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I love using paragraphs...

Just a simple guide that I wrote about Dungeoneering, the way to get 69 and even above 80 Dungeoneering without getting penalized for having an avarage of 90 levels in combat or more (and how to train efficiently, as experience of my own while F2P-Dunging). Note that I usually dung in a party of 5, mostly! So first, I'll like to mention that if our average combat level is lower than 90 (for example, there are two level 89s, one 60, one 34 and a level 105, the average combat would become 75,4 (75 in reality)), there should not be any penalizes for the Dungeoneering group (unless JaGeX had "nerfed" with it). [Calculating the average combat level is simple if you know the first steps of mathematics: just add everyones combat levels and summarize it. Next, divide that number by the total of fighters and then you should have your average combat level shortly! Simply like this: (A+B+C+D+E) / y = x(A is member #1, B is member #2, C is member #3, D is member #4 and E is member #5, y is the number you use to divide and x is the average combat)] Okay, moving on to the game play: I choose to rush lower floors (1 - 13) on either Complexity 1 or 6 (faster if 1 is chosen), small floors (waste of time otherwise) and with the difficulty set as high as possible (this would be 5:5), do medium-low floors as fast as possible but not rushing (14 - 24)while on small floor-setting with COMP 6 and party difficulty of 5:5, medium-high floors (26 - 31 (F2P)) with either small or medium setting while on COMP 6 and 5:5 and lastly the highest floors (32 - 35) in F2P I choose medium over large because of the loss of many bonus doors (might make exceptions though) on COMP 6 and 5:5 OR 5:4-3 depending on players with Internet-issues.

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Oh, and when we play after this, be sure to grab food and other loot that might be valuable like H-Alchables and Coins, which goes to the skiller of the group (if any is in it), do not waste time making armor or robes unless it's necessary! This might sound simple to some; difficult to understand for others. But the main idea is to make game play decently fast as well as keeping the spirit up (exciting and fun). Well this was my guide lol, hope I didn't forget to add something important now. Anyways, we can always dung with high levels in the party if we keep the average combat level below 90... ALWAYS! So, have a great time dunging with this guide at hand or in head (My thoughts on Dungeoneering: Free to Play)! Stay safe and active, love you all. :3

This was my thread of smallness, I'll stay open for clan ONLY for now!

Some words you need to know: 5:5, 5:4, 5:3, 4:3 is referred to as the floor difficulty. The first number is the amount of players in the group (party size), while the second one is how many will be needed to complete the floor. Maximum is 5:5. Comp, or complexity, or sometimes just C, adjusts what skills might be needed to complete the floor. Maximum is C6, which requires all the skills. Home or base is the start room. It is the place where the Smugler is located.

Ht is short for home teleport spell, which is similar to Lumbridge home tele, but it teleports the player to the start room of the Dungeoneering floor. Ggs is short for Group Gatestone. It is used as a fast way to get to the place where it is located, as people may teleport to it. This can be done by using a spell which requires law runes and a Magic level of 64 or by using the portal located at home. It is a very good time saver for med or large floors, as you may avoid having to run long distances. Ggs tele is asking for the group to teleport to the ggs, by any of the aforementioned means. Gd is short for Guardian Door, a door that wont be unlocked until all the monsters in the room are slaughtered. De is short for dead end, a room that only has one door: its entrance. Gs is short for Gatestone. This is a personal Gatestone that can be created by a player with Magic level 32, using cosmic runes. After dropping it in any room of the dungeon, that player will have the ability to teleport to it, by using Gatestone teleport spell, which also requires Magic level 32 and uses no runes. A lot of time can be saved by placing such gs at important rooms of a dungeon, such as room with more than one unexplored exit. Keyer is the player that will take all of the keys. To make it more worthwhile, the keyer should also take the ggs. Boss is the monster that guards the exit gate of the floor. It is supposed to be the hardest monster of the floor, but sometimes that is not the case. Rush or rushing is solving a dungeon in the least amount of time possible. The way to do this is fighting and killing only the monsters that are in a room with a locked Guardian Door, which wont unlock until all of them are killed. The rest of the monsters will be ignored, unlocking the doors without killing them. It is true that sometimes you will get the Dungeoneering xp for that floor penalized in the form of a negative level mod, so I recommend that only the keyer rushes. The rest of the group should focus on killing as many monsters as possible, by fighting the low level monsters, until the keyer ask for them to join him. The keyer will do this when he/she has found a guardian door, or a puzzle room, which will require the rest of the groups help to solve quickly. For people to be able to join the keyer quickly, he/she should be the one to carry the ggs. It is important that the keyer is a high level player, so that he/she will be able to take many hits without needing to heal, and also without dying. Also note that the keyer has to be able to make personal gs, and also casting the ggs teleport, which will be great time savers. To do this, he/she should have a good stock of both cosmic and law runes, as well as a Magic level of 64 or above. Also note that rushing will get you the faster Dungeoneering xp per hour rates, but might be a bit boring for the keyer if you do many floors. To avoid this kind of problem, take turns as the keyer, or dont rush all the floors at full speed. Altar is a prayer altar. It is quite important to have one while Dungeoneering, as protection prayers are always good to have when fighting monsters. Note that it is important to avoid wasting prayer on low level monsters that will do little or no harm, as the boss might be hard enough that using prayer against it is really necessary. Even if you have an altar to recharge your prayer at, the amount of prayer points you can recharge is limited. You will be able to recharge one time all of your prayer points on a small floor, two times on a medium size floor and three times on a large floor. So use your prayer wisely! For those players that want to train prayer, note that an altar on a Dungeoneering floor allows using the bones on it, granting four times the xp! This makes bones give you 18 xp, bat bones 22 xp and big bones 60 xp. You might even find some dragons, which bones give tons of prayer xp by using on altars! This makes Dungeoneering a great place to train prayer, but only if you find an altar on your floor, and you use your bones on it. Finding an altar on a small floor is uncommon, but on medium or large floors it is quite often that you do. About the Prestige System: Have you noticed that the Dungeoneering experience you gain after completing a floor is an average of the floor experience and the prestige experience? Your prestige level is the amount of floors you have completed without resetting. For f2p players, the maximum prestige level is 35, as the rest of the floors cannot be accessed in f2p. You should always have your prestige as high as you can get it. To do this you have to

