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{{See also|Pay-to-play Dungeoneering training}}
 
{{See also|Pay-to-play Dungeoneering training}}
{{Obsolete|The Dg Solo XP update + EoC made a lot of things outdated.}}
 
{{ToC|left}}[[Dungeoneering]] is very dependent on other skills, with many different kinds of monsters and bosses. Having higher skill levels will make training this skill much easier. However, Dungeoneering is diverse and different methods can be used for efficient and fun training.
 
   
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{{ToC|left}}[[Dungeoneering]] is a unique skill whose efficient training requires a lot of active thinking and planning not just in preparation for raids, but also during raids. In this guide it is assumed the reader is familiar with basic Dungeoneering terminology such as, but not limited to, ''floor'', ''prestige'', ''level mod'', and ''bonus rooms''. If not, read the main [[Dungeoneering]] page first.
High combat levels will kill monsters quicker, and high skill levels will allow for better equipment to be made/used, and also the ability to open more bonus doors for a greater overall xp rate in Dungeoneering. For example, you are able to create and wear all Fractite equipment only if you get 40 [[Attack]], 40 [[Defence]], 40 [[Mining]], 40 [[Ranged]], 45 [[Strength]], 49 [[Smithing]], 65 [[Runecrafting]] and 59 [[Magic]]. It is recommended to have balanced levels to gain experience at the maximum rate; however, a combat practitioner or pure can also play without much difficulty.
 
   
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== Recommended levels and binds ==
The actual training of the skill will be different for everyone due to the randomised nature of the dungeons. Therefore, the following will focus on maximising Dungeoneering experience for every raid, rather than giving a step-by-step walkthrough typical of other skill guides.
 
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In order to train Dungeoneering efficiently, it is highly recommended to have 64 magic, 60 attack, and 54 Runecrafting.
   
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Having 60 magic and attack allows you to wield the best magic and melee equipment available to free-to-play players, namely the Thigat wand and Soulbell orb for magic, and any two-handed Argonite weapon for melee. Having these binds is essential for maximising damage per second, yielding faster floors.
==Starting up (beginners only)==
 
:''Here is a simplified guide for beginners who want to gain the first levels through Daemonheim. For advanced players please read the parts after.''
 
   
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The best magic bind for free-to-play players is the Thigat wand and Soulbell orb because the Thigat Staff is not obtainable in free-to-play worlds. It can be used in F2P worlds, but only obtained in P2P.
Upon entering Daemonheim, you will be given the [[Ring of kinship]]. Before any dungeon can be started, you must be free of any items excluding the Ring of Kinship. A bank can be found in front of Daemonheim.
 
   
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Having 54 Runecrafting allows you to craft law runes which is required for the Group Gatestone Teleport spell. Having 64 magic allows you to cast the Group Gatestone Teleport spell.
At level 1 Dungeoneering, only complexity 1 and floor 1 are available. It is strongly recommended to solo the first couple floors since players would refuse to group, as complexity 1 cuts all experience by half. You may begin the dungeon any time by entering the stairs leading to the dungeons.
 
   
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Finally, binding 125 cosmic runes in the ammunition slot is highly recommended as it gives you easy access to the [[Create Gatestone]] spell at the start of every floor. Alternatively, 125 law runes for Group Gatestone Teleport. If you have something else bound in that slot, you may want to ask the smuggler to exchange your starting items to get some rune essence to craft your required runes.
As soon as the dungeon starts, a reliable weapon and ammo MUST be bound. A melee weapon will simplify the process of clearing a raid quickly, since you will not need to worry about the ammo for ranged or magic attacks. However, ranged and magic weapons will better prepare you in the case that you wish to stick with your combat style, since finding higher tiered ranged or magic weapons will be harder to find than melee weapons in later dungeons. For ammo, runes or arrows can be bound. If a player binds runes, he/she should have basic [[Runecrafting]] levels in order to craft elemental runes, and bind the highest combat rune (mind, chaos or death) available to him/her. If a player binds arrows the best available arrows should be bound.
 
   
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== How XP works ==
After finishing the first dungeon, one should get level 2. Reset the ring at level 2 and play floor 1 at complexity 2. That way floor 2 is unlocked and play floor 2 at complexity 3. If floor 3 is unlocked play it, otherwise reset and play floor 1 again at increasing complexity.
 
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[[Experience]] in Dungeoneering is obtained after the completion of each floor, and is shown in the [[Winterface]]. The experience is a combination of base XP and modifiers.
   
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=== Base XP ===
At this rate, complexity 6 would be available when the player achieves level 6-8. By this time, you should look for parties to join. The experience gained in complexity 6 raids ease levelling. Once resource dungeons are unlockable for every 5 levels after level 15, up to level 30. With this method, it is possible to get to level 32-36 without resetting.
 
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The base XP is the average of two numbers: ''floor XP'' and ''prestige XP''. These numbers depend on six things: the [[complexity]], the floor size, your floor number, your prestige, your party configuration, and the percentage of bonus rooms you opened on that floor.
   
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Both floor XP and prestige XP increase with increasing complexity, and are maximised at complexity 6.
It is recommended to find the dungeon whenever the required level is achieved. It is also recommended to complete small dungeons in all frozen floors as prestige is low in the first raids, and time is saved, and a good party can possibly boost experience gained over time, though soloing can ensure stable progress too.
 
   
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The floor XP increases as your floor number increases, and your prestige XP increases as your prestige increases. However, the prestige XP becomes 0 if you have already ticked off all floors in the same theme as the floor you have just completed. The themes are categorised as:
==Maximising experience==
 
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* Frozen: floors 1-11
You are ready to start adventuring when you get the [[Ring of kinship]] from the [[Dungeoneering tutor]]. There are several important things you need to know in order to increase your experience gains:
 
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* Abandoned: floors 12-17
===Base XP===
 
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* Furnished: floors 18-29
Base XP includes the two numbers '''Floor X''' and '''Prestige''' '''Y''' (where X and Y are numbers (ie. Floor 1 and Prestige 15)). Those will be covered in more detail in the following sections. This section will discuss the general mechanics common to both.
 
