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Enslaved
08-02-2012, 10:38 PM
ADVANCED DUNG GUIDE
Remeber to rate this thread and post feedback and comments
In this guide I will be explaining what should be done by each person in order to get a fast floor


-The Party Leader/Keyer:

This Is the person that commands the group, it is usally the hoster and the person that rushes the crit path and directs the gatestone.
Key skills:

Essentials:

Tank damage whist running through the floor at speed
Must be prepared to give instructions and pay 100% attention to the dungeon,
Ensure team mates to react to your instructions
Direct the Gatestone


Advanced:

Must be able to map read – be able to tell the Crit path from a bonus.
Has a plan of what requires to be done and priorities them
Ensure that the team is communicating.

Explanation:
The keyer should be the person that paths the Crit and tries to get the dung done in the fastest time possible. This is done through many things: Crit pathing and also prioritising bonus routes. This is down through analysis of the map and reading the right paths.
Gating and GGS positioning
As the keyer you shouldn’t be expecting to gate specific doors that the team has come across, the general role of gating done by the keyer should be the gate carried by the keyer down an essential path, and allows the keyer to get back to the location when a death is involved.
The GGS should be positioned is a strategically position in order to allow the team to clear the relevant gds, generally the location of the GGS should stay on the Crit path or the longest path visible and predicted. The GGS should not be left in an active GD on the other hand , it should always be kept in front of the team and therefore directing the team down a certain path.
Another use of the GGS is to transport a team member to open a skill door, in this case the GGS should be moved back to the original location as soon as possible after the person/people with the relevant skills has been transported.

Additional tips

A great weapon in a keyer’s arsenal is that of the mark feature. Through it allows the keyer to direct the team to the next room, or to mark a specific important section. It can also be used to make slayer targets or used as a navigational compass for a certain teammate with a skill level to run to.

Try staying fully focused throughout the dungeon, and be aware of the most effective ways to finish the rooms and the floor.
This role requires the most amount of tanking from damage as well.

Party leaders should never mess around, AFK, or have some serious, general problems with their computer. Your job is to lead the team who rely and count on you to take them to rooms where needed. If you do not think you are up to it, don’t do it, as the speed of the team is dependent on your speed.

It is required for the keyer to be a fantastic navigator with an alright memory and attention span. High skills may also lead to advantages, though optional.

In conclusion, being the keyer requires the most work and effort out of the party to make the dungeon quicker and easier for the team.
Prioritising
The main thing about pathing is prioritization.
You must have looked at your map so you can open larger paths while holding the ggs, and open smaller paths if alone.

-Non Keyer(everyone else):

As for the other four in the party. It's important to stay aware of the route through the dungeon. It is up to you to help out your team in guardian doors, monster clearances, skilling doors and puzzle rooms. High skill levels come to a good advantage. Whenever the leader requires assistance, it is important to keep law runes stashed in the inventory to group gatestone to that needed location.
Remember- do not follow the keyer like a pig into slaughter, it is a waste of your time, and also everyone else’s time.
Due to the key update any person can open key doors, with this there is the issue of confusement and pathing, only open the door and path if you have a free gate. If you take a path, and it ends in a DEWK, then theoretically you are responsible for that key door too as well
As for the golden rule: ALWAYS OBEY THE KEYER NO MATTER WHAT, THEY ARE IN CONTROL AND DO NOT QUESTION THEIR JUDGEMENT, IF YOU HAVE AN ISSUE SORT IT OUT AFTER THE FLOOR

-Combat Fighter (Raider):

Should be nearly, or all of your party. The obvious objective would be to clear guardian doors and tank damage at a fastest time possible. Therefore, everybody should really fight, exceptions for a pure skiller. Your job should be to remember the weaknesses of the each monster

-Skiller:
Skillers are rare when DGing and should only be applied if you are a CBT pure. This does not mean skillers should AFK, or Leech. It is a skiller's job to gather as many resources for the party, to make up for their role in the dungeon. This involves firstly- gather 1 of each boost potion (NATRALISTS, ARTISANS, GATHERS, SURVIVALISTS, MAGE, AND MELEE) These should be left at home, but as always skill doors are the priority.