complete each and every floor you have access to (which depends on your Dungeoneering level) and then reset your progress. This will get you back to not having any floor completed, but gets your prestige to the amount of floors you had done. So the next time you complete a floor, you will be getting the highest possible amunt of experience at your current level. Now, what floor should you do? You should always do a floor which corresponds to a theme that you have not completed yet. As I mention before, floors are divided into themes. Floors 1 to 11 are part of the Frozen theme, floors 12 to 17 are from the Abandoned 1 theme, floors 18 to 29 are part of the Furnished theme and floors 30 to 35 are from the Abandoned 2 theme. If you complete a floor which you havent done yet, or that corresponds to a theme that you have not yet completed, you will get prestige xp. On the contrary, if you complete a floor that corresponds to a theme which you have finished, then you will get 0 (zero, none) prestige xp. For example, say there is a party of three players. None of the players coincide on a floor which is not completed, but player 1 has not done floor 19, player 2 has not completed floor 25 and player 3 has not done floor 28. Moreover, player 1 has only gained access to floor 20, having a Dungeoneering level of 40, and all of them have completed the rest of the floors of the Furnished theme which they can access, leaving only the aforementioned floors uncompleted. In this case they can choose floor 18, 19 or 20. Say they choose 20. Upon completing the floor, player 1 will get floor 19 ticked off, player 2 will get floor 25 ticked off and player 3 will get floor 28 ticked off, meaning all of them will get prestige xp. And it will count as if each of them had done the floor they had to do. So always remember to choose a floor which corresponds to a theme which none of the party members have completed, but not necessarily the exact floor they need to do. Resetting your progress might be necessary if you cant access any floor which you havent completed. Mind that you should only reset your progress in this case, and not before, so as to make sure you get the maximum prestige level you can. And remember that if you dont reset at this point, you will get 0 prestige xp, which greatly diminishes the amount of Dungeoneering xp you get. Choosing the Dungeoneering party: I dont recommend getting random people in your group, as you might get a bad surprise about how good they are, and also how nice they are. Sometimes it might be better to play with a smaller group of better people. It is true that having a full party means more xp, but it is also true that having an annoying Dungeoneering partner might get the fun out of the game. Choose at your own risk! What I do recommend is forming a group with people you already know are good, since you took the risk once, or are friends of yours or are part of the Devourers family. Getting a group of clan mates from both Devourers and Devourers II has always proven to me to be worthwhile, as you know that we try to keep nice people in the clan and bad people out of it. Also remember to check that your average combat level is below 90, as I have experienced that otherwise the Dungeoneering xp you get is greatly diminished. Recommended floor sizes: Floors 1 to 20 should always be done choosing small size, no matter how many people are in the group. Floors 21 to 29 may be done choosing a medium size, but only if the group has three or more people in it. Otherwise choose small size. Floors 30 to 35 may be done choosing large size, if there are four or five people in the group. If you have a group of 2 or 3 people, medium size might be a better choice, so that you dont spend too much time to complete the floor. Also, for best Dungeoneering xp gain: always rush (but remember that the keyer ignores the monsters, while the rest of the group kills as many as possible, avoiding a bad level mod).

If you choose to do all the floors from 1 to 35 using small size and rushing, it will also be a good choice. You can solve these floors in 3-7 minutes and get more than 8k xp on floors 30+, which will take you to the faster xp rates per hour available for f2p dungeoneerers. About Solo Dungeoneering: This is only recommended if you cant get a dg team within Devo urers clannies and are way too tired of random trolls, or if you just prefer to solo. Group dungeons can be done faster and it helps making it more fun, but thats my opinion. Always open all the doors you can! Even when rushing! Rooms opened not only affects bonus rooms xp modifier, but also the base xp for the floor, Known fact: Have you ever noticed that some people say that killing dinos will make you get less Dungeoneering xp? This is not true! Dinos are hunter resource for p2p, but they dont affect Dungeoneering xp, not on p2p worlds neither on f2p worlds. If you want to kill them for bones and possible hides, dont be afraid to do so. Happy Dungeoneering! :P;):D

Khaoskrux: I'd recommend ppl not to invest for the time being. Khaos claims to be busy with school. That might be so, but i can tell you this: It took me 12 days to contact Khaos to get my money back although I know he has been online because I followed him around the G.e for over 1 hour on monday. So unless you are really willing to wait for a long time to get your money back, I urge you not to invest on him.

Also I'd like to point out that on a prvious post Khaos said that the investments going would be posted on a google spreadsheet. That said spreadsheet has not been updated in a long time, and although I asked Khaos to update it more than 2 weeks ago, to which he replied he would be doing that soon, he still hasnt. This makes it hard to follow the progress of your money with Khaos, making it impossibe to know the amount of cash you have on his hands. So at the moment of the withdrawal, you cant know how much you should be getting.

Today I withdrawed all my money from his service, and added to the long waiting I had to endure, I also have to say that the amount I received from him was less than I expected. As I pointed out in the previous paragraph, knowing how much he should be giving you is impossible at this point due to the lack of updates on the spreadsheet. All in all, I recommend not to invest on him until he can be more active and updates that said spreadsheet more often. And to the ppl that already have money invested on him: good luck!

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