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.
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.
Starting up (beginners only)Edit
- Here is a simplified guide for beginners who want to gain the first levels through Daemonheim. For advanced players please read the parts after.
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.
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.
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.
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.
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.
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.
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.
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.
For example, say your floor experience value was 1500, and your Prestige experience value was 2500. The average would be formulated as followed:
(Average = Adding all the numbers together, and dividing by however many you add together)
1500 + 2500 = 4000
4000 / 2 = 2000
Giving an average of 2000 experience with complexity level 6.
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.
The following do NOT affect your Base XP:
- 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).
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.
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:
- Your level - Your combat level will determine the levels of the creatures you face, and in turn the difficulty each room poses.
- 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.
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.
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).
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.
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.
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 floorsEdit
|Floors:||Levels 6-58||Levels 59-70||Levels 71+|
|Abandoned 1 (12-17)||Small||Small||Small/Rush|
|Abandoned 2 (30-35)||-||Large||Large|
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' 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).
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 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.
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.
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 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, 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.
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 you wish to bind a non member item, you will have to destroy all your bound members' items, 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. Mages should find a good staff (except for a water staff which can be created quite easily) and runes, rangers should use bows (shortbows have a lower ranged bonus than longbows, but are better at rushing due to higher attack speed) and arrows, and melee should find a two-handed weapon or a good solid platebody if they prefer (in F2P, the Fractite platebody is the highest tier platebody available).
The bound ammo should be relevant to the combat style you are using when raiding the dungeons. If the player is a mage, obviously a catalytic wand should be bound, due the fact that it, like unimbued staves, replaces all elemental runes at once. Rangers are highly recommended to bind arrows of the highest tier (Fractite). Warriors should bind teleportation runes (Cosmic or Law) to save run energy, which their heavy armour can quickly drain.
The second active bound item (available at level 20) should be either a 2nd combat style weapon or the highest level chest armour (Fractite platebody, Dromoleather body, Bryll robe top).
The third active bound item (available at level 50) should be another piece of armour (preferably leg armour, if chest armour is the second bind) or a 2nd combat style weapon.
The fourth bound item (available at the maximum of level 90) should be armour (a helm) to complete an armour set, excluding gloves and boots. If the player is feeling adventurous, they may bind the 3rd combat style.
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 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 a reliable melee weapon is not bound.
Warriors should consider binding cosmic runes or law runes for easy teleportation. Even though most players are capable of producing them, it usually takes a good amount of time to get rune essence and craft them into cosmic runes.
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 a boss 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.
For runes, since death runes are seldom used, law and cosmic runes are more useful to be bound, although fire runes could give burst of damage in early game. it is recommended to bind the best runes a player can use (for example, at level 53 magic and level 64 runecrafting, it is better to start with 125 death runes than to start with 125 chaos, because you can make chaos runes when you have essence, but cannot craft deaths whether or not you have essence), and players should also rely on starting kit and monster drop to collect and bind them regularly.
Practically the player can bind both rune and arrow supply, provided he can equip a staff of air. The ammo bound would be arrows. Since the catalytic wand 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 "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 an universal item through the three sets.
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 is mainly aimed to the sense of player. 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.
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 lifepoints 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.
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.
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.
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 lifepoints 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 lifepoints 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 suppliesEdit
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.
Solo bosses are usually a lower level than team bosses. Specific strategies should be referred to in individual articles 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.
lt is not noted in the Dungeoneering - The Basics knowledge base article that raiding with a player significantly lower in combat or skill will result in an experience penalty of up to 60%: Note - the difficulty of the dungeon is always based on the lowest skill and combat levels in your party. For example, a party of five playing a 5:3 difficulty dungeon will find that the skill challenges and creatures, combat levels are balanced according to the three players with the lowest skill or combat levels. In the instance that a high level player would receive a significantly lowered amount of experience, a warning message would appear, asking if the player wishes to continue with the experience reduction.
One of the fastest ways 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 fast 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.
- 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.
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