This could be anything from logs to cash. Be a valuable asset and be a good team player and dungeoneering experience will be truly deserved.
For the Survival Prods:
This does also limit the amount of problems in resources around the dungeon. Lack of supplies can lead to possible slow dungeons, especially if you're rushing too quick. This also means that players would be instantly prepared for the boss in order to take it on a lot quicker. Arguably, this applies only to those less willing to rush through the dungeon, people afraid to die etc.)

Footnote- skillers

It is more difficult for skillers to navigate around the dungeon, which is a problem. The Group Gatestone portal & Home Teleport can help resolve these problems providing the GGS is safe from an enemy area, but will add additional time and generally cause bother. Skilling is generally not accepted in dungs unless you can do it well!!!!



Your Tool belt:

The release of the tool belt meant that there are no excuses for anybody not to be carrying tools. Bear in mind though, the toolbelt does not include rune essence nor feathers. Consider buying a few feathers anyway in case of a Ferret and Fish puzzle room in the dungeon. You may not even need to buy a vial (not included in the tool belt) at the start of a dungeon floor as their only use after April 2012's patch is for potion making.
Note that obtaining a higher tier hatchet or pickaxe will not affect the speed of which you open skill doors or complete skill rooms; therefore, it's not mandatory to obtain them.
A higher tier hatchet or pickaxe in your tool belt which you cannot use due to an insufficient level does not mean you can't use a lower tier hatchet or pickaxe stored in the tool belt’s memory, having a tier 6-11 hatchet or pickaxe in your tool belt will be substituted as a tier 5 and below hatchet or pickaxe in a non-members world. This tier will be the highest your woodcutting or mining level can make you use, so most likely, tier 5.


-Rushes Vs Non Rushes:

Rushing:
This doesn't mean that you rush to the boss and forget every other mysterious rooms obviously. Never touch dead end rooms in a rush at all after opening. In an ALTAR dead end room, recharge pray if necessary (one click, gate tele away/click on door) - it saves time looking for prayer. Dead end corridors easily require one player (often leader) should be able to tank through them.

Level Mod bonus or Dungeon Speed? I'd rather go for Dungeon Speed. Room clearances aren't significant at all when the boss is revealed, unless the party are all ultra-desperate for food (doubt it by this stage) or the party still have guardian rooms to clear.

Just be cautious and don't die too often, though.
This of course does not make it right to Surv prod when the rest of your team is taking deaths.

Non-rushing:
This involves most people staying alive and killing most things to ensure you are alive- usally refered to as KABDE (kill all but dead end) this keeps up your level mod, but wastes a lot of time.

So in comparison would you rather have a 80-130% bonus from a 20 min floor or a 140% bonus from a 40 min floor, I would go for speed. As the exp/hour is best when you rush and know what you are doing.

-Dungeon Route:

Like I said before, I would definitely start with clearing through the "Crit" route of the dungeon. All floors are random, but it isn't really hard to figure whereabouts it could be if you use the dungeon map. The order of where your party starts raiding through doesn't matter as much at this point as key doors are not as linear to the location of the correct key.

Leaving a lot of unopened rooms will result in the "penalty" of making your way back and forth the dungeon, which uses time. Use normal gatestones for easier/later transportation. Especially with rooms far away from the party leader and the base, it is recommended they should be done more thoroughly and covered the first time so that nobody would need to run back.

When a good starting main route is opened in the dungeon and with rooms such as guardian rooms, it is recommended that the party leader drift off independently from the rest of the party and complete more of the dungeon by themself, uncovering more guardian rooms along the way. The rest of the party should concentrate on clearing guardian rooms and completing skill rooms. Get people who have gatestoned loose end paths to tie them up when the key is found. As such, the party leader should mainly be ferrying people around, carrying and dropping the group gatestone. It's very important to keep up communication between the whole party.
Nothing really is precise with the dungeon route. There is no perfect dungeon route or strategy as all dungeons are completely different. Some form of communication is always necessary in the dungeon (Ventrilo, Skype, Teamspeak great instant communication alternatives).

