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{{See also|Free-to-play Dungeoneering training}}
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This article's aim is to teach the basics of successful [[Dungeoneering]] training that is not covered in the free-to-play guide. In it are described how to reset your progress, when to do so, the optimal sizes for dungeons and how best to approach each dungeon.
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==World selection==
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The official world to train dungeoneering is world 77. It is recommended for players who wish to do dungeoneering in groups to look for other players in this world. As dungeoneering can be trained in every world, players who want to train solo or have already found other players to train with are recommended to choose a world in which they have the best connection. This can prevent unnecessary [[death (mechanic)|deaths]] and therefore increase your average experience per hour.
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==Useful items==
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===Gorajo cards===
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[[File:Scavenging meerkats card.png]] [[Gorajo card]]s obtainable from the level 95 dungeoneering [[Gorajo resource dungeon]] with a wide variety of positive effects, can be obtained daily and used for a single dungeon.
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===Dungeoneering lock melter===
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[[File:Dungeoneering lock melter.png]] The [[Dungeoneering lock melter]] dwarven invention from level 70 that allows the player to unlock any non-key Dungeoneering dungeon door that they do not meet the requirements to open.
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===Dungeoneering party simulator===
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[[File:Dungeoneering party simulator.png]] The [[Dungeoneering party simulator]] is a goblin invention from level 70. Upon completion of a Dungeoneering floor with a party of 4 or fewer people, the device is consumed from the first player in the party who has one and the party size modifier for the floor is increased by 1.
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===Gorajan trailblazer outfit===
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The [[Gorajan trailblazer outfits]] are the elite skilling outfits for dungeoneering. They offer various benefits such as increased xp. The [[Warped gorajan trailblazer outfit]] is the most powerful of the outfits and gives extra benefits such as the ability to skip a puzzle room in a dungeon once per party per floor and a +3 level boost to all stats while [[Dungeoneering]] (excluding [[Dungeoneering]], [[Summoning]], and [[Invention]]). The outfits cannot be taken into Daemonheim, but its effects will still function if you own a complete outfit, and it can be worn as an override inside of Daemonheim.
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===Perfect juju dungeoneering potion===
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[[File:Perfect juju dungeoneering potion (4).png]] The [[Perfect juju dungeoneering potion]] is a potion of which a dose lasts for four hours. While the potion is in effect, you do 5% more damage, have an increased chance of obtaining [[Dungeoneering journals|journal pages]], and get a hidden two-level boost to all skills for opening [[Dungeoneering/Doors|skill doors]]. The potion cannot be taken into Daemonheim, but its effect will still function if a dose is taken before entering Daemonheim.
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===Daemonheim aura===
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[[File:Daemonheim aura 4.png]] The [[Daemonheim aura]] is a reward for completing [[Daemonheim achievements]]. It is recommended to get at least the Tier 2 aura for getting teleport runes at the start of each dungeon. Completing the elite achievements will further upgrade the aura to Tier 4 which unlocks an extra gatestone teleport.
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==Useful skills==
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Dungeoneering does not require any additional skills to begin training. However, it does incorporate every skill in its mechanics, meaning that having overall higher levelled skills will better your Dungeoneering experience. Having many [[99]]s will make you a welcome addition to any party, but isn't necessary to find a party or play solo. You should always be able to find people around your skill levels, if not on World 77, then on the [[forums]]. The following skills are handy to have in almost any dungeon or party. Improving your skills will go a long way to improving your Dungeoneering, but is not necessary.
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[[File:Defence-icon.png]] '''[[Defence]]:''' The [[Shadow silk hood]] requires level 45, and is useful for running past groups of monsters. Armour levels vary, though high defence allows for the use of better equipment. At level 99, tier 11 armour can be used. You can get hit a lot, especially with high leveled monsters that are more frequent the deeper you go and how strong the party is.
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[[File:Herblore-icon.png]] '''[[Herblore]]:''' Herblore is needed for completing the odd skill doors/rooms. Bonus doors/rooms (not required to complete a dungeon) can have skill requirements that exceed the maximum skill level, thus requiring a potion to proceed. Herblore is also important when doing a door that your stats are near but need a boost in. The highest potion requires 99 Herblore, which is the [[Strong survivalist's potion]].
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[[File:Fishing-icon.png]] '''[[Fishing]]:''' This allows the ability to catch higher level fish. The best, [[cave moray]], is caught at level 90. Fishing, however, is not recommended unless you are with a team that prefers slower dungeons. If you have an [[Aquarium]] and have unlocked the baitless fly fishing ability, it is fully functional in Daemonheim, speeding the process up significantly and saving inventory space. Fishing is required in completing the pondskater room and the fish ferret puzzle room.
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{{Skill clickpic|Cooking}} '''[[Cooking]]:''' Minimises the burning of food. Level 90 is required for [[cave moray]]s, but higher will prevent all of it from burning. Note that fires in [[Daemonheim]] are tiered by logs used, so using a gravecreeper fire will have a much lower chance of burning compared to a tangle gum one. Having a higher Cooking level (at least 70+), will ensure that you will survive. Your Cooking level should be near or equal to your Fishing level for maximum efficiency. Cooking is also required in several rooms.
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[[File:Prayer-icon.png]] '''[[Prayer]]:''' 43 Prayer allows for the [[protection prayers]], which can be useful in Daemonheim. At higher levels, you also have access to [[Soul Split]], which can heal significant amounts of health, and offensive prayers that speed up guardian door rooms.
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[[File:Magic-icon.png]] '''[[Magic]]:''' Level 32 for the [[Create Gatestone]] spell and 64 for the [[Group Gatestone Teleport]]. These two spells are almost essential in dungeons, and it is recommended to get at least 64 Magic before starting Dungeoneering.
