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Table Of Contents  RuneScoop.com
 >  The RuneScoop Ultimate Skill Guide for RuneScape
      >  The RuneScoop Ultimate Skill Guide - Dungeoneering
           >  The RuneScoop Ultimate Skill Guide - Dungeoneering - Raid Mechanics

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Killing the Boss
The RuneScoop Ultimate Skill Guide - Dungeoneering - Strategy and Trade-off Analysis
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Ending the Dungeon, the Rewards Display, and Advancing to the Next Floor

You’ve killed the boss! Way to go, you’re done! Well, not quite yet—the dungeon isn’t over until it’s over. Once the boss is killed, a ladder with cool showery spark effects on both sides will appear in a wall in the back of the boss room. Players must click this ladder to tell the game they are ready to move on to the next floor.

Seems pretty simple but there are a couple of little points I’d like to make. I’ll also talk a bit about the XP rewards display.

Are You Really Done?

Usually the boss room is left for the end of the dungeon, but that’s not always the case. Sometimes you may enter the boss room by mistake and be unable to get out, and so you’ll have to hope for the best and try to kill the boss right then and there. Once it is dead, though, you aren’t required to end the level. You can (and probably should, for maximum XP) go back and finish any rooms you haven’t yet explored.

Ending the Floor

If you’re playing solo, click the ladder and the game will ask you if you’re sure you want to proceed. Say yes and the rewards screen will show up immediately.

In a team, the game is designed to wait until everyone is ready before the level ends. When the first player says he/she is ready to proceed, a timer is started for a number of minutes equal to one less than the number of players. Each subsequent player to click the ladder reduces that by one minute.

So in a team of five, after one player clicks, the timer starts at four minutes. When the second player votes to leave, it drops to three minutes, and so forth. This means that, obviously, everyone should click the ladder to get off the floor faster!

The Dungeon Completion / Rewards Display

Once everybody agrees to end the dungeon, a nifty little display will appear. The title says “Congratulations! You have completed a Dungeon!” and below it will be a bunch of numbers, bars, labels and so forth. These slowly appear using a neat animation that takes a bit under 30 seconds. You can click the little arrow at the top of the box to skip the animation, but you still have to wait 30 seconds until the next floor (more on that in a moment, though).

The display contains the following elements:

  • Base XP: This shows the XP you obtained for the floor based on the floor number and your prestige level. Remember that despite what this implies, base XP is not a fixed number calculated from the floor number and prestige figure alone; all of the other parameters (dungeon size, team size, difficulty, etc.) factor into these figures too.

  • Modifier: This section, which should probably be pluralized, shows all of the parameters and the impact they have on dungeon XP via plus or minus percentage modifiers. The dungeon size, difficulty, complexity and guide mode modifiers are self-explanatory. Bonus Rooms gives a modifier of up to +13% for exploring all of a floor instead of just doing the critical path. Level Mod is a positive or negative modifier given out based on how many monsters were killed on the floor, as opposed to being skipped. Deaths shows how many times you died and the penalty imposed as a result.

  • Total XP and Tokens: The base XP average multipled by the total modifier yields total XP, and you get 1/10th of this in tokens, rounded down.

  • Team Display and Labels: On the right hand side will be a list of all of the team members, with up to two “titles” assigned to each; clicking the down-arrow next to a name can reveal several more. These have no bearing on XP obtained; they are just for fun. Common ones include “Survivor” for players who didn’t die, “Meat-shield” for most damage taken by monsters, “Berserker” for most melee damage dealt, “Battle-mage” for most magic damage done, and so forth. There are also somewhat less common and amusing titles, like “Culinary Disaster”, for burning a lot of food. :)

Note that if you were given an unbalanced team penalty, it shows up a separate, temporary display in the modifier section that is not normally seen.

Advancing to the Next Floor

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Once the 30-second timer for the rewards display expires, the team will automatically be put into the starting room of the next higher-numbered floor, except that you’ll remain on floor 35 if that’s the one you just finished.

All of the floor parameters (size, difficulty, etc.) are kept the same, with two exceptions. First, if someone has left the team, the difficulty will be adjusted accordingly. Suppose you did a 5:5 floor and someone left before the floor was finished, but you managed to complete it anyway. The next floor will defaut to “4:4” difficulty. Second, if you were playing on a complexity level below 6, the level will be increased by one automatically.

Players who are doing a string of floors can just start in on the next one; otherwise, this is usually where players leave the dungeons. One little tip, though: if you know you aren’t going to do the next floor, you don’t have to sit through the 30-second wait and then the next floor being loaded. As soon as the rewards display appears, log out to the lobby and then log back in, then go down the stairs. Once the display says you’ve earned XP and tokens, you don’t need to hang around.


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Killing the Boss
The RuneScoop Ultimate Skill Guide - Dungeoneering - Strategy and Trade-off Analysis
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