The extent of the leader drifting off depends on the nature of the dungeon, and the leader him/herself. Many routes don't require the whole team and can be solely done by the leader or by other individuals.

At most times, the main party should be occupied with clearing guardian rooms for example. For the instances of 5-man rooms, the whole party should obviously be gathered into that room.

-Communication:

Your whole party needs to be communicating to each other - giving details of which doors or rooms around the dungeon. Of course, you can't really expect a whole party to memorise every mysterious room and how to get into them. Always keep an eye out for the chatbox, where it will notify you what key has been found and leader screaming out instructions, such as "GT GD". Under "Deaths" on the top left of your game screen will also list current keys that the party possesses.

Provide brief info on what certain rooms are - puzzle rooms/guardian rooms requiring the whole team/most of team.

To give ease of typing out precise details, many use the abbreviations. Remember to check the Vocab section of the guide. Dialogue will be minimised naturally whilst dungeoneering, you will tend to use more abbreviations and incomplete sentences.


-Gatestones:

With the group gatestone, don't forget to use the aid of two gatestones in the dungeon as much as you can (your two different teleports).

I always carry a gatestone/gatestone runes around with me. Mainly all the reasons why:


Gatestoning key doors when the key hasn't been found/obtained yet.

Gatestoning a specific area (guardian rooms) for the whole party to reach at a sooner time when the group gatestone is collected. This is what is known by the term ferrying. This is usually the leader's job with the group gatestone.

Getting potions for specific doors., which isn't recommended to do in quick teams.

Saving a significant amount of time and supplies when going back and forth from somewhere, exactly like what the leader should do when rushing through corridors for keys and rooms when appropriate.

Avoiding death from monsters and bosses. The actual teleportation animation can even negate a few of your enemies' attacks!

When runecrafting when the dungeon starts, always remember that making runes for gatestones and group gatestone teleports is the number one priority. -Entering Rooms:

Remember - quickly double check whether the room has a guardian door first! Unless you know 100% that it does/doesn't (you may simply be backtracking).

When opening a door, it is possible that when two players go to open the door at the same time, one will just fall in and get damaged by an army of monsters. Be certain that when opening a new door that you are the only one doing it.

Be very quick with preparing to beat a whole room of monsters. Waiting for somebody else to enter first is unnecessary. The room the main group should be raiding next should be decided on quickly, instead of wandering aimlessly between doors. The order of which rooms should not matter unless it's a only way only or a potion door for example.

Entering first will quickly herd everyone else to enter as well incase nobody is willing to enter first.

-Skill Doors:

High level Skill/potion-needed doors. Waiting for something to happen when another route /instruction is waiting to be done, in this idle time you should be planting the herbs to make pots in preperation. when encountering a skill door
One person with the correct levels (preferable with an open gate) should complete the door, and to finish the new route the door leads to. Everyone else should take other open routes which the leader may have assigned the party to do, NOT standing around.

Don't waste time deciding who'll be getting the potions. Whoever is making the potions and growing the herbs, help out the team whilst waiting. Or if not, should instantly have the ingredients already stockpiled.

However, for quickest exp/hr, I actually don't advise anyone to do these when you haven't got the herb. Getting the potion from scratch is quite a bother.



-Deaths:

Dying at the very beginning of the dungeon would give a huge toll for some people for the rest of the dungeon. I would never leave the dungeon if I did, of course. In the long run, much more time, xp, tokens are lost and becomes too much of a bother. Not to mention there's the possibility of a full pm box of flaming and minus 4 people in the world to dungeoneer with.

Of course, clearing rooms would make deaths less frequent. But you can't just clear random rooms only to reduce the risk of losing 10ks of experience right? That's not how you get a decent amount of dungeoneering exp by the number of dungeons cleared an hour.

In fact, what people tend to do is die on purpose at a point where their prayer, health, food is scarce!

What I'm trying to say is, don't be afraid of dying whatsoever. You get the best experience rates by ironically, dying. It's not because experienced dungeoneerers are careless, but they are aiming for a quick dungeon altogether.

-MISTAKES:

Missing Keys:

Another frustrating move that can easily be resolved earlier if nobody missed a single key.