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{{Skill clickpic|Fletching}} '''[[Fletching]]:''' Fletching is mainly used to craft ranged weapons and armour but also is used to craft magic weapons (staves and wands). If a player's magic is +40, they have access to Catalytic staves and wands, which can be made from their unimbued Spinebeam equivalents at 48 Fletching.
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[[File:Runecrafting-icon.png]] '''[[Runecrafting]]:''' Level 27 is useful for creating [[cosmic rune]]s, level 54 is helpful to create [[law rune]]s used for transportation spells. It will also help with the odd skill door and also create [[runes]], meaning you can bind arrows instead of runes unless you plan to use the bound rune for teleporting. At level 44, you will be able to craft several [[Fire rune]]s and [[Nature rune]]s, allowing players to [[High level Alchemy|alchemise]] unneeded drops for more than the smuggler buys them for.
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[[File:Slayer-icon.png]] '''[[Slayer]]:''' While slayer monsters are typically not placed in areas with guardian doors, they appear more frequently in larger parties. Having a higher slayer level allows you to combat unique slayer monsters such as the [[Night spider]] for a chance at the coveted [[Shadow silk hood]], and [[Soulgazer]]s for their [[Hexhunter bow (Dungeoneering)|Hexhunter bow]], a tier 98 ranged weapon that is extremely useful at taking out enemy magic users. The [[Blood necklace]] from [[Edimmu (Dungeoneering)|Edimmus]] is also a useful bind to have.
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[[File:Construction-icon.png]] '''[[Construction]]:''' The highest Construction level requirement in Daemonheim is 75, apart from skill doors or rooms; this gives the ability to construct a prayer altar at base. Construction is useful by allowing for special facilities to be available in the base, due to problems such as no altar, a farming patch too far, creating a photo booth or a cooking area too far from the base. However, it is not recommended to build these structures unless the team has agreed on a slower floor.
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[[File:Summoning-icon.png]] '''[[Summoning]]:''' The highest Summoning level requirement is 99, for creating [[Sachem skinweaver]]s, understanding the Hoardstalker in a puzzle room and for dismissing rogue familiars. Summoning familiars are not used in most cases unless a [[Warped Gulega]] is encountered, as most boss monsters will die fairly quickly with sufficient gear.
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[[File:Divination-icon.png]] '''[[Divination]]:''' The highest Divination level requirement is 97, for creating [[Portent of passage X]], granting you the ability to open doors that are within 20 levels higher than your current skill level. However, wisps are rather rare to find and are not guaranteed to be the ones that you may need. They also can't help with skilling obstacles. Despite this, there is the occasional divine door and the usefulness of portents that makes Divination worth levelling up for.
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==Helpful terminology==
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{{Main|Dungeoneering/Abbreviations|l1=Abbreviations}}
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There are many abbreviations used within Daemonheim, for different items, bosses and puzzles. The use of these abbreviations can greatly reduce your floor time.
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==Training==
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===Starting up (levels 1-6)===
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[[File:Ring of kinship party details.png|thumb|The party interface; click 'Form party' to continue]]
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Upon first coming to Daemonheim, you will only have access to minimal dungeon set ups, namely complexity 1 and floor 1. For low Dungeoneering levels, it is recommended to solo.
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*Talk to the [[Dungeoneering tutor]] by Daemonheim's entrance, he will give you a [[Ring of kinship]].
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*Form a party by right clicking your Ring of kinship and selecting "Open Party Interface," and click "Form Party."
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*To start a dungeon after forming a party, click on the entrances that can be found on the left or right sides as soon as you enter the castle.
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*You will start on floor 1, complexity 1. You will be provided with some equipment. You may only bind one item at level 1 Dungeoneering. It is recommended to bind the highest level 2-handed weapon available.
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*Complete the floor. On completion you will receive an experience penalty and bonus, the penalty for the low complexity, the bonus for your first run. The complexity will then be increased for the next dungeon. The bonus experience will be modified so that you'll get Dungeoneering level 2.
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*Keep doing the floors on the highest Complexity you can.
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Now you must follow these three rules:
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#Do the floor on the highest Complexity you can on small size, in a solo dungeon.
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#Open all the rooms you can. Try not to waste too much time killing things, as you are only required to kill the boss and monsters in rooms with Guardian Doors.
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#Do as many floors as you can (it is a good idea to do the floors in order, as you are automatically taken to the next floor every time you complete one). After you have ticked off every floor, reset your progress.
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By unlocking all 6 Complexities, your experience bonus will be modified so that you will receive the next Dungeoneering level, and so up to level 6. When you have unlocked all Complexities, keep doing the floors in a small sized dungeon solo, and remember to follow the first 3 Rules.
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===Prestige===
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Knowing when to reset [[prestige]] is key to getting greater amounts of Dungeoneering experience for completing higher-level floors. For example, you will get less experience from floor 1 than from floor 10; but once you have successfully raided floors 1-10 and you do not have the Dungeoneering level to access the next floor, you should reset your progress.
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By resetting your progress, you are setting all previously completed floors to incomplete, in order to receive optimal experience each time you complete them (because the completion of a floor that has already been raided severely reduces the experience reward at the end). Also, once you have completed all accessible floors again after resetting your progress, you will most likely have gained enough experience to reach the required Dungeoneering level to access deeper floors than your last previously accessible floor, yielding even more experience.
