

NOTE: These rankings are purely my opinion!! If you bought a longsword first, that’s great! These are just my personal rankings based on various DPS against different monsters. Obviously if you are range tank or someone who really likes mage, the order you would buy in would be quite different.
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