Four party members will face the boss instead of waiting and losing time, while the fifth party member quickly scours the suspected areas for the keys.

Can knock in 5-10 minutes into the time spent if the above solution is not done, quite a heavy penalty.

Keys are oftenly left behind specific puzzle rooms or dead ends because they were not possible/visible to get picked up at the time. This is why you should pick up keys when you see them and be sure you're not missing a key when teleporting away from a dead end route. Be aware keys like the silver ones for example, could possibly blend in to the floor colour, watch out for this in the first place. When looking for keys, don't just search for red dots on the minimap. There could be monsters on top of the keys.

Or else if the key door is most likely to lead to a dead end, it's better to just leave it and finish the dungeon.

Now the important Crit path

The critical path- why exp share is off
Crit generally branches the most, but is not necessarily the biggest.
The crit path also tends to have more key doors, as it must lock itself from continuing so it's not just a 1 way gd -> puzzle -> gd -> gd etc.Keys on the critical path are not necessarily crit keys, unless it's the last key you get on that crit path, obviously.The crit path is 19-23 rooms. All regular skill requirements in these rooms will range from the highest level on the team to 9 levels under that. So, if someone is maxed, a crit rc door has to be 90-99 level requirement.
The formula for the xp gained from a skill req is Level * 5 + 10.
So all crit doors with a maxed player will be 460-505 xp gained.
Xp share makes it so you get xp from what other players do. Thus, if anyone has it on, you won't get regular xp from doors. Unless an entire team is maxed, it is nigh well impossible to calculate which doors are crit/bonus. Even with the team being maxed, xp share off is ideal since you could leech xp in the same tick as you open a skill door.
It should be noted that bonus rooms can ALSO have requirements that are 90+. So less than 460 xp gained is bonus, but 460+ is not necessarily crit.
Also overloading before floors likely puts you at 105+ str/mage/range. 510+ xp doors are obviously bonus - you were able to complete them because of the overload.
Certain skill reqs such as flowers, mining rooms, polts, etc. give odd amounts of xp.
If the party difficulty is set to less than the amount of players (i.e. a 4:5 large) then crit rooms will be designed for the 2nd highest skill level on team. Bonus can still do whatever it wants.
Resources on the crit path with a maxed player will be t9+. T9 thieving chests are about 1.1k xp, t10 1.4k xp.

Enslaved
08-02-2012, 10:39 PM

Bestiary
-Common Monsters:

I have abbreviated pray as using different combat styles with different armour varies the prayer. If applies to ranging and melee pray needed, it will be shown as R:ME

NOTE: Magers and rangers should pray against melee foes if they're attacked at close range.

NOTE: All enemy magic users are weak against the Hexhunter Bow.

-Frozen Floors:

Name: Frost Dragon
Level: 84, 106, 174...
Attacks With: Melee, Mage, Dragonfire
Weak To: Stab, Magic-Fire
Pray: ME:MA, MA:MA, R:MA

Name: Hydra
Level: 11, 16, 25, 33, 45, 83, 110, 132
Attacks With: Magic, Ranged
Weak To: Slash, Ranged
Pray: None.

Name: Ice Elemental
Level: 20, 36, 61, 119, 140, 215
Attacks With: Melee, Magic, Ranged
Weak To: Crush, Magic-Fire
Pray: ME:MA, MA:R, R:-, None.

Name: Icefiend
Level: 12, 37, 88, 128...
Attacks With: Magic, Ranged
Weak To: Stab, Magic-Fire
Pray: ME:MA, MA:R, R:-, None.

Name: Ice Giant
Level: 37, 84, 172...
Attacks With: Melee
Weak To: Crush, Magic-Fire, Ranged
Pray: ME:ME, MA:ME, R:ME, None.

Name: Ice Spider
Level: 3, 29, 37, 63, 79...
Attacks With: Melee
Weak To: Crush, Magic-Fire
Pray: None.

Name: Ice Troll
Level: 60, 74, 105, 122...
Attacks With: Melee
Weak To: Stab, Magic-Fire
Pray: None.

Name: Ice Warrior
Level: 2, 32, 46, 103...
Attacks With: Melee
Weak To: Crush, Magic-Fire
Pray: ME:ME, MA:ME, R:ME, None.