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Your previous progress also affects the amount of experience you receive from each individual dungeon. Your previous progress will be equal to the number of floors you had completed before resetting your progress; so, in the example above, your previous progress after resetting would be 10, as you would have raided 10 floors successfully. After resetting, each dungeon will give you experience based on the average of the floor completed and your previous progress. If you complete floor 1 after resetting with a previous progress of 10, the experience reward would be an average of the base experience from completing floor 1 and the prestige bonus from floor 10.
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===Suggestions===
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*Go to the deepest floor as you can with the Dungeoneering level you have and reset prestige when you have done all the floors you can.
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*It is advised to get the highest tier of pickaxes and hatchets you can possibly obtain (even if you do not have the required level to use it, since they automatically become the highest tier your skill can use until you can use their true tier) to add to your Dungeoneering [[Dungeoneering/Tool belt|tool belt]] as early as possible. This will enable you to obtain resources faster and will also last you for other floors. For example, somebody with 76 Mining can add a [[primal pickaxe]] to their tool belt, as the primal pickaxe will act as the highest tier pickaxe you can use - in this case, tier 8.
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*Maximise your experience on the deeper floors. Do them on large, 5:5 difficulty and complexity 6. It'll give you much better experience for the deeper floors. The XP rate is increased drastically when you do this on any Furnished-Warped Floors.
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*'''Party with people like you:''' It is always a good idea to group up with people near your combat level and with similar skill levels. This ensures that the monsters in the dungeon and skill requirements will not be too hard for any one person. Also, you should be able to agree on how you progress through a dungeon, killing everything, skilling all the way or rushing.
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*'''Maximise your mods: '''Set the complexity and difficulty to the highest possible, kill as much as you can and open all doors you have access to. [[Complexity]] 6 has no experience penalty, complexity 5 has a 30% experience penalty, and each complexity thereafter has another 5% penalty, all the way down to 50% penalty for complexity 1. Difficulty won't give a penalty unless there is a large range in player levels, but can give a big bonus for sometimes little work. Additionally, using a lower complexity and difficulty actually carries a much larger penalty than the 30%-50% modifier that you see. The base floor experience and base prestige experience are affected by several unseen factors, two of which, either directly or indirectly are complexity level and difficulty ratio. The only time you would want to set a lower complexity is when you are trying to move through the low floors (typically 1-30 if you have over 40 floors unlocked) at maximum speed in order to maximise your experience rate by spending more time doing deep large floors. Killing things will increase your level mod, but that can be time consuming, and it is up to you to decide whether it's worth an extra 10%. Bonus rooms should always be opened, as they offer up to 13% extra experience for almost nothing.
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*'''Turn off guide mode:''' Always set guide mode to off as this gives a negative bonus of -2 to -12% (possibly more) which can seriously affect your experience and token gain. Guide mode cannot be turned off in complexity 1 through 4.
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*'''Survival:''' Try to avoid needless deaths. Dying can have big experience penalties (between 4% and 70%, you can die up to 15 times, any deaths after 15 don't count) so it is ideal to avoid dying whenever you can. However, with that said, teams of intermediate and more experienced dungeoneerers will generally grow quite angry with people hoarding food and avoiding dangerous rooms/running away in the middle of combat in order to avoid death at all costs. These people are known as "survival prods" and are generally an annoyance and slow down floor times greatly. In order to obtain the best possible experience rates per hour, it is a better strategy to take one or two deaths per floor and save the 5 minutes it would take to return to base, gather food materials, cook food etc, and then resume combat.
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*'''Fight wisely:''' With the Evolution of Combat, different monsters have distinct different weaknesses. With that being said, the combat triangle is actually a bit more "relaxed" in dungeoneering, but it is still best to exploit a monster's weakness whenever possible.
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*'''Be a team player:''' Join your team when they call out 'gd', as this is a guardian door and they'll want your help. If you see a key, pick it up so that everyone has access to it and open any doors you see. Don't go into a room if they say 'de', its a dead end you don't have to explore. If a team member asks you to make them some armour, ask them to get you the materials, and vice versa. If someone needs food and they're out, do some good and feed them some of yours. All this can speed up a run through the dungeon. However, in certain situations, devoting too much time to skilling can slow down the floor significantly.
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*'''Get the most out of your bound weapons:''' Bind the best weapon you can find. Remember, you can bind a weapon as a normal item and runes/arrows as an ammunition item. So, you can bind a [[Katagon longsword]] and [[Gorgonite arrows]]. Upon reaching 20 Dungeoneering, you can also bind a second item. The second bound item should be a [[shadow silk hood]], a piece of body armour, or a shortbow.
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*'''In addition to bound weapons/armour, players may also bind ammo/runes'''. The number of bound ammo at the beginning of a floor will never decrease, even if a player has used all of their ammo at the previous floor. Players may bind a maximum of 125 units of one kind of ammo. Players who have finished the [[Salt in the Wound]] quest get access to 100 extra ammo bounds, thus a maximum of 225 units. It is strongly recommended to bind [[Law rune]]s, for easy teleporting to group gatestone (unless you have completed the medium Daemonheim task set as it gives free law and cosmic runes).
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*'''Unlock resource dungeons as they become available to you: '''While it won't give you the tokens that you would normally receive per experience (10 experience: 1 token), it will give you experience for very little effort. By utilising these, you can get deeper into Daemonheim, meaning faster access to high level floors.
