The following visuals are designed to allow you to better understand the immense world that Dungeoneering has to offer and clear up any confusion or uncertainty.
Location of Daemonheim
Multiple paths allow one to access Daemonheim. The easiest is to teleport using your Ring of Kinship. If you do not have one, you could take the boat from behind Al-Kharid Bank, or travel through the Wilderness. The following map illustrates the location of Daemonheim relative to various Wilderness locations, and the dock in Al-Kharid.
Starting a Dungeon
Apart from the obvious rooms that automatically organize you into a fairly balanced team, you can manually start dungeons with your party by entering the Start-Dungeon Entrance, highlighted below. You must be in a party to enter, and if you are the leader of the party you will be able to choose the Level, Size (for Parties greater than 1 only), and Complexity of the Dungeon.
This starting room is for a complexity 6 dungeon only. Resources that are not found in lower complexity dungeons will not appear in the starting room (complexity 5 dungeons will not have the summoning obelisk or energy rift, for example). Supply tables and the Smuggler are present in all complexities. Non-member and member starting rooms are identical in dungeons of the same complexity. Resources marked with an asterisk (*) in the table below indicate that they may also be available throughout the dungeon.
|Group Teleport Portal
||Allows for teleportation to group gatestone's current location.
||Used to exit the dungeon at any time.
||Speak to the Smuggler to purchase a variety of items available to you depending on the complexity of the dungeon. A higher complexity allows for greater access to resources that may be purchased from him. You may also sell items you find in the dungeon to him.
||These tables have a number of items (including food, armour, weapons, and ammunition) that may be useful to you in whilst preparing to explore the dungeon.
|Furnace & Anvils*
||Used to smelt ores and smith bars, and is accessible at complexity 3 and higher.
||Used to craft runes and imbue staves, and is accessible at complexity 3 and higher.
||Used to spin textiles into cloth, and is accessible at complexity 4 and higher.
||Used to infuse summoning pouches and scrolls, and is accessible at complexity 5 and higher.
||Used to fill empty vials with water, and is accessible at complexity 5 and higher. May also be found throughout the rest of the dungeon.
||Used to turn in divination memories for energy or experience. Accessible only at complexity 6.
Of course, many of the resources in the dungeons will not be in the Starting Room. Various other resources are scattered throughout the dungeon, providing you with materials needed to create various combat equipment, from food to armour to potions. Some resources stay constant (for example, Prayer altars), while others vary (Mining Rocks can hold any ore). Note that the "Random" resources tend to be biased toward your skill levels, so if you have a high mining level, you will tend to get high-level mining rocks, such as Gorgonite. For specifics on each resource, look at the Dungeoneering Skills Guide.
||Place a set of logs in the range and light it with a tinderbox to be used for cooking; bear in mind that this does not last forever and will need to be replenished occasionally whilst in use. Like fires, using a higher tier log in the range will decrease the chances of burning. You may access this resource in dungeons set at complexity 2 and higher. You may also replace the group gatestone portal in the starting room with a cooking range by using 5 utuku branches and 5 kratonite bars (this requires 50 construction and the dungeon set at complexity 5 or higher in order to be built).
||Plant and harvest food and herbs. You may access this resource in dungeons set at complexity 5 and higher.
You may also replace the group gatestone portal in the starting room with a farming patch by using 5 seeping elm branches and 5 bathus bars (this requires 25 construction and the dungeon set at complexity 5 or higher in order to be built).
||Pray at these altars to restore your prayer points. Using bones on the prayer altar will provide you more prayer experience than burying them. You may access this resource in dungeons set at Complexity 1 and higher.
You may also replace the group gatestone portal in the starting room with a prayer altar by using 5 bovistrangler branches and 5 zephyrium bars (this requires 75 construction and the dungeon set at complexity 5 or higher in order to be built).
||Open these chests to obtain thieving experience and a variety of useful dungeoneering items, including summoning charms, cash, weapons, and runes. You may access this resource in dungeons set at complexity 5 and higher.
||Have feathers (a fishing rod should already be in your toolbelt) in your inventory to catch the fish in these pools. You may access this resource in dungeons set at complexity 2 and higher.
||Mine these rocks to obtain ores for smithing into equipment or use in constructing resources in the starting room. You may access this resource in dungeons set at complexity 2 and higher; however, in order to smelt the ores, the dungeon must be set at 3 or higher to smelt bars and smith weapons, and complexity 4 or higher to smith armour.
||Harvest these plants to obtain textiles to craft into mage armor. You may access this resource in dungeons set at complexity 4 and higher.
||Chop these trees down to obtain logs to be used in construction, cooking, firemaking and fletching. You may access this resource in dungeons set at Complexity 2 and higher.
||Harvest these wisps to obtain divination memories and energy to be used when making portents of passage and portents of restoration. You may access this resource in dungeons set at Complexity 6.
Original Guide by: Zaaps1 and pokemama
Special Thanks to: ForsakenMage, TheKoolKandy, Warriormonkx
Last updated by: Warriormonkx
Last updated on: 04-Dec-2013