Name: Thrower Troll
Level: 42, 53, 86, 95, 110...
Attacks With: Ranged
Weak To: Slash
Pray: ME:-, MA:R, R:R, None.

-Abandoned Floors:

Name: Animated Pickaxe
Level: 7, 14, 25, 37, 45, 61, 75, 89, 103, 116...
Attacks With: Melee
Weak To: Slash, Crush
Pray: ME:ME, MA:ME, R:ME

Name: Bat
Level: 3, 28...
Attacks With: Melee
Weak To: Stab, Ranged
Pray: None.

Name: Dungeon Spider
Level: 2, 9, 19, 25, 35, 47, 59, 74
Attacks With: Melee
Weak To: Slash, Magic
Pray: None.
Poisonous For P2P

Name: Earth Warrior
Level: 4, 99, 128...
Attacks With: Melee
Weak To: Crush, Magic
Pray: ME:ME, MA:ME, R:ME

Name: Giant Bat:
Level: 128...
Attacks With: Melee
Weak To: Stab
Pray: None.

Name: Giant Skeleton
Level: 29, 38, 48, 64, 69, 93, 113, 125, 140, 157, 178
Attacks With: Melee
Weak To: Crush
Pray: ME:ME, MA:ME, R:ME, None.

Name: Green Dragon
Level: 84, 157, 174...
Attacks With: Melee, Magic, Dragonfire
Weak To: Stab
Pray: ME:MA, MA:MA, R:MA

Name: Hill Giant
Level: 4, 9, 23, 44, 49, 56, 137, 168, 215...
Attacks With: Melee
Weak To: Stab
Pray: ME:ME, MA:ME, R:ME, None.

Name: Hobgoblin
Level: 42, 116...
Attacks With: Melee
Weak To: Stab
Pray: ME:ME, MA:ME, R:ME

Name: Skeleton
Level: 11, 85, 136, 152, 178...
Attacks With: Melee (sword), Magic (hooded), Ranged (white skele-no weapon)
Weak To: Crush
Pray: ME:ME/MA/R, MA:ME/MA/R, R:ME/MA/R

Name: Zombie
Level: 3, 13, 52, 85, 103, 121, 128, 152..
Attacks With: Melee (swordbearer), Ranged (throwing-axe thrower)
Weak To: Slash
Pray: ME:ME/R, MA:ME/R, R:ME/R


-Furnished Floors:

Bat - see above.

Name: Brute
Level: 21, 35, 49, 63, 75, 89, 104, 118, 143
Attacks With: Melee
Weak To: Crush, Magic
Pray: ME:ME, MA:ME, R:ME
Now passable.

Dungeon Spider - see above.

Giant Bat - see above.

Name: Guard Dog
Level: 10, 19, 45, 62, 82, 103, 131...
Attacks With: Melee
Weak To: Stab
Pray: None.

Name: Iron Dragon
Level: 84, 174...
Attacks With: Melee, Magic, Dragonfire
Weak To: Stab, Magic-Fire
Pray: ME:MA, MA:MA, R:MA

-Occult Floors:

Name: Animated Book
Level: 3, 77, 111...
Attacks With: Magic
Weak To: Stab
Pray: ME:MA, MA:MA, R:MA

Name: Black Demon
Level: 172, 226...
Attacks With: Melee, Magic
Weak To: Slash, Crush, Magic
Pray: ME:MA, MA:MA, R:MA

Name: Fire Giant
Level: 40, 172, 296...
Attacks With: Melee
Weak To: Stab, Crush, Magic-Water
Pray: ME:ME, MA:ME, R:ME

Name: Ghost
Level: 5, 69, 136, 169...
Attacks With: Melee, Magic
Weak To: Magic
Pray: ME:ME/MA, MA:ME/MA, R:ME/MA

Name: Greater Demon
Level: 172...
Attacks With: Melee, Magic
Weak To: Slash, Magic
Pray: ME:MA, MA:MA, R:MA

Name: Hellhound
Level: 83, 192...
Attacks With: Melee
Weak To: Crush
Pray: ME:ME, MA:ME, R:ME

Name: Lesser Demon
Level: 79
Attacks With: Melee, Magic
Weak To: Slash, Magic
Pray: ME:MA, MA:MA, R:MA

Name: Necromancer
Level: 79, 131, 145...
Attacks With: Magic
Weak To: Crush
Pray: ME:MA, MA:MA, R:MA

Name: Red Dragon
Level: 86, 142...
Attacks With: Melee, Magic, Dragonfire
Weak To: Stab, Ranged
Pray: ME:MA, MA:MA, R:MA

Skeleton - see above.