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*'''Raise other skill levels:''' Dungeoneering is unique in many ways, one of which is its use of all other skills. You may find that by levelling your other skills dungeons will progress faster, as you have access to more resources and methods of obtaining them, giving you better armour, food, and familiars. It is also advised to keep your skills fairly even; at 80 woodcutting, you'll be getting corpsethorn and entgallow trees, but if your Fletching and/or Firemaking isn't up to the levels for these trees, you will usually be forced to buy them from the smuggler, or ask your teammates for some help. Also be aware that your teammates levels are incorporated into the dungeon, and if their levels are higher than yours, you may find yourself surrounded by resources you can't use, let alone gather.
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*'''Dungeoneering Daily Challenge: '''The Dungeoneering daily challenge is arguably the best daily challenge existing in Runescape. If a player has achieved level 99 in all or a majority of the skills, this player can block most of the daily challenges, resulting in getting Dungeoneering dailies often. If these challenges are extended and a small C6 solo is used to complete it, this daily has an XP/h rate of 2-4m xp, depending on how fast you are and what your Dungeoneering level is. While this can only be done to achieve a few hundred thousand XP per day, it is the fastest and most efficient Dungeoneering XP in the game.
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===Optimising floors===
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This is the fastest method to train Dungeoneering. This table shows how to do different floors at different Dungeoneering levels.
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{| class="wikitable"
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|-
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! rowspan="2" style="text-align: center; " |'''Current Floor'''
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! colspan="4" style="text-align: center; " |'''Dungeoneering Level'''
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|-
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!'''1 - 58'''
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!'''59 - 70'''
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!'''71 - 94'''
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!95 +
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|-
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|Frozen (1-11)
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|Small/Medium
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|Rush
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|Rush/Skip
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|Rush/Skip
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|-
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|Abandoned 1 (12-17)
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|Small/Medium
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|Rush
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a
|Rush/Skip
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|Rush/Skip
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|-
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|Furnished (18-29)
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aaaaaaaa
|Large
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|Small (18-24), Large (25-29)
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|Rush/Skip
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|Rush/Skip
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|-
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|Abandoned 2 (30-35)
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a
| -
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aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
|Large
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a
|Large
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|Rush/Skip
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|-
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|Occult (36-47)
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| -
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| -
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|Large
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|Large
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|-
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|Warped (48-60)
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| -
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| -
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|<nowiki>-</nowiki>
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|Large
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|}
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*'''[[Rush (Dungeoneering)|Rush]]''': Small size, Complexity 1, you can be in a party of 5 people to storm through floors with a difficulty of 5:1 which could make it faster. Your goal of rushing low floors is just to get them done quickly, not to gain experience.
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* '''Skip:''' At high levels, players will find that they have enough tokens to skip all of their floors that would usually be done on Complexity 1, saving a significant amount of time. This method allows for the best exp/hour, however should NOT be used if you wish to gain tokens and/or if you're a lower levelled player.
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*'''Small''': Small size, Complexity 6. Decide whether you want more people in or not. Set difficulty to recommended.
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*'''Large''': Large size, Complexity 6. Try to be in a party of 5 players. Set difficulty to maximum.
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If there are not enough players to start a Large dungeon, then you can follow the table as above, except do a Medium dungeon where it says to do Large. The strategies for completing a Medium dungeon are the same as for a Large dungeon.
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==Bind setups==
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Players have the ability to "bind" items to their character, which means that these items will be permanently given to a player at the start of any dungeon.
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All players can bind a total of 10 items (or 12 items with Daemonheim aura 3 or higher) for use within Dungeoneering (plus an additional 1 ammo item type). These bound items are kept between floors and also saved when you leave Daemonheim. Simply right-click any item to bind it to your character. '''Bound items can be accessed by choosing the "bind-setup" option on the [[Smuggler]] in the starting room.'''
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Bound items are stored in the space at the top of the interface, and they can then be dragged into the separate loadouts below it. Items can be used in more than one loadouts, '''Note: only one loadout can be used at one time'''. A player can switch between loadouts at any point in a dungeon by clicking the arrow next to the loadout in the bindpool interface.
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The number of items in each loadout depends on your dungeoneering level:
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*All players can use one loadout item (2 if using an off-hand item)
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*At 20 Dungeoneering, loadouts can have a maximum of 2 (3) items
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*At 50 Dungeoneering, loadouts can have a maximum of 3 (4) items
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*At 90 Dungeoneering, loadouts can have a maximum of 4 (5) items
