Free-to-play Dungeoneering training
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.
Useful equipment and unlocks[edit | edit source]
Gorajan trailblazer outfits[edit | edit source]
The Gorajan trailblazer outfits provide a number of benefits that both increase the experience gained per dungeon and speed up dungeon completion. Non-members can obtain it by redeeming a bond for a trader summoning stone (does not grant membership) and exchanging their bonus experience for individual outfit pieces. For players who own one of the regular outfits, the following bonuses apply:
- +5% experience boost to all skills within Dungeoneering.
- +5% base experience for the floor (also increases tokens earned).
- 5% reduced depletion rate on skilling nodes.
- "Ice walking boots" passive effect that stops the player from slipping on ice within frozen floors.
If players manage to acquire the warped gorajan trailblazer outfit, the following benefits will apply:
- 7% discount on rewards shop, Elite Dungeon Reward Shop and floor prestiging. Does not apply to swapping tokens for XP. The discount is now applied preemptively by reducing the total price before purchase. The outfit does not need to be worn.
- 7% experience boost to all skills within Dungeoneering.
- 7% base experience boost for the floor (also increases tokens earned).
- 7% reduced depletion rate on skilling nodes.
- 7% damage boost to all combat in Dungeoneering.
- +3 level boost to all stats while Dungeoneering (excluding Dungeoneering, Summoning, Invention and Archaeology). This functions similar to Overloads, periodically reboosting the stats.
- "Ice walking boots" effect that allows the player to walk freely on ice in the icy floor puzzle and Plane-freezer Lakhrahnaz's boss room.
- Ability to skip a puzzle room in a dungeon once per party per floor by clicking on a locked door in a puzzle room.
Scroll of quick teleportation[edit | edit source]
The scroll of quick teleportation increases the speed of the home teleport within Daemonheim, allowing you to quickly return to the Smuggler's starting room. It costs 50,000 dungeoneering tokens to unlock in Marmaros's shop.
Daemonheim skill door boost[edit | edit source]
Players who have saved up 600,000 dungeoneering tokens can also invest in the Daemonheim skill door boost sold by Bryll Thoksdottir. It will permanently boost your ability to open doors by +4. Owning the warped gorajan outfit reduces the price to 558,000 tokens.
Recommended levels and binds[edit | edit source]
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.
After reaching 71 magic, use Fire blast on enemies weak to Air, and at 74, use it for water as well. This is because the difference between elements is not enough to account for the early capping in F2p.
How XP works[edit | edit source]
Base XP[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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.
Quests for Dungeoneering experience[edit | edit source]
|Three's Company (saga)||750||6|