Zombie - see above.


-Warped Floors:

Animated Book - see above.

Animated Pickaxe - see above.

Name: Ankou
Level: 89, 143...
Attacks With: Melee
Weak To: Stab, Magic, Ranged
Pray: ME:ME, MA:ME, R:ME

Black demon - see above.

Name: Black Dragon
Level: 148, 274...
Attacks With: Melee, Magic, Dragonfire
Weak To: Stab, Ranged
Pray: ME:MA, MA:MA, R:MA

Brute - see above.

Greater Demon - see above.

Guard Dog - see above.

Lesser Demon - see above.

Name: Reborn Mage
Level: 18, 21, 35, 145...
Attacks With: Magic
Weak To: Crush
Pray: ME:MA, MA:MA, R:MA

Name: Reborn Warrior
Level: 12, 137...
Attacks With: Melee
Weak To: Crush
Pray: ME:ME, MA:ME, R:ME

Skeleton - see above.

Zombie - see above.
-Every Floor:

Name: Forgotten Mage
Level: Highly varies with its appearance
Attacks With: Magic
Weak To: Stab, Ranged
Pray: ME:MA, MA:MA, R:MA/-

Name: Forgotten Ranger
Level: Highly varies with its appearance
Attacks With: Ranged
Weak To: Slash
Pray: ME:R, MA:R, R:R

Name: Forgotten Warrior
Level: Highly varies with its appearance
Attacks With: Melee
Weak To: Stab (Chainmail or Skirt/No body armour), Crush (Platebody and legs), Magic
Pray: ME:ME, MA:ME, R:ME

Name: Giant Rat
Level: 2, 5, 7, 11, 22, 44, 71, 96
Attacks With: Melee
Weak To: Stab
Pray: None.

Name: Mysterious Shade
Level: 1, 2, 4, 10, 17, 25, 37, 50, 67, 90, 111, 133
Attacks With: Magic, Ranged
Weak To: Slash, Magic
Pray: ME:R/MA, MA:R, R:R
Uses ranged more.
-Slayer Monsters:

All P2P monsters.

Name: Crawling Hand
Level: 8
Slayer Needed: 5
Attacks With: Melee
Weak To: Unknown
Pray: None.
Drops: Silver/Gold Precision Bracelet
Floors: 12-35(?)

Name: Cave Crawler
Level: 23
Slayer Needed: 10
Attacks With: Melee
Weak To: Slash
Pray: None.
Drops: Sunstriker Boots
Floors: Abandoned
Poisonous

Name: Cave Slime
Level: 31
Slayer Needed: 17
Attacks With: Melee
Weak To: Stab, Magic
Pray: None.
Drops: Incantor's Boots
Floors: 12-35(?), Warped(?)
Poisonous

Name: Pyrefiend
Level: 43
Slayer Level: 30
Attacks With: Magic Melee(?)
Weak To: Magic-Water
Pray: None.
Drops: Flameburst Defender
Floors: 18-35(?), Warped

Name: Night Spider
Level: 59
Slayer Level: 41
Attacks With: Melee
Weak To: Crush
Pray: None.
Drops: Shadow Silk Hood
Floors: 12-60
Poisonous

Name: Jelly
Level: 78
Slayer Level: 52
Attacks With: Magic Melee(?)
Weak To: Slash, Crush
Pray: None.
Drops: Absorption/Grounding Boots
Floors: 12-60(?)

Name: Spiritual Guardian
Level: 78
Slayer Level: 63
Attacks With: Melee
Weak To: Unknown.
Pray: None.
Drops: Protector's/Guardian's Ward
Floors: 12-60(?)