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* Abandoned 2: floors 30-35
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As such, the best experience is obtained by avoiding ever completing a floor which will give you 0 prestige. This is done by ticking off floors 1 through 35 exactly once each, then resetting, then repeating.
   
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The floor size also affects both the floor XP and prestige XP. Small floors get the least XP, medium floors get more, and large floors get the most XP.
Base XP is essentially the amount of experience that you will be given upon completion of a floor; an average of both the floor number and the prestige number is taken, and then modified appropriately by the experience modifiers to give your overall experience value.
 
   
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How base XP depends on your party configuration is less straightforward. Generally speaking, the base XP is maximised in solo raids and 5-player raids at maximum difficulty (e.g. 1:1 and 5:5), and is lower if you have between 2 and 4 people in your party or if the difficulty is set to lower than maximum. However, this effect on base XP is not very large, and generally better XP per hour is obtained in a team than in solo.
For example, say your floor experience value was 1500, and your Prestige experience value was 2500. The average would be formulated as followed:
 
   
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Finally, the base XP depends on the percentage of bonus rooms you have completed. Opening all bonus rooms yields roughly 2-3 times as much base XP as opening no bonus rooms.
(Average = Adding all the numbers together, and dividing by however many you add together)
 
   
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=== Modifiers ===
1500 + 2500 = 4000
 
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The modifier is a percentage which is applied to your base XP to obtain your final XP, and is comprised of bonus rooms, level mod, difficulty, complexity, whether you have guide mode on, and the number of deaths you have.
   
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These modifiers are more or less straightforward. The bonus rooms modifier ranges from 0% at no bonus rooms opened to 12.67% (shown rounded up to 13%) at all bonus rooms opened.
4000 / 2 = 2000
 
   
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The level modifier depends mainly on the percentage of monsters you kill in the dungeon, and ranges from -24% (at almost no monsters killed) to a maximum of 10% (at 81% or more of monsters killed).
Giving an average of 2000 experience with complexity level 6.
 
   
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It is interesting that bonus rooms, difficulty, and complexity appear on the modifiers section while their greatest effect, which is not shown, is on the base XP. This can be misleading because one might be led to believe that opening all bonus rooms is not worth it because it only adds 13% to the modifier, while in reality, it multiplies your final XP by 200-300%!
Even though X is the same for all the players in your dungeoneering group (ie. if two players of the same combat level complete Floor 1 and have Prestige 15) the amount of Base XP they will receive will not necessarily be the same, this is because there are two known factors that affect these values:
 
#The number of rooms opened on the floor - Opening more rooms will increase your base experience; It ''doesn't'' take into account the number of rooms opened that aren't required to reach the boss (bonus rooms), but how many rooms are opened overall. This is explained in more detail in the Bonus Rooms section.
 
#The complexity of the floor - Even though a lower complexity already gives you penalties in the modifier, it also lowers your Base XP.
 
   
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== Starting out ==
The following do '''NOT''' affect your Base XP:
 
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The main goal when starting out is to unlock complexity 6 as well as obtain 35 prestige. In order to do this, do solo smalls at floor 1 complexity 1 and raid dungeons successively until you unlock complexity 6. Be sure to bind a weapon early on. Then keep raiding solo smalls until you do not have the level required to unlock the next floor. At this point, reset and start from floor 1 again. Repeat this until you have unlocked floor 35.
*The boss faced on the floor.
 
*The types of puzzles encountered and completed.
 
*How many monsters were left alive (this only affects the Level Modification).
 
*How long the floor took to complete (though faster completion will ultimately lead to more xp per hour).
 
*How many deaths occurred (this only affects the Deaths Modifier).
 
   
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It is recommended to obtain the best equipment that you can obtain in the game. If you are aiming to obtain Tier 7 drops, here are a few things to take note of:
It is interesting to note that both Floor and Prestige appear to use almost exactly the same calculations, with the only difference between them being what decides the X/Y value used. If X and Y is the same for one particular run (i.e. doing Floor 32 with Prestige 32), then the base exp contribution from both Floor and Prestige will be the same.
 
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*Bosses have a chance to drop Tier 7 equipment. Do pay attention to what the boss drops, as it may be equipment that is more effective in combat than those you can produce.
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*For Tier 7 equipment that cannot be dropped by free-to-play bosses, it is suggested to kill [[Forgotten warrior|Forgotten warriors]], [[Forgotten ranger|rangers]], and [[Forgotten mage|mages]] of sufficient combat levels (80+). These monsters have a chance to drop any equipment they wield. In order to encounter monsters of such strength, you'll need to be in a team of relatively high-level players.
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*If your combat skills are at least level 80, your starting equipment in a complexity 1 dungeon will include Tier 7 torso and leg slot armour, as well as some random weapons, for all three sides of the combat triangle for which your skills are sufficient. These starting items can be passed to and bound by other players in your party; you and your friends can gear up quickly and easily this way without having to chase any boss or monster drops.
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== What to do at prestige 35 ==
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Once at complexity 6 and prestige 35, you are a fully-fledged dungeoneer! At this point, there are two main options for maximising experience per hour.
   
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=== Solo smalls or mediums ===
The key to the amount of experience earned per floor lies in the base floor experience, as well as the prestige, which is covered later in this article. Floor experience is determined by a number of factors, some of which are currently unknown:
 
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Doing solo raids, you can obtain up to 180,000 XP/hour. Raid solo smalls or mediums. For smalls, aim to complete each floor in around 2-3 minutes. For mediums, aim to complete each floor in around 5-8 minutes. A recommended split between small and medium is to do 1-17 small, and 18-35 medium.
   
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=== 5-way raids ===
*'''Your level - '''Your combat level will determine the levels of the creatures you face, and in turn the difficulty each room poses.
 
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Doing 5-way raids, you can obtain up to 250,000 XP/hour. Optionally, you can set up a team of three level 3 skillers and two combatants and set the difficulty to 5:3. This comes at a slight cost to final XP but makes all monsters extremely low-levelled, making dungeon several times faster. This also yields 270,000+ XP/hour.
*'''Number of rooms - '''The amount of rooms you face while going through a dungeon will deter you, increasing the complexity of the maze. This can be controlled by Dungeon Size, and high levels to open bonus rooms.
 
