u/Fire_Afrit

More Dungeons in the future!

With the new dungeoneering update Monday and the hype/renewed interest in Daemonheim, here are some additional dungeon ideas that can expand the skill beyond just daemonheim (and loosely the elite dungeons). These are ideas for 5 possible "World Dungeons" that focus on parts of the world that seem like they could fit better as dungeons:

1. The Volcanic Descent (Karamja Volcano)

A fast-paced, high-pressure combat experience from the tzhaar city to through the volcanic depths towards the TokHaar area, ending at the elder kiln with remnants of the recently reforged TzekHaar.

  • Mechanics: Extreme heat has to be mitigated by constructing gear and using spells to withstand the temperature. Descend into areas now swarming with Volcanic Creatures, TzHaar, TokHaar, and TzekHaar forces. Lava flows can cut off areas if you're not fast enough or end the run altogether.

2. The Forgotten Dragonkin Vaults (Anachronia)

A "Dungeoneering Pro" experience—simpler layouts but significantly higher difficulty.

  • Mechanics: Upper levels feature Anachronian Dinosaurs, while the deepest floors house Dragonkin Bosses. Interactions with Dream Pods and ancient Dragonkin machinery to solve puzzles or buff your combat stats mid-run.

3. The Well of Souls (Underground Pass)

A gothic horror crawl that picks up where the quest ends. Iban’s Tomb serves as the gateway to a procedurally shifting abyss. Iban's story might be finished but what were the soulless creatures in the cages? Why did the witch stay down there with the demons? Could Iban have created a gateway to infernus?

  • Mechanics: Upper levels are choked with Soulless released from their cages and spiders; lower levels feature portals to Infernus crawling with demons and witches. At the end of the dungeon, come face to face with Iban's soul and his demon successor who consumed him when you defeated Iban.

4. The Chaos Tunnels

A reinterpretation of the chaos tunnels of the wilderness. The tunnels aren't truly a dungeon but dungeoneering levels allow you to better travel through the tunnels, opening up hidden paths/portals, stabilizing portals and finding new rooms with mini slayer bosses of many of the mobs found within.

  • Mechanics: The map is constantly changing shape in real-time. You don't "finish" a run; you navigate the chaos to find specific mobs. This is slightly different than how it currently exists as it's not just portals turning on and off. The current rooms would remain unchanged.

5. Shifting Tombs (Menaphos)

A thieving-heavy dungeon crawl focusing on the "Raiders of the Lost Ark" fantasy. This should always really have been a dungeon.

  • Mechanics: Filled with Mummified dead, Scarab swarms, and Scabarites. The existing cats appear more often and aid the player. The focus is on Thieving (looting sarcophagi) and Agility (trap rooms), not combat.
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u/Fire_Afrit — 12 days ago

Dungeoneering Future Tweak - Resource Dungeons

Dungeoneering needs better integration with the rest of the game, and identity as a skill. While I agree the the basic gameplay loop of dungeoneering just needs to be rebalanced for EoC to make it fun again, dungeoneering has had an identity crisis since its inception of being more of a minigame than a skill. A small adjustment is all that would be needed to change this though.

Instead of the lore behind resource dungeons being leftover areas that the dragonkin used to created daemonheim, most resource dungeons should just be caves are hard to reach areas of the world that need specialized skills to access. The eyesores of the dungeoneering resource doors could then be largely replaced by imposing cave structures or hidden passageways.

Some areas could be kept as resource dungeons used for daemonheim, but many areas would instead just be naturally difficult regions of the world to traverse, and the skill of dungeoneering would really be expressed as the ability to spelunk, climb and hack your way through challenging environments. This would be kind of the equivalent of a spelunking/navigating skill.

Mechanically and graphically, not much would change, but this would open up how the skill could be used in the overworld in the future, as well as the possibility for non-daemonheim dungeons that were more dungeoneering-like than elite dungeons.

u/Fire_Afrit — 15 days ago
▲ 203 r/runescape

Looks like we're getting some interesting new rewards from dungeoneering next week. Will t90 weapons of all styles be useful for mid level progression?

u/Fire_Afrit — 18 days ago