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*At 120 Dungeoneering, loadouts can use the maximum of 5 (6) items
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In addition, you can bind up to 125 arrows or runes, increasing to 225 if you have completed the member's [[Salt in the Wound]] [[quest]]. A [[Celestial surgebox]] or [[Magical blastbox]] counts as an ammo bind.
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Bound items can be destroyed by dragging them to the trashcan in the bind-pool interface, or by choosing a right-click option. There is a confirmation message when doing this. Bound items are automatically returned and equipped each time you start a new dungeon, and the loadout marked with a tick will be used from the start. You can't use alchemy on bound items, and you can't sell them to the smuggler either.
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'''Effective binds can make the difference between quick, efficient dungeons and slow dungeons with multiple deaths, so it is important to make good use of them.'''
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Note that if you have bound member's items on a Free to Play server, they will not appear and if you wish to bind a non member item, you will have to destroy all your bound member's items, as such, it is suggested that if you are not continuing your membership, you should rebind free to play items in replacement of your member items if you intend to continue training Dungeoneering.
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===Hybrid loadout===
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Currently, the most efficient bind setup to use consists of a hybrid between Range and Magic combat, with Range being the primary style while Magic is used against monsters with strong Ranged defences, such as primal warriors and melee skeletons. A hybrid setup is significantly more efficient than a single-style setup, as you do not need 3-4 defensive binds to survive, and hybridding significantly speeds up guardian doors. If you have significantly higher melee stats than magic, you may prefer to bind a melee weapon over a magic weapon. In order to use this loadout, you must have at least 54 Runecrafting in order to make Law Runes and Cosmic Runes at the start of the floor, as you will have arrows bound in the ammunition slot.
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When using Ranged, it is recommended to use the '''Sniper''' ring for increased accuracy. When using Magic, it is recommended to use the '''Blitzer''' ring, again for increased accuracy. These rings should be set to your quick-switch, with the Sniper being your primary. If your magic is significantly lower than your melee stats, and you are using a weapon, use the Berserker ring class for your quick-switch. If you have completed the Daemonheim medium task list, set Sniper as your secondary class.
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Levels 1-20: Bind the best shortbow you can access. If you are 90+ Range, the best bow you can wield will be the [[Grave creeper shortbow]], as the [[Skeletal Trio]] boss which drops the tier 11 shortbow will not be available. Shortbows are superior to longbows as they have increased damage, which allows rooms to be cleared faster, thus saving food and prayer. While longbows may have access to defensive abilities, this won't save enough food to compensate for the increased time in combat due to decreased damage per second.
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Levels 20-50: Upon unlocking your second bind slot, you should elect for a defensive bind. This would consist of the best leather body you can bind, which will be the [[Tyrannoleather body]] at 90+ Range and Defence, as you cannot currently access the [[Hope devourer]] boss that drops the tier 11 body. If you encounter a rare slayer drop, such as a shadow silk hood or a blood necklace, you may prefer to swap out the body for said item.
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Levels 50-90: At this level, your priority shifts to a staff, unless your melee levels are significantly higher than your Magic level. The best staff available at this point is the [[Celestial catalytic staff]], dropped from the [[Unholy cursebearer]]. If you choose to use a melee switch, any Primal 2-handed weapon will suffice. The [[Primal maul]] is one such example that can be unlocked early.
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Levels 90+: At this point, it is most efficient to bind offensive and/or utility binds. The blood necklace is a good 4th/5th bind, as its damage boost, healing and area-of-effect damage can help speed things up a bit. A shadow silk hood is another common utility bind, as it makes clearing rooms more efficient and can lead to less harassment while doing puzzle rooms.
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===Melee loadout===
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When using melee, it is recommended to use the '''Berserker''' or '''Tactician''' ring class for increased accuracy when using two-handed or one-handed weapons respectively.
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Levels 1-20: Due to the [[Evolution of Combat]] update nearly any melee weapon can be used effectively, thus allowing more freedom in the player's preference. Though at this level, you should bind the best [[2-handed sword]], [[maul]] or [[spear]] you can wield as 1-handed weapons aren't that useful without a shield or an off-hand weapon. For your ammunition, bind either the best arrows you can use if you plan to range or law runes for teleporting. [[Celestial surgebox]] has lost much of its usefulness as an ammunition bind due to the fact that it only provides air runes whereas the wooden staves provide all elemental runes.
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Levels 20-50: This unlocks your second bind slot, which should be used for a defensive bind. Recommended binds are either the best platebody you can wear, or a [[shadow silk hood]]. The hood should only be bound alone if you have less than 80 Defence, as it is only useful in certain situations, gives no defence for bosses and the majority of guardian doors, and is frequently disabled by mages. If you find the [[blood necklace]], it will provide a +5.0 melee critical bonus. You may choose to bind it over your platebody bind, as it can be significantly difficult to obtain.
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Levels 50-90: Since players already have a weapon and a defensive bind, they can choose to devote their 3rd bind slot to an offensive or another defensive bind to improve the efficiency of [[Dungeoneering/Doors|guardian doors]] and bosses. Level 50 Dungeoneering is a good place to start using 1-handed weapons with an off-hand item if you prefer to play that way. Platebody used together with a shadow silk hood can improve the longevity of the player, but an offensive item will maximise the ability to deal damage in combat situations. Recommended binds are a blood necklace, platelegs/plateskirt, or an off-hand item, which will allow the use of dual wield abilities such as [[Decimate]] and [[Frenzy]].
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Level 90+: As most players begin to get efficient at Dungeoneering at this level, their fourth and fifth binds are usually devoted to offensive binds of additional combat styles, and can be a wide range of extra items, such as a shortbow, a staff or a blood necklace.
 