*'''Complexity - '''This will allow for puzzle rooms to be toggled. More puzzle rooms means more problems faced in the dungeon.
 
*'''Time - '''Each room is set an approximate time in which it can be feasibly completed. This is not a limit you have to reach, rather an indicator of how hard the dungeon is, used for the singular purpose of calculating floor experience. In other words, you do not have to complete the dungeon in the approximate time to maximise experience, although it does give a special title at the end.
 
*'''Difficulty - '''This is more crucial than a mere 19% modifier; the difficulty ratio determines whose skills will be used when picking critical path rooms, and how many creatures will be found in each room. At a 5:1 ratio, with high level players and one low level, the low level's skills will be chosen and the creatures limited to few with small levels. At a 5:5 ratio, the same scenario will mean the low level is essentially useless (considered a handicap for taking up a space) and the high levels will have a much tougher time going through the dungeon. At the end, the high levels will receive more appropriate experience, and the low level should get a massive boost.
 
*'''Challenge each room offers - '''Mostly this affects the above mentioned time factor, but it also influences the overall difficulty of a dungeon.
 
In summary, those dungeons giving the most experience are large, long, labyrinthine, filled with high levelled creatures, and locked by high-end skills. Several of these factors are beyond the control of the player, but can be best approached by using large dungeons on a 5:5 difficulty ratio and complexity 6, perhaps with a mix of low and high levelled players.
 
   
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It is suggested to do floors 1-17 small and 18-35 large. For smalls, aim to complete each dungeon in about 1-3 minutes, and for larges, aim to complete each dungeon in 3-6 minutes.
===Floor===
 
{{main|Dungeoneering floors}}
 
The deeper the floor level a player completes, the higher the X in Floor X will be (for example completing the first floor gives Floor 1, completing the fifteenth floor gives Floor 15), and the more experience they will receive.
 
   
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== Maximising XP ==
However, the Prestige system necessitates that players simply complete every floor (that they can) once per reset. This is because the Prestige Bonus is only given to players upon the ''first'' completion of a floor (per reset); repeated grinding of one floor will result in the removal of the Prestige Bonus. This is the exact intent of the Prestige system: to remove the efficiency of grinding the same high level floor over and over again. So really there is nothing a player can do to actively increase Floor experience in an efficient manner (besides opening bonus rooms).
 
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Achieving these XP rates is not easy - it takes great skill, planning, and pathing. Do not be discouraged if you get less than the stated rates above.
 
===Prestige===
 
{{main|Prestige}}
 
Prestige is the main tool players use to effectively gain experience after completing the first few floors.
 
 
When you open the floor selection screen from the party interface, you will see columns which have ticked and unticked floor blocks. The ticked floors are those you have raided after you last clicked Reset, while the unticked ones are the ones you have not. By raiding the unraided floors, you will receive a prestige bonus equal to the number of unique floors you finished between your last two resets (i.e. before your last reset).
 
 
Simply speaking, clicking reset after having raided 7 unique floors will cause you to receive a Prestige 7 bonus each time you complete a floor. You will keep receiving a Prestige 7 bonus until your current Prestige exceeds Prestige 7 (which will occur once you raid more than 7 floors without resetting).
 
 
Therefore, you can maximise your experience gains by taking the following steps:
 
 
*Only raid floors which do NOT have ticks on them (check the floor selection screen for which ones you've done).
 
 
*Try to get all the floors ticked (including any new floors that you unlock), ''then'' click reset.[[File:Dungeoneering Winterface.png|thumb]]
 
 
If the highest level floors are too hard, you can reset early but you will get a smaller prestige bonus at the end of each floor (until you raid enough floors again to exceed the prestige number you reset at).
 
 
You can raid floors in any order, but it is strongly recommended to raid the greatest floor last. This is because you must complete the highest level floor in order to unlock the next floor. If you complete the current highest levelled floor before you gain the Dungeoneering level to unlock a new floor, then you will have to repeat that same floor again in order to unlock the next floor when you gain the level, which as mentioned previously, will remove the prestige bonus you receive for that floor.
 
 
Prestige will raise (or lower, if repeating a floor) the total experience gained by much more than any of the other modifiers, it is important to keep that in mind when choosing the floor to raid.
 
 
===Bonus Rooms===
 
While opening Bonus Rooms might not seem like such a big contribution to your experience, being only shown as a modifier which reaches a maximum of +13%, there is actually a 'hidden' component of experience for opening bonus rooms.
 
 
This 'hidden' component of experience arises from the fact that the calculations for '''both''' the base experience numbers (the numbers in the Base XP section: Floor and Prestige) utilise the ''number'' of rooms you opened that floor; the more rooms you open, the higher your Floor '''and''' Prestige will be. The calculations do not differentiate between the number of mandatory or 'bonus' rooms opened, which essentially translates into being based only on the number of bonus rooms you open that floor (since the mandatory rooms are mandatory).
 
 
In simple terms, not only does opening bonus rooms increase your modifier (shown in the Modifier section as a +%), but it also increases your base experience (the Base XP section). This means opening bonus rooms has a much greater impact on your experience than it originally seems.
 
 
Tests have been done which show that '''a solo player who opens all bonus rooms will receive close to double the experience''' than they would if they had opened no bonus rooms.
 
 
In F2P, any door with a requirement of over Level 49 leads to a bonus room. This is because the critical path, which is based on the highest levels of the party, has a cap of 49.
 
