DG tips for succesfully and faster dungeons

tomy92

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Keyer-

-Your main role is to faciliate moving the group and to open key/skill doors in the meantime. You should keep the GGS at useful locations like GDs while you move and gate another pertinent room (in priority order: mime, lever, monolith*, obelisk*, Mercenary, ghost GD, GD). Note that with obelisks and monoliths, these rooms should be skipped in good judgement - if they lead to 1 room at the end, do not do them.

-As soon as the room with the current GGS is finished and the path open (key doors gated, skill doors done), move the GGS to the next location using your gate. As this will likely be a GD, use the time they are clearing the GD to open key doors, skill doors, and to find the next location. If the GGS tele is not safe, tell people. For example, say "ggs mage pray" if you want them to ggs tele but it is not mage pray safe.

-I have found that using notepad to write basic locations of key doors to be the most helpful. I simply write "go we ne" or "b cr ht" and I know where my door is. As soon as the boss is found, announce the boss and make sure preparations are being made. Also, listening to metal music at the start of a floor will help you move faster. It works for me

-This means that you should look for promethium/gorgonite ores for ragers throughout the floor and instruct people to mine them. It is sometimes easier, also, to tell people to gate certain doors near each other so that you can write down what doors they have gated and more quickly have them
open their doors.

-Try to never place your own gatestone at key doors - this will slow down GGS movement to GDs. If another person finds a GD past their key door, have them move the GGS to it, and continue opening doors.

-Try to make sure everyone has a key door (or something useful) gated.

-If you encounter a skill door that you cannot do, move the GGS to it and call for a member. It should be their top priority to teleport to you and open it as quickly as possible.

Everyone else-

-Your main role is to clear GDs and gate key doors. Make sure to communicate well so that multiple people are not wasting gatestones on the same doors.

-In GDS, kill the marked monster first. After that, go for shades (111/133), necros, mages, non-hoodsafe monsters, then everything else.

-Loot all of the food (web snipper+), herbs sagewort,wormwood,winter grip/valerian, magebane,lycopus), cash, and blue charms from every room cleared. Note that the first rooms will have more cash and charms while future rooms will have more food.

-Most importantly, IF THE KEYER NEEDS A DOOR OPENED, GGS TELE AND OPEN IT. If you can pot to the level, pay attention. If nobody else can open it, say you can pot to it, and start asking around for the herb.

-Commonly, the keyer will run short on food, as they don't camp GDs and pick up food (or shouldn't), and will ask for food to be dropped on the GGS. If you are low on food, leave yourself 1 or 2 and give the rest to the keyer. GDs aren't that dangerous when you have the entire team there, anyways.

-Only pick up a key if the keyer is not around or if you open a door to a dead end. After you get it, drop it at the GGS and tell the keyer what key ("GK [key]")

-As soon as everyone has a total of 150k, get an altar up, unless there is one DIRECTLY next to base. Even if one is 3-4 rooms away, build the altar at home.

Additional tips-

-At the start of a floor, looting the table is a pretty important step and should be done quickly. Look at your group. If anybody does not have a plate bound, do not sell or alch plate/chain/leatherbodies. Do not alch/sell platelegs/chaps. For the rest, you should use judgement.

-Leave blue crabs/morays for the keyer, as he/she will likely be running through a lot of nasty stuff at the beginning of the floor while you clear the first GD. As for weapons and mage armour, if it is something like a 2h, spear, battleaxe, longsword, etc., alch it. If it is a rapier, pickaxe, hatchet, gloves, boots, or the like, sell it, and use that money to buy essence to alch the better things. You should craft around 60 laws/cosmics and 20 astrals at the start of every floor. At high level runecrafting, that is an easy 100 essence + a toolkit, which costs 6230 gp.

-IF you have a surgebox/blastbox bound, buy a blood spindle log, and craft it into a fire staff.

Slang

GGS - group gatestone
GD - guardian door
GT - gatestone tele (a command)
GTGD - gatestone tele to a GD
DE - dead end
DENK - dead end no key
GK [key] - Got key [key]
DEWK - dead end with key (call the key you get, and drop it at ggs)
Mono - monolith room, which spawns shades. One of the most difficult rooms in a dungeon
Obby - Obelisk room, with ramokee familiars, Probably the second most difficult room.


I will edit with more information as I remember things.
 
Copper said:
Replace the whole thing with "Buy iDungeon" then it will be 100% correct.

Well, I haven't read any humorous things for today so I thank you for enlightening that . This makes a lot more sense xD.

But, nonetheless, thanks for posting this, I'm sure it will come helpful to most people .
 
Good guide, pretty much covers everything (
 
I'll love dung skill , its to help the people who think that this skill is awfull or dislike to some day the like it.
 
I prefer to just bot it, I spent 4 hours doing it on my main and got it to like 20. I got frusterated and bought the bot.
 
Depends on your lvl and prestige at 85+ the xp per hour joining a good team its awesome, im 100+ on the moments and we do larges in less than 30 or sometimes 22 , 23 minutes. And thats like 200k xp/h
 
owned by dykersoft
Dung is easy with or without bot
 
I saw this on tip it somewhere...
Give some credits please
 
Nice leech moron... I'd hardly call throwing a random name at the top giving credits; and that's after you were asked to do so.. you knew full well it wasn't yours. Do you take us for being incompetent retards?
 
Good in depth guide.
 
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