Name: Seeker
Level: 70
Slayer Level: 71
Attacks With: Magic
Weak To: Stab
Pray: ME:MA, MA:MA, R:-
Drops: Seeker's Charm
Floors: 12-60(?)

Name: Nechryael
Level: 115
Slayer Level: 80
Attacks With: Melee
Weak To: Slash
Pray: None.
Drops: Doomcore Staff
Floors: Abandoned, Occult, Warped(?)
Doesn't spawn death spawn.

Name: Edimmu
Level: 121
Slayer Level: 90
Attacks With: Melee,Magic
Weak To: Unknown.
Pray: (Close Combat) ME:ME, MA:ME, R:ME, (Farcast) ME:MA, MA:MA, R:MA
Drops: Blood Necklace
Floors: Abandoned, Occult, Warped

Name: Soulgazer
Level: 105
Slayer Level: 99
Attacks With: Mage
Weak To: Stab, Ranged
Pray: ME:MA, MA:MA, R:MA
Drops: Hexhunter Bow
Floors: Abandoned(?), Occult, Warped

Enslaved
08-02-2012, 10:41 PM
Abbreviations
Gd - Guardian door
Gt/ggs - Group tele / group gatestone
Gate/G8 = Gate, i.e. drop your personal gatestone at the blue corner door = G8 bco
Gtgd - Gate tele, and clear the guardian door
Hgt - Hold the group gatestone until the keyer tells you to bring it to your gate- or at the end of the path.
Mgt - Move the group gatestone
Dgt - Drag gt as you explore
Mgtb - Move gt boss
Gtb - Group gatestone for boss
Gte - Group tele end
Gdm - Gd mark
Ht - Home teleport (Base)
Sgt - Sell gt, take the ggs somewhere useful
Bgt - Buy gt, drop the ggs so i can pick it up
Fork - A fork in the path, if you're idle and/or free gate you should gt to help explore
FG - Free gate
Wyg - What's your gate?
De - Dead end
Denk - Dead end no keyo "
Dewk - Dead end with key
Gto - Group tele and open, this response is usually said to the keyer to open a key door. Otherwise "Gto -keyname-" or "Gto -RSN-"
Rq - Ragequit
sui - suicider

Weapons:
Hex/hhb - Hexhunter bow
Csb - Celestial surgebox
Ccs - Celestial catalytic staff
Pba/baxe - Primal battleaxe

Floor types:
Locc = low occult floor (f36-41)
Fleshfloor = Fleshspoiler floor (f42-44) < standard occult floor
TF /Hocc= Thunderous floor (f45-47)
Abb = abandoned 2 floor (f30-35)
Lw = warped floor (f48-56)
Hw = warped floor (f57-60)

Random phrasology/acronyms:

Ragers - Blood rager pouch. Don't make these without scrolls ffs
gh - got herb, ie "gh lyco" when you loot a lyco in gd, or "gh for con pot"
nh - no herb, as a response. Ie: "101 con" "nh"
vml - valerian/magebane/lycopus. Used to ask for herbs for potions. If val is not enough, can be shorted to ml.
sww - sagewort/wormwood/winter's grip. See above.
n - north
e - east
w - west
s - south
Crit - Critical path, the path that leads to boss
Bonus - Any other rooms
Preboss - room before the boss Reply