 
===How to do floors===
 
{| class="wikitable"
 
! style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; background-File: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-color: rgb(242, 242, 242); text-align: center; color: black; background-position: initial initial; background-repeat: initial initial; "|'''Floors:'''
 
! style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; background-File: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-color: rgb(242, 242, 242); text-align: center; color: black; background-position: initial initial; background-repeat: initial initial; "|'''Levels 6-58'''
 
! style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; background-File: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-color: rgb(242, 242, 242); text-align: center; color: black; background-position: initial initial; background-repeat: initial initial; "|'''Levels 59-70'''
 
! style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; background-File: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-color: rgb(242, 242, 242); text-align: center; color: black; background-position: initial initial; background-repeat: initial initial; "|'''Levels 71+'''
 
|-
 
| style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; "|Frozen (1-11)
 
| style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; "|Small
 
| style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; "|
 
Rush
 
| style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; "| Rush
 
|-
 
| style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; "|Abandoned 1 (12-17)
 
| style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; "|Small
 
| style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; "|Small
 
| style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; "|Small/Rush
 
|-
 
| style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; "|Furnished (18-29)
 
| style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; "|Medium
 
| style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; "|Medium
 
| style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; "|Small
 
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| style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; "|Abandoned 2 (30-35)
 
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| style="border-top-width: 1px; border-right-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-top-color: rgb(211, 211, 211); border-right-color: rgb(211, 211, 211); border-bottom-color: rgb(211, 211, 211); border-left-color: rgb(211, 211, 211); border-top-style: dotted; border-right-style: dotted; border-bottom-style: dotted; border-left-style: dotted; padding-top: 0.2em; padding-right: 0.2em; padding-bottom: 0.2em; padding-left: 0.2em; "|Large
 
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|}
 
 
[[Dungeoneering/Rushing|Rush]] = Do on Small Complexity 1 guide mode and storm through the Floors.
 
 
Small = Do on Small size, Complexity 6. Decide whether you want more people in or not.
 
 
Medium = Do on Medium size, Complexity 6. Decide whether you want more people in or not. (At high levels medium floors are not recommended.)
 
 
Large = Do on Large size, Complexity 6. Be in a party of 5 players.
 
 
If you can't find a team for 1-2 floors it is suggested you super rush them by yourself.
 
 
===Level Mod===
 
'Level Mod' is written incorrectly as 'Points Mod' in the Knowledge Base. To increase the Level Mod modifier, players just have to kill monsters. It is still possible to receive the maximum of +10% with a few monsters alive, so it might be helpful to ignore monsters that do not result in a net increase of food (i.e. monsters that do not give food as loot or will deal too much damage).
 
 
===Complexity===
 
{{main|Complexity}}
 
Six levels of complexity are available. However, a free player is advised to choose a minimum of Complexity 3, since this reduces the penalty of choosing a lower complexity, while simultaneously negating the need to smith their own armour, which is a requirement once players choose Complexity 4 or higher (players are advised to always have a weapon bound so they should never need to smith one).
 
 
If players are going above Complexity 3 (and hence will have to smith most of their armour), they are advised to choose Complexity 6 since this will ensure the minimum penalty of -0% is given.
 
 
However, players should be aware that choosing the higher complexities (5 and 6) may lead to Bonus Rooms which can not be opened due to requiring members only skills. This will happen fairly often and actually incurs quite a high experience penalty when it does occur (refer to the Bonus Rooms section above). Even if all Bonus Rooms are blocked by members doors (which is possible but unlikely), players will '''NOT''' receive less experience than they would if they had chosen Complexity 3 instead (which gives '''no '''member's only rooms), because of this complexity's high XP penalty.
 
 
===Guide Mode===
 
Guide Mode is not recommended due to the very large impact on experience Bonus Rooms have, as mentioned previously. In addition, Guide Mode is best utilised if a player opens the dungeon map after every single door (to check if the door they just opened leads to a Bonus Room); this constant checking will slow players down, which defeats the purpose of having the Guide Mode enabled in the first place. Players who do not constantly check the dungeon map will inevitably find themselves exploring Bonus Rooms, not that it is a bad thing, but it again defeats the purpose of having Guide Mode enabled.
 
 
==Gameplay==
 
The raiding includes several parts: Starting out, fighting, puzzle solving, restocking and fighting the boss.
 
Moreover, it can be further divided into solo raiding and team raiding.
 
 
===Starting out===
 
Contrary to other multiplayer games, what you see on the table is all you will get to start with (unless you have bound items to yourself or are on a low Complexity setting). Try not to take everything when you're rushing because you may take a while and decrease the experience you earn per hour by a small amount, but you should grab as much as you can in terms of doing a large dungeon. Grab as much food you think you will need for short-term use and sell weapons and pieces of armour.
 
*The following items are almost mandatory to buy from the Smuggler since they will be required to either complete puzzles or open doors, they are also needed in getting yourself equipped (with equipment and food), you should have enough gold from the table and selling items to the Smuggler:
 
*Some [[Feather (Dungeoneering)|feathers]] to gather your own food and for the Fishing Ferret puzzle that you may encounter.
 
*When starting the [[Dungeoneering]] skill, you will be forced to go through Complexity 1 where you are given powerful equipment you can wear, this is a perfect time to bind a powerful weapon/Armour (along with arrows or runes) for later Complexities where you will not always be given good weapons/armours. However, the starting kits in complexity 1, 2 or 3 are almost completely unchanged (the elemental staff given changes at random if your magic level is high enough, for example, a Magic level of 20 can get the Magic staffs for level 1, 10, and 20 at random) except when the combat levels of player is increased. It is possible a player can only find tier 4 or worse items to bind. In this case a party will help the player by providing better starting kit. For details please see the next part.
 
 
*Stick to one or two combat styles, otherwise you will waste inventory space.
 
*If playing solo you are able to store items by dropping them in groups on the floor (example, drop all the bars for tier 5 in on square, tier 4 beside that, etc.) be warned though, as food building up in this manner can cause you to lose items, you can only have so many items laying about at one point in time before it starts deleting the earliest dropped item, it is unknown if each room stores items differently.
 
*Try to stay prepared for the boss, or just save all of your coins and buy the stuff to make the best possible gear for the Boss' weakness (for example, some Bosses are only weak to Magic, while others are Immune to Magic)
 
*It is advised to add a [[fractite pickaxe]] and [[fractite hatchet]] to your [[Toolbelt (Dungeoneering)|toolbelt]], even if you do not have the required levels to use them, as they will still work as lower tier pickaxes and hatchets. This only needs to be done once, as these tools will stay in your toolbelt for other floors as well.
 