 
===Ranged loadout===
 
When using ranged, it is recommended to use the '''Desperado''' ring class for increased damage.
 
 
Levels 1-20: Bind the best shortbow and ammunition you can use. Shortbows have a higher damage output than longbows.
 
 
Levels 20-50: Your second bind should either be the best leather body you can wear or the [[shadow silk hood]]. The leather body will provide a much-needed life point boost and resist magic attacks, but the shadow silk hood could potentially reduce a decent amount of much-unwanted melee/ranged damage to you. At level 45 Dungeoneering you can fight [[Sagittare]] and potentially obtain his [[Sagittarian longbow]] and arrows, and replace your current bow for it if you have 99 Ranged.
 
 
Levels 50-90: The third bind could be either leather chaps or the shadow silk hood. At level 71 Dungeoneering you can fight the [[Skeletal trio]] and potentially obtain a [[Sagittarian shortbow]] and arrows, and replace your current bow for it if you have 99 Ranged. Alternatively if you come across a Soulgazer and are lucky enough to obtain the [[hexhunter bow (Dungeoneering)|hexhunter bow]], bind that instead as it has the fastest speed of any dungeoneering bow, provides a life point boost, and allows the use of shield abilities. The [[blood necklace]] provides a +5.0 ranged critical bonus. Dual throwing knives, or throwing knife and shield, can also be used effectively at this level range as well.
 
 
Level 90: At this point the only binds left for a ranger are different leather armour pieces, or the previous things they didn't bind beforehand.
 
 
Level 120: At this point, players should have at least found one hexhunter bow (a possible replacement for a shortbow) and/or a blood necklace.
 
 
===Magic loadout===
 
When using magic, it is recommended to use the '''Blitzer''' ring class for increased accuracy when using Magic weapons.
 
 
Levels 1-20: Bind the best staff you can use. After the evolution of combat update, all staves carved from branches within Daemonheim now provide an unlimited amount of each elemental rune. [[Doomcore staff]] and [[Celestial catalytic staff]] also share these properties.
 
 
Levels 20-50: The next bind should either be the best robe top you can wear, or the [[shadow silk hood]]. The robe top will provide a much needed life point boost and resist melee attacks, but the shadow silk hood could potentially reduce a decent amount of much unwanted ranged damage to you. At level 29 Dungeoneering you can fight the [[Unholy cursebearer]] and potentially obtain its Celestial catalytic staff, and replace your current staff for it if you have 99 magic as that staff has the best accuracy bonus of any staff in the game as well as provides unlimited elemental runes.
 