Room types:
3stats/stat - 3 statues crafting room
10stats - 10 statues crafting room
Color ferrets/Cferretts/CF - 5 colored ferret puzzle
agil - agility maze
barrels - broken barrel room
blocks/blox - 4 colored vials and pillars
books - 4 bookcases puzzle
bridge - plank/rock broken bridge room
cons stat - broken statue with extending bridge
mining maze/cross - mining rubble and struts room
door/dd/enter door - room containing a regular openable door
empty - room containing a regulable openable door, or an empty gd room
emotes/emo/mimes - 5 mimes emote room (nod = head bobbing up and down, shake = head moving left and right)
ff - fishing ferret puzzle
vine- flowers woodcutting room
font/fountain - 4 broken pillars with rubble
frem - fremennik warrior cook/smith/fletch room
gazer - room containing a soulgazer
robot/rc construct - runecrafting magical construct room
ghosts - multiple switching ghosts room
grapple - rope and climbing hook room
grooves - suspicious grooves trap room
feret - hunter ferret room
levers/levs - 5 levers room
lodes/lights - 4 lodestone lights room
maze - maze with chest/key at center
merc - mercenary leader room
mono - monolith room
polt/polter - poltergeist with herbs
pond/skaters - pondskaters fishing room
push stats/pull stats - push and pull statues room
ramo - ramokee combat familiars room
riddle - enigmatic hoardstalker room
seeker - seeker sentinels room
skills - room containing a door/doors that requires a skill to open
sliders - magic puzzle piece room
jumpy/lode/sphere - lodestone and crystal jumping gap room
tiles/rc tiles - runecrafting tile puzzle

Enslaved
08-02-2012, 10:42 PM
Potion Combinations:

SWW+Moss=Gatherers
SWW+void dust = magic
SWW+clae= Natralists
VML+moss=Art
VML+whisky=Survivalists
VML+claw=melee
VML+dust= range

SWW+Whiskey=Poison
Aloe/featherfoil/buckthorn+Claw=Rejuvi pot (super restore)

Enslaved
08-02-2012, 10:44 PM
res

Enslaved
08-02-2012, 10:45 PM
res.

onilika
08-02-2012, 10:47 PM
Wow! Now that's an extensive guide!
Will be very helpful for those who want to learn a little bit more about Dunge, and also get some tips!
Well done bud!

Silentcore
08-02-2012, 10:47 PM
Looks like a bunch of copy and paste...

Le Jingle
08-02-2012, 10:48 PM
Very detailed guide, I'll give it a good read through. Also, noticed from a glance, that perhaps on the abbreviations section you might add 'sl = suicide with leech', 'snl = suicide no leech', other than that, keep up with this and change the res. to more guide parts, I'm sure it will help people with dungeoneering

Enslaved
08-02-2012, 10:50 PM
Looks like a bunch of copy and paste... well ofc it is, i wrote this for a dg clan a while back, took me 2 hours to edit and update it, the original took about 2 weeks to write and has alot more content lol

Jim
08-02-2012, 11:05 PM
Very nice guide, even if it is copy pasted. Lack of communication, Surv-prodding, lack of initiative and not following directions are probably the biggest issues some randomers have. It always pisses me off when people don't bother to tell me what doors they see on their path, leech boss/ramo/merc and when they wait for other people to path even when they are free gate. If everyone took the time to read this guide, dging wouldn't be frustrating at times

Enslaved
08-02-2012, 11:07 PM
pot combo added

illester
08-02-2012, 11:53 PM
Mother of text.

Austin
08-03-2012, 02:45 AM
Wow, great guide :D

Enslaved
08-03-2012, 01:14 PM
any ideas of what else to add?
i could do a guide on map reading and prediction if there is interest

Enslaved
08-05-2012, 10:04 PM
would anyone like me to do a guide on dgsweeper?

jackhill6
08-05-2012, 10:13 PM
my guide to dungeoneering:

step 1: download idung and hit run

Hazzah
08-06-2012, 07:00 AM
Read almost all of it. Haven't done any real legit Dg and I am 101 Dg. Hopefully I can get into it with some friends and we can work on teaching me how to legit Dg. This seems like it would be helpful though!

Rezozo
08-06-2012, 07:33 AM
Like the others above me said, this is very well thought out, though it is very/if not too extensive.

Enslaved
08-09-2012, 11:35 AM
well i did say advanced- this guide is supposed to help you key them sub 10 floors

haiku
09-28-2013, 03:26 AM
are blood necklaces still worth using?

Enslaved
09-29-2013, 07:43 PM
are blood necklaces still worth using?dont know havent played in about a year

Hazzah
10-02-2013, 05:58 PM
are blood necklaces still worth using?

Yes, it should be your 4th bind and disregard hood until 120.

haiku
10-03-2013, 05:26 AM
Yes, it should be your 4th bind and disregard hood until 120.

Awesome, I just happened to get one.