 
===Binding items===
 
Players can bind 1 weapon or armour at any time. The number of items players may have bound at once is 10, however they only choose some of these bound items (''active bound items'') based on a player's Dungeoneering level. An extra active bind is allowed by achieving level 20, 50, 90, and 120 Dungeoneering. Also, 125 units of a single kind of ammo (runes or arrows) can be bound.
 
 
Note that if you have bound member's items on a free-to-play server, they will not appear and if have no space binds and wish to bind a free-to-play item, you will have to destroy a bound members' item, as such, it is suggested if you are not continuing your membership, you should rebind free items in replacement of your members' items if you intend to continue training Dungeoneering.
 
 
The first active bound item should normally be a weapon/armour that is directly related to the preferred combat style of the player. A [[Dungeoneering/Equipment#Magic Weapons|staff]] should be used for maging (in free-to-play, the [[Catalytic staff|Catalytic]]/[[Bryll robes|Bryll]] is the highest tier of Magic equipment available), [[Dungeoneering/Equipment#Shortbows|shortbows]] and arrows should use be used for ranging because despite the fact that they have a lower ranged bonus than longbows, they are better for rushing due to higher attack speed (in free-to-play, the [[Spinebeam shortbow|Spinebeam]]/[[Dromoleather armour|Dromoleather]] is the highest tier of Ranged equipment available), and a [[Dungeoneering/Equipment#Two-handed swords|two-handed weapon]] should be used for meleeing (in free-to-play, the [[Fractite equipment|Fractite]] is the highest tier of melee equipment available).
 
 
The bound ammo should be relevant to the combat style you use most when raiding dungeons. A [[catalytic staff]] should obviously be bound for maging, due the fact that it, like unimbued staves, replaces all elemental runes at once. This means that for both maging and meleeing cosmic or law runes should be bound for easy teleportation. Even though most players are capable of producing them, it usually takes a considerable amount of time to get rune essence and craft them into cosmic/law runes. For ranging, it is highly recommended to bind arrows of the highest tier ([[Fractite arrows|Fractite]]).
 
 
The second active bound item (available at level 20) should be a piece of [[Worn Equipment#Torso slot|torso slot]] armour ([[fractite platebody]], [[dromoleather body]], [[bryll robe top]]).
 
 
The third active bound item (available at level 50) should be a piece of [[Worn Equipment#Legs slot|legs slot]] armour ([[fractite platelegs]], [[dromoleather chaps]], [[bryll robe bottom]]).
 
 
The fourth active bound item (available at the maximum of level 90) should be a piece of [[Worn Equipment#Head slot|head slot]] armour ([[fractite full helm]], [[dromoleather coif]], [[bryll hood]]).
 
 
Resource gathering items are rarely, if ever, bound due to lack of combat potential. Pickaxes and axes shouldn't be bound at all because they are carried in the toolbelt. While in the toolbelt, they cannot be used in combat, but this is negated by the fact that they are such poor weapons. Because of the distance between resources and the "home", including use of gatestones and teleportation, there is no real reason to need to bind resource gathering items.
 
 
It is worth noticing no staff or wand can be gained except as starting kit or drop from Unholy Cursebearer or Astea Frostweb respectively. No bows can be gained except from starting kit or drop from Saggitare and forgotten rangers. Smuggler only sells the lowest quality weapon, and free players cannot fletch most bows and staffs. As a result, it is nearly impossible to fight effectively with ranged or magic except when effective bow or staff is bound. However, finding a high tier rock is also not easy, thus a player still suffers from lack of melee abilities if no reliable melee weapon is bound.
 
 
It is possible to bind items uncraftable in F2P, such as the spinebeam shortbow. Items like this are difficult to find, since they can only be obtained from a rare drop from starting kits, bosses or creature using the item (Forgotten Warrior/Ranger/Mages have a 10% chance of dropping anything they are wearing). '''A player should bind the best item in complexity 1 or 2 first''' and then form a party to search for better bows throughout dungeon. It should be noted that the deeper the floors, the better the starting kits.
 
 
For arrows it is advised to buy the maximum amount of best arrows and bind them once the player has money. However solo-flushing, which is done by repeatedly entering and exiting games in complexity 1 or 2, can provide such supply of ammo easily.
 
 
Practically the player can bind both rune and arrow supply. The ammo bound would be arrows. Since the catalytic staff replaces all elemental runes at once, the player can actively change the auto-cast spell.
 
 
To conserve space, players can bind more than 125 of a single type of ammo (arrows or runes) and it will not affect your total if you end up below 125 with your total (example, you bind 125 arrows, use 50 bringing you down to 75, then bind 25, bringing you up to 100, the game will consider you having bound 150 arrows instead of 100 because it counts your total bound to you, not the number usable, though you will only have 100 left because you used the 50 earlier, the next time you start a floor though you will have 125 at the start like normal)
 
 
Armour is now much more beneficial. A fractite platebody for example, can provide large boost of health and defence. It is now possible to bind armour for respective classes due to increased slots, the class matching will incur minimal attack penalty.
 
 
A shield though not readily available, whilst inconvenient combined with free ranged attacks, can be used to utilise the 2-hand rejuvenation method. It features the player using 2h sword to battle, when they need health restoration, the shield is equipped instead and the ability is performed. As this method incurs no attack or defence penalty. A shield with the highest tier can be included as a universal item through the three sets.
 
 
===Helpful terminology===
 
{{main|Dungeoneering/Abbreviations|l1=Abbreviations}}
 
There are many abbreviations used within Daemonheim, for different items/bosses and puzzles. The use of these abbreviations can greatly reduce your floor time.
 
 
===Solo raiding===
 
Solo raiding is mainly aimed to the mindset of certain players. There are some important notices to soloists:
 
*Always remember to look at the minimap to locate yourself.
 
*The home teleport spell has unlimited uses, so do not waste time and run energy if teleporting home would be faster. The same applies to group raids - unlimited home teleport uses is not restricted to soloists.
 
*A good internet connection is highly recommended since lagging can interrupt game play and cause deaths while fighting enemies (especially bosses, which require good reflexes). This also applies to full or nearly full worlds where autotype macro users will lag the server.
 