 
Levels 50-90: The third bind could either be a robe bottom or the shadow silk hood. Alternatively, the [[blood necklace]] can be bound for its +5.0 magic critical bonus. Wand and orb, or wand and shield, is also effective at this level range for those that prefer dual wielding.
 
 
Level 90+: At this point the only binds left for a mage are different robe pieces, or the previously mentioned things they didn't bind beforehand.
 
 
===Tier 11 item hunting===
 
When players have reached level 99 in certain combat skills, they usually want to use the highest tier weapons and armour they can. In this case, it is tier 11 equipment. Most want to bind these items for more efficient training while others want to use [[Dragon keepsake key]]s on the armour to have a stylish cosmetic override. The only way to acquire tier 11 equipment is to kill the boss monster and obtain its drop. However, the chances of the drop being tier 11 (or tier 3 in the case of the Celestial catalytic staff) is quite low if soloing the floors necessary to find the boss in the first place. The chances can be increased, however, by inviting more people and increasing the difficulty. In addition, the item hunter can increase it even more by having at least a Daemonheim Aura 1 or higher, which allows them once per day to pick the boss for that floor. They can also bring along friends who are willing to help them to host if they have the aura also.
 
 
Due to the random nature of Daemonheim's dungeons, you may not always get to fight the boss you want to fight in order to get the weapon or armour piece you want. There are methods on acquiring tier 11 equipment that have varying degrees of advantages and disadvantages.
 
 
*One method is to just normally join a large size floor of the theme you want that someone is advertising. If the floor has maxed settings (Complexity 6, Difficulty 5:5) there is an *almost* certain guarantee that the item the boss will drop will be tier 11, though there is still a slim chance for the drop to be tier 10. However with the time it takes to complete a large size floor, that the boss may not be the boss you wanted to kill, and that there might be another person who is looking for the weapon/armour you are looking for, this may not be the best option.
 
 
*Another more efficient method is to host an "item hunt party". The host will usually advertise the item they want to hunt (e.g. "Arrow hunt" or "Maul hunt") and acquire four other people that wish to help the host (and/or themselves in the process.) Sometimes, saying the floor's theme is better along with "free leech." For example, one would say, "O+4 fl," which means Occult floor, and 4 more people are needed, and there's free leeching. Instead of going on a large size floor the host will choose a small size floor, but maximise the complexity and difficulty. This is essentially a "rush", but for the purpose of finding an item rather than to just get the floor done. When finding a certain item the host will choose the lowest range of floors that the boss can appear on before more are added on with higher dungeoneering (e.g. [[Rammernaut]] appears on floors 18 through 19 before [[Lexicus Runewright]] is added into the pool of potential bosses that appear.) This particular range of floors is repeated until the desired boss is encountered and killed. If you are the host and one of the other members happens to get the drop instead, ask them politely for the item and they might trade it to you. If not, let them have it and do another run as you '''cannot''' kick players out of the dungeon after the boss is killed.
 
*Upon earning the Daemonheim aura 1 the party leader can choose which boss is assigned to the dungeon, this way it is easy to obtain certain tier 11 items. Even though this only works once a day one could convince their friends to go with them and choose the boss for you so you can still obtain your equipment.
 
 
Since the release of [[EoC]], some bosses are occasionally affected by a no-drop glitch in which no boss drop will be received unless the boss is soloed, while the other party members wait outside of the boss room.
 
 
==Floor strategies==
 
Remember the formula to determine what floor you can reach or the Dungeoneering level required to reach that floor where <math>f</math> is the floor number, and <math>d</math> represents your Dungeoneering level.<br /><math>2f - 1 = d</math><br /><math>\lfloor\frac{d + 1}{2}\rfloor = f</math>
 
 
===Small floors===
 
This size allows for fastest completion. Strategies will change for how much you value experience per floor and overall experience per hour. Maximising Small floors involves doing them as quickly as possible while on Complexity 6. Rushing them is only different in that they use Complexity 1. In either case, certain loose guidelines should be regarded:
 
 
*Avoid skilling; armour, food, potions and familiars are not often necessary for defeating the boss, or even completing the dungeon. When you see a resource of a tier you know you work well with, it may not be the best idea to waste time collecting it. Some 5 minutes can be needlessly expended by collecting ores, woods and hides only to find that the boss can be killed without any of it. For a boss fight on a small floor, you shouldn't need more than half an inventory of food, half of your equipment slots filled, a somewhat decent familiar and prayer points. Potions will likely take too long to make, and make little difference. If your charm hasn't dropped or you've lost it, don't bother looking for one, you'll most likely survive. In small floors, hesitation will cost you valuable time.
 
 
*Bonus rooms will give at most an extra 13% at the end of the dungeon, but it is not worth the time to make potions for doors on small floors. If you require a potion, ignore the door and move on.
 
 
*Killing everything in the dungeon may give a few extra experience points, but is rarely worth all the effort. Kill everything when a guardian door is involved, but never when it's a dead end, unless there's a monster(s) that have something that you want if you don't have it. For example, if there's a Night spider or a Forgotten warrior using tier 10+ equipment that you need, kill them since they can potentially drop what you need.
 
