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Table Of Contents  RuneScoop.com
 >  The RuneScoop Ultimate Skill Guide for RuneScape
      >  The RuneScoop Ultimate Skill Guide - Dungeoneering
           >  The RuneScoop Ultimate Skill Guide - Dungeoneering - Understanding Floors, Rooms, Doors and Related Features

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Door Types - Regular, Guardian, Locked, Skill and Boss Doors
The Smuggler
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The Starting Room

The starting room is, of course, the room where you start a floor. But it is more than just an entry point: it is a meeting place, a teleport destination, a resource stockpile location, a source of information and much more. It is especially important for teams, though even solo players will frequently make use of its capabilities.



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Starting rooms are all generated dynamically, like the rest of Dungeoneering floors, but they all contain the same key elements. So even though the skill stations and supplies tables may appear in different places, you can feel confident that everything you expect from the starting room will always be there.

The starting room also contains the dungeon exit, in the form of a ladder. You can climb up this ladder if you want to leave the level, though you can also do this by selecting “Leave party” from the ring of kinship interface. This “up exit” is why the starting room appears on the floor map as a set of stairs with an arrow pointing upwards.

Skill Stations

Every starting room contains the following skill stations:

  • Furnace and Anvils: For smelting ores into bars, and forging armor and weapons from them.

  • Water Trough: This is always next to the furnace, and is used to fill vials for making potions.

  • Summoning Obelisk: A standard Dungeoneering obelisk for making Summoning pouches and scrolls. It is usually near the smuggler, in the center of the room.

  • Runecrafting Altar: For making runes and imbuing magic staves.

  • Spinning Wheel: To convert textiles (plants) into cloth for magic robes.

Some of these stations are typically used immediately when starting a level, such as crafting runes for magic combat or for utility spells. Others will normally be used later on as resources are gathered.

No other skill stations are ever found in the starting room.

The Smuggler

The smuggler is an NPC who buys and sells items (depending on the complexity level) and dispenses advice. He wanders around in the center of the starting room, waiting at your service.

Starting Item Tables

Located in one corner of the starting room is a set of three tables, upon which the game puts starting items when you enter a floor. The number and type of items present depend mostly on the floor’s complexity level, and the size of the team.

In complexity 1 dungeons you only find fish on the tables, to give you a chance to heal damage as you begin combat; you are given everything else you need in your inventory. As complexity increases, you get fewer items in your inventory, and more items on the table, though they are randomized: you have a chance at random weapons, armor, pickaxes and hatchets. It is also possible to get bows and arrows and melee weapons, but I’ve never gotten a magical staff. You also get a small number of coins to start with, generally around 500 gp.

The starting tables are more generous with items when playing a floor with a team of two or more. Since there are more people, there is more fish on the table. However, I’ve also noticed that I only see runes provided on the table in team games, never when playing solo, so it is more than just quantities being adjusted.

The armor and weapons provided are generally keyed to the level(s) of the player(s), but never seem to exceed tier 8. As a nearly-maxed combat player, I usually receive one katagon armor item (platebody, chainbody, platelegs, plateskirt, helm, kiteshield, gauntlets or boots), and one random katagon weapon. There may also be bows and arrows of various tiers (up to tier 8), and sometimes a pickaxe or hatchet. Of course, F2P gamers will only see items up to tier 5.

Making Smart Use of the Starting Room

If you only use the starting room at, well, the start of the dungeon, you’re not exploiting its full potential. Its easy visibility on the map, the presence of the smuggler and many skill stations, and the ability to teleport to this room for free, combine to make this a handy tool for smart dungeoneers.

One good use of the starting room is as a dumping ground for items that may be needed later on in the level. Since nothing disappears in Daemonheim (except for burnt fish), you can drop items here that you don’t want to carry around but that you may need later. For example, if I’m getting particularly generous fish drops from monsters, I’ll occasionally come to the starting room and dump some on the ground, either for me to take later, or to share with teammates. I also drop herbs and herb seeds in case I discover that I need them later on. This is also a good place for those who have high gathering skill levels to leave resources like ores and hides for those who have high production skills to make items from.

The standard skill stations mean you always can rely on the starting room if you need to smith some armor or make more runes.

The smuggler is often needed to resolve problems such as being poisoned, needing more runes, or requiring a potion to pass a skill door. The Dungeon Home Teleport can be used in combination with the Gatestone Teleport spell to quickly “return to base”, do something, and then go back where you started.

In team games, the starting room is an excellent place to coordinate activities and to exchange items. Teammates who have wandered off to disparate locations can all teleport home and meet up there before going to challenge the boss, for instance. Item exchange is also usually done at the starting room. Suppose I have the gold triangle key and a teammate has just found the gold triangle door. We each set a gatestone in our current locations and teleport home. I drop the key, my teammate takes the key, and we return to where we were.


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Door Types - Regular, Guardian, Locked, Skill and Boss Doors
The Smuggler
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