*It is ''strongly'' recommended to finish a dungeon before leaving or logging off, since without team members to rejoin, you will only have ten minutes to return to where you left off. While this may still give some dungeoneering experience, this will NOT give any dungeoneering tokens.
 
*Do ''not'' overstock or understock, as doing so will either waste your time or increase your death count.
 
*Avoid moving across a lot of rooms, especially when the boss is far from the smuggler. (Use Dungeon Home Teleport, Group Gatestone Teleport and Gatestone Teleport if available) The Group Gatestone Teleport was released on 19 July 2010. Generally speaking the player can now access home teleport under 32 magic, home and 1 selected location (normal gatestone, GS) between 32-63 magic, or home and 2 selected location over 64 magic (GGS).
 
*The gatestones should be put next to the boss room, and if GGS is available it can be put at the other end. To go home just click home teleport, it will maximise the uses of the gatestones and speed up the raiding much.
 
*When soloing, you must remember that when being away from keyboard you will enter the [[Lobby]], and will only be able to re-enter the dungeon within ten minutes since logging out.
 
 
===Fighting===
 
There are three types of monsters:
 
#Constitution based, for example ice giants
 
#Attack based, for example ice spiders
 
#Ranged/Magic based, for example Mysterious shades
 
 
Each room may or may not have obstacles. If possible, players can block some monsters behind walls and objects, and finish the weaker one first. Constitution ones should be killed lastly. Do not eat food unless you are in a safe room, so just run away and eat when your life points are low. Eating while fighting will cause more damage to you than running.
 
 
When the monsters are dead, depending on your character's ability, you should pick the best equipment from the floor, but it is not needed if you have a better supply. There are only 5 kinds of food, or 6 if you use the bones to bananas spell, so simply pick the better ones and eat the inferior ones. For melee and ranged players, the armour can be swapped as you will not have very much raw materials during raiding. Magic players need not to craft all the armour as the magic bonus is usually too little to effectively hit bosses.
 
 
{| class="wikitable"
 
!colspan="2"|Fish
 
! Life points
 
|-
 
| [[File:Heim crab.png]]
 
| [[Heim crab]]
 
| 200
 
|-
 
| [[File:Red-eye.png]]
 
| [[Red-eye]]
 
| 250
 
|-
 
| [[File:Dusk eel.png]]
 
| [[Dusk eel]]
 
| 500
 
|-
 
| [[File:Giant flatfish.png]]
 
| [[Giant flatfish]]
 
| 750
 
|-
 
| [[File:Short-finned eel.png]]
 
| [[Short-finned eel]]
 
| 1000
 
|}
 
 
However, it's possible to save a lot of time by skipping some monsters. If you inspect the properties of the doors in monster-infested rooms, you will find that only the Guardian Doors will require you to kill all monsters inside; '''no''' other doors require you to clear the room of monsters. Puzzle rooms with monsters must have them killed however. For example, if you get a key, you can just run across the room and unlock the key-locked door without killing anything at all. Be careful not to double click though, as you might accidentally enter the boss room for a much harder fight.
 
 
If you meet an exceptionally strong monster, remember that there is always a door to exit and coins to buy extra food in the process.
 
 
===Puzzle solving===
 
Some puzzles may seem like a waste of time, but most can be done quite quickly once you understand what you have to do. As mentioned in the Bonus Rooms section of this article, it is important to complete all rooms in order to maximise your experience gains. This should not be too difficult as the main article link (below) will provide you with the most efficient solutions should you give up on a puzzle.
 
 
{{Main|Dungeoneering/Puzzles}}
 
 
===Restocking===
 
How to restock, or even not to restock is majorly dependent on the path between the boss and the smuggler, the strength of the boss, and the equipment you have looted from fallen monsters. The home teleport spell can save a lot of time, and different bosses may require significantly more or less supply. For example, if you can use prayer, the [[Gluttonous behemoth]] and [[Icy Bones]] would not require a lot of food, but some dangerous ones require 700+ points worth of life points to defeat. If you are close to the smuggler, just buy some high quality fish and cook them. Be warned, low level wood can cause raw fish to burn frequently, so choose either tier 4 (utuku) or 5 (spinebeam) wood to cook. Facing strong bosses would need the players to use gatestone to avoid death counts. For team players it is time to use assistance in magic to save everyone's life.
 
 
Generally, when players arrive at harder areas (for example, from frozen to abandoned), the drop table of the monsters will be significantly changed. Do not use the same rules for every floor.
 
 
*Floor 1-2: None of the bosses are very dangerous. A player with 45+ combat and a tier 3+ weapon should have no problem fighting with nothing but items looted from monsters.
 
 
*Floor 3-11: The [[Luminescent Icefiend]] is the most dangerous boss. Just ensure you have more food, like 5-10 dusk eels (350-700 life points total) in addition to those in floor 1-2. Sometimes players will loot so much food that restocking is not needed.
 
 
*Floor 12-17: Restocking will be needed mid-raid, but usually not before the boss fight. The bosses are all easier than the icefiend, so players should pay more attention to the monsters, especially since some very powerful monsters will block your path. The monsters in the dungeon tend to give coins. You will very frequently run out of supplies.
 
 
*Floor 18-29: '''Warning:''' Do not use up your coins until you see the boss. There is a possibility that a higher levelled boss will either exhaust your food or assault you with superior attacks. For example, it's possible to encounter [[Rammernaut]] with no coins to buy runes (for lower level players), thus stopping your progress. Without the use of the gatestone teleport (27 runecrafting and 32 magic required) it is strongly recommended to get the highest tier of food as possible. Another example is [[Night-gazer Khighorahk]], while teaming, which is another difficult boss to handle, and nearly impossible if your team leaves, as soloing from there will create an enormous amount of time and hardships to handle. If your team leaves, this boss will most likely exhaust your food. Always be prepared and planned for this boss.
 
*Floors 30-35: Although the monsters on these levels are basically the same as those on the first set of abandoned levels, they do seem to be higher levelled. If not properly prepared, high levelled monsters such as the ranging zombie, forgotten ranger, or mysterious shade can do significant amounts of damage - even kill a player. Try to keep at least two pieces of food on you at all times, in case you come upon a difficult battle. For the bosses, be sure to save up some coins, in case you need to totally restock or change combat styles for the boss. It is recommended to ration your coins at these levels for food. Lower levelled players may find it nearly impossible to solo bosses such as Bal'lak the Pummeler.
 