 
===Medium floors===
 
This is recommended for those who are soloing a floor or feeling that a Small is too quick and a Large ending up in disaster. There are 32 (4x8 grid) rooms at max with slightly stronger monsters. After the Dungeoneering and Evolution of Combat update, it is much faster and results in much more experience.
 
 
*On any room with a significantly harder boss such as the [[Skeletal Trio]] or [[Runebound Behemoth]], it's best to get additional food from other rooms to fight them to avoid death.
 
 
===Large floors===
 
These are for high level experience and token rates. You need at least 2 players in a team to start a large run. There are 64 (8x8 grid) rooms at max, and monsters are generally strong. Be prepared to die multiple times in a worst-case scenario.
 
 
*Unless you have agreed to finish the dungeon completely, avoid entering "dead-end" rooms (rooms with only one door). It is likely you will take massive damage from all the monsters attacking you at once.
 
*It's generally not a good idea to attack bovimastyx because you can hunt them for more hides than they would drop. Using [[Soul Split]], some players find it a great idea to attack them just to heal (but watch for people that want to hunt the bovimastyx!). Additionally, contrary to popular belief, killing bovimastyx of any type will not lower the final experience of the dungeon. This is just a myth that has been disproved on multiple occasions as only deaths, the floor modifier (not killing aggressive monsters), lower complexity, and leaving doors unopened will contribute to experience loss.
 
*Generally, on high level teams a pot door will be left if there is a fewer than 2-3 doors behind it unless the herb is readily available as preparing a potion could potentially be a waste of time.
 
*Pick up herbs, and drop them back in the starting room the next time you are there. This helps you out a lot when you encounter a skill door that you don't have the levels for, as you are able to make the potion needed much faster, though the time varies depending on where the closest farming patch is. Alternatively, building a farm patch at the earliest time possible can save lots of time in the long run.
 
*Having sufficient food and prayer before attempting the boss will make the boss battle smoother.
 
*Creating potions with [[Herblore]] before facing the boss (most notably defence potions and potions that boost the combat class(es) that your party uses) significantly reduces chance of dying and increases speed to kill the boss, but usually it's not worth it, unless you already happen to have the herbs or you already have the said potion bound by completing the medium Daemonheim tasks.
 
*Always inspect a room before entering it for monster and door types. Do not enter a room unless you know you can open the doors, otherwise it may end up being a dead end for you because the keys you need are behind a door you can not open.
 
*Organise your inventory for easy access to thing you may need quickly, such as food, anti-poison, and weapons. Find a system that works for you and do it every time for consistency. This simple practice will save you time and your life in the long run.
 
*In most cases, you should not solo a boss, because the boss will most likely kill you before your teammates can come to rescue you. Some boss monsters may also try to attack you despite being in another room, which is a problem with the Behemoth types since players who enter have the potential to be stomped and die. High level bosses also have very high defence, making your attacks unlikely to hit but they will hit you more often.
 
*ALWAYS share the food the monsters drop. A person with a medic ring will heal more life points. Players who took a lot of damage and are about to die should be healed if possible.
 
*Upgrade your ring of kinship as much as possible. The main classes worth using are Berserker or Tactician, Desperado, Blazer, and Gatherer or Medic.
 
*Once you have found the boss '''state very clearly''' what it is. A vague call of "boss" does help, but a brief description would be more accommodating.
 
*Make use of the [[Regenerate]] ability. If you have any adrenaline left after clearing a guardian door, wait until you are out of the combat stance and use it to regain some lost life points.
 
*The critical path of a large dungeon consists of only 5 to 8 key doors. This does not include the keys found on the ground, nor key doors heading into bonus rooms.
 
 
==Alternative methods of gaining experience==
 
===Sinkholes===
 
{{Main|Sinkholes}}
 
The Sinkholes [[Distraction and Diversion]] is a short, five-player raid that can be completed twice daily. It allows players to receive [[Sinkholes/Lamp experience|Dungeoneering experience from reward lamps]], in addition to [[Dungeoneering token|tokens]].
 
 
===Resource dungeons===
 
{{Main|Resource dungeon}}
 
It is also possible to get large amounts of experience (a total of 86,600 experience for members or 12,000 experience for non-members) for uncovering the Resource dungeons spread throughout ''[[RuneScape]]''. As soon as you get to the required level, head to the dungeon. For lower levels (1-20), it is guaranteed that you will level up 1-5 levels per visit to a dungeon.
 
 
===Completing quests===
 
''Main article: [[Quests/Experience rewards#Dungeoneering|Quest experience rewards - Dungeoneering]]''
 
 
Some quests grant Dungeoneering experience. Refer to the main article for more details.{{Training guides}}
 
{{Dungeoneering}}
 

Revision as of 09:52, June 8, 2019

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