 
===Equipment and supplies===
 
Generally, the player will get between 30k to 75k coins. Depending on luck and monsters fought, the player should obtain some food and equipment. Equipment should be superior if harder monsters are killed, and more will be received if more monsters are fought. Food loosely follows this rule but any food better than dusk eels will rarely appear, superior monsters tend to drop large quantity of dusk eel instead.
 
 
If you are up to create your own armour and weapons, make sure you create equipment at least 2 tiers above those you gained from monsters (tier 5 is the best tier players can have, but level 40 for related skill is needed); otherwise you might just waste your time. Focus on completing the dungeon quickly in order to maximise the rate of Dungeoneering experience obtained. Obtaining a full suit of armour for every floor attempted may be necessary for certain players, however it is generally not and thus smithing a full suit of armour would only waste valuable dungeoneering experience. It should be noted however that gauntlets and boots require only a single ore, yet provide the player with decent strength bonuses.<!-- (Please add appropriate information) -->
 
 
===Fighting bosses===
 
Solo bosses are usually a lower level than team bosses. Specific strategies should be referred to in individual articles '''[[Dungeoneering/Bosses|here]]'''.
 
 
However, for some bosses solo fighting and team fighting makes large differences. For example two mages fighting Rammernaut would need to run less but watch out even more seriously for the special attacks.
 
 
You may or may not receive bonus equipment after you defeat the boss. However, the items you receive are exactly the same as other identically named ones, so only bind it if it is something you might want to use. The best weapon, armour and ammo should be bound to save time in later raids.
 
 
Never challenge a boss stronger than you if your team members haven't arrived yet. You will surely risk raising your death count. Just wait at the room entrance door and search nearby places for food and armour. However a lazing player should not be waited for, unless high in combat.
 
 
Stock up on food before going in, as some bosses hit very high and drain or hit through your prayers.
 
 
For speed dungeoneers, players who turn the guide mode on and just go through the quickest route, it should be pointed out that by just looking into an extra room you get one percent in the xp calculator at the end of the floor, even without entering the room, so it is worth unlocking unnecessary rooms as you go.
 
 
===Other tips===
 
Although not stated by Jagex nor the system, the higher the average combat level of a team is, the less XP that team will receive. Teams having average combat level above 90 will lead to over 50% of XP penalty for all team members.
 
 
How the average combat level is taken depends on the difficulty of the team. If difficulty 5:5 is chosen, then the average is taken from all 5 people in the team. If difficulty 5:4 is chosen, then the average is taken from 4 people with lowest combat level in the team. etc.
 
 
This penalty could be reduced by having several players with combat level 3. The difficulty should then be set to an amount equivalent to the number of combat level 3 players. For example, if a team of 5 players has 3 players with combat level 3, and if difficulty of 5:3 is chosen, then the average combat level will be taken from the 3 people with combat level 3. Thus the average combat level will be 3, XP penalty is reduced thus greater XP. Experienced players could gain over 200k XP per hour easily using this method. '''This method of utilizing level 3 players is the current fastest way to get XP in free-world Dungeoneering.'''
 
 
An alternative way to get XP is to always form a group of 5 players, and do small dungeons only. Players should form groups with similar dungeoneering levels so that they can complete floor rushes continuously.
 
 
Another alternative way to get experience would be to speed solo raid. Go into the dungeon, collect any keys you see, open any possible doors without taking the time to battle any monsters. You gain experience even if you don't beat a boss. You can get 500 XP per raid just by running through and opening a couple doors fast. The way it works is that you do as much work as you can without having to battle, or keep battling to a minimum. You stop once you are forced to battle, or have a puzzle or something time consuming. Then leave the dungeon and take the reduced XP. It is extremely fast, but the only negative part is that you receive no tokens for the raid. If one chooses this method, prestige factors into the experience gained.
 
 
Typically each game is broken down into two categories. One being a normal game which is usually denoted by "no-rush" or when no prefix is given to the game when advertised. Normal games typically give the most experience for the floor it is for, since you often open all doors, kill all creatures, and on occasion sweep most of the resources from the dungeon. A rush, on the other hand, often gives the least amount of experience for the floor given, mainly because most monsters are ignored, resources are ignored, and of course the main point is to get to the boss and kill it so not all rooms are opened. What you want to do when choosing which one is right for you is to look at what your maximum floor is. Often you want to complete normal dungeons for your last 5-10 dungeons (often upgrading to med/large instead of a rushes normal small). While you want to rush the floors before that. You get less xp for those dungeons but in the large scheme of things, you obtain more xp since you are focusing your time on the floors that give you the most experience.
 
 
As a note: The term "fastest" usually refers to a game that is played in a small dungeon, set for only one player (example: 2:1), and paired with a level 3 skiller. This forces all monsters to be level 1-3 and therefore can be 1-hit by high levels. All puzzles are very easy and can be completed by a single player, so splitting up is very easy if the dungeon is set up with more than a typical duo. The xp is as minimal as possible, but this allows high level dungeoneers to bypass the lowest floors at extremely fast speeds so they can get to the higher xp floors faster.
 
 
==Trivia==
 
*Before the Evolution of Combat, the magical blastbox could store 125 charges of air bolt or blast. The weapon(s) or armour bound would largely decide the combat style of the player. Also, there was no "spare" binding slots, a player must choose three items to bind as example, rather than stock of 10 items in which three of them can be swapped at one time. The magical blastbox effectively offered two types of runes, Air, with chaos or death. A player could cast air blast for 125 times merely by charges of box, though it is closely resembled after EoC, as air blast only requires air runes now, which are fully provided by the box.
 
   
 
{{Training guides}}
 
{{Training guides}}

Latest revision as of 15:54, 13 June 2018

Dungeoneering is a unique skill whose efficient training requires a lot of active thinking and planning not just in preparation for raids, but also during raids. In this guide it is assumed the reader is familiar with basic Dungeoneering terminology such as, but not limited to, floor, prestige, level mod, and bonus rooms. If not, read the main Dungeoneering page first.

Recommended levels and binds

In order to train Dungeoneering efficiently, it is highly recommended to have 64 magic, 60 attack, and 54 Runecrafting.

Having 60 magic and attack allows you to wield the best magic and melee equipment available to free-to-play players, namely the Thigat wand and Soulbell orb for magic, and any two-handed Argonite weapon for melee. Having these binds is essential for maximising damage per second, yielding faster floors.

The best magic bind for free-to-play players is the Thigat wand and Soulbell orb because the Thigat Staff is not obtainable in free-to-play worlds. It can be used in F2P worlds, but only obtained in P2P.

Having 54 Runecrafting allows you to craft law runes which is required for the Group Gatestone Teleport spell. Having 64 magic allows you to cast the Group Gatestone Teleport spell.

Finally, binding 125 cosmic runes in the ammunition slot is highly recommended as it gives you easy access to the Create Gatestone spell at the start of every floor. Alternatively, 125 law runes for Group Gatestone Teleport. If you have something else bound in that slot, you may want to ask the smuggler to exchange your starting items to get some rune essence to craft your required runes.

How XP works

Experience in Dungeoneering is obtained after the completion of each floor, and is shown in the Winterface. The experience is a combination of base XP and modifiers.

Base XP

The base XP is the average of two numbers: floor XP and prestige XP. These numbers depend on six things: the complexity, the floor size, your floor number, your prestige, your party configuration, and the percentage of bonus rooms you opened on that floor.

Both floor XP and prestige XP increase with increasing complexity, and are maximised at complexity 6.

The floor XP increases as your floor number increases, and your prestige XP increases as your prestige increases. However, the prestige XP becomes 0 if you have already ticked off all floors in the same theme as the floor you have just completed. The themes are categorised as:

  • Frozen: floors 1-11
  • Abandoned: floors 12-17
  • Furnished: floors 18-29
  • Abandoned 2: floors 30-35

As such, the best experience is obtained by avoiding ever completing a floor which will give you 0 prestige. This is done by ticking off floors 1 through 35 exactly once each, then resetting, then repeating.

The floor size also affects both the floor XP and prestige XP. Small floors get the least XP, medium floors get more, and large floors get the most XP.

How base XP depends on your party configuration is less straightforward. Generally speaking, the base XP is maximised in solo raids and 5-player raids at maximum difficulty (e.g. 1:1 and 5:5), and is lower if you have between 2 and 4 people in your party or if the difficulty is set to lower than maximum. However, this effect on base XP is not very large, and generally better XP per hour is obtained in a team than in solo.

Finally, the base XP depends on the percentage of bonus rooms you have completed. Opening all bonus rooms yields roughly 2-3 times as much base XP as opening no bonus rooms.

Modifiers

The modifier is a percentage which is applied to your base XP to obtain your final XP, and is comprised of bonus rooms, level mod, difficulty, complexity, whether you have guide mode on, and the number of deaths you have.

These modifiers are more or less straightforward. The bonus rooms modifier ranges from 0% at no bonus rooms opened to 12.67% (shown rounded up to 13%) at all bonus rooms opened.

The level modifier depends mainly on the percentage of monsters you kill in the dungeon, and ranges from -24% (at almost no monsters killed) to a maximum of 10% (at 81% or more of monsters killed).

It is interesting that bonus rooms, difficulty, and complexity appear on the modifiers section while their greatest effect, which is not shown, is on the base XP. This can be misleading because one might be led to believe that opening all bonus rooms is not worth it because it only adds 13% to the modifier, while in reality, it multiplies your final XP by 200-300%!

Starting out

The main goal when starting out is to unlock complexity 6 as well as obtain 35 prestige. In order to do this, do solo smalls at floor 1 complexity 1 and raid dungeons successively until you unlock complexity 6. Be sure to bind a weapon early on. Then keep raiding solo smalls until you do not have the level required to unlock the next floor. At this point, reset and start from floor 1 again. Repeat this until you have unlocked floor 35.

It is recommended to obtain the best equipment that you can obtain in the game. If you are aiming to obtain Tier 7 drops, here are a few things to take note of:

  • Bosses have a chance to drop Tier 7 equipment. Do pay attention to what the boss drops, as it may be equipment that is more effective in combat than those you can produce.
  • For Tier 7 equipment that cannot be dropped by free-to-play bosses, it is suggested to kill Forgotten warriors, rangers, and mages of sufficient combat levels (80+). These monsters have a chance to drop any equipment they wield. In order to encounter monsters of such strength, you'll need to be in a team of relatively high-level players.
  • If your combat skills are at least level 80, your starting equipment in a complexity 1 dungeon will include Tier 7 torso and leg slot armour, as well as some random weapons, for all three sides of the combat triangle for which your skills are sufficient. These starting items can be passed to and bound by other players in your party; you and your friends can gear up quickly and easily this way without having to chase any boss or monster drops.

What to do at prestige 35

Once at complexity 6 and prestige 35, you are a fully-fledged dungeoneer! At this point, there are two main options for maximising experience per hour.

Solo smalls or mediums

Doing solo raids, you can obtain up to 180,000 XP/hour. Raid solo smalls or mediums. For smalls, aim to complete each floor in around 2-3 minutes. For mediums, aim to complete each floor in around 5-8 minutes. A recommended split between small and medium is to do 1-17 small, and 18-35 medium.

5-way raids

Doing 5-way raids, you can obtain up to 250,000 XP/hour. Optionally, you can set up a team of three level 3 skillers and two combatants and set the difficulty to 5:3. This comes at a slight cost to final XP but makes all monsters extremely low-levelled, making dungeon several times faster. This also yields 270,000+ XP/hour.

It is suggested to do floors 1-17 small and 18-35 large. For smalls, aim to complete each dungeon in about 1-3 minutes, and for larges, aim to complete each dungeon in 3-6 minutes.

Maximising XP

Achieving these XP rates is not easy - it takes great skill, planning, and pathing. Do not be discouraged if you get less than the stated rates above.