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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 - Core Concepts

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The RuneScoop Ultimate Skill Guide - Dungeoneering - Understanding Floors, Rooms, Doors and Related Features
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Experience, Tokens and Rewards in Dungeoneering

One of the many ways that Dungeoneering is very different from other skills is that you do not obtain experience points “on the fly” as you train it. You don’t gain Dungeoneering XP for each door you open, monster you kill or resource you collect. Instead, you are rewarded XP after completing a full raid by exploring the dungeon level and killing the boss (or partial XP if you leave before the raid is done).



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This “delayed gratification” is one of the aspects of the skill that many players don’t like (and also one that contributes to the never-ending “skill versus minigame” debate). The situation is made worse by the very confusing method that Jagex employs to determine XP rewards when a level is completed.

Experience Awards

When you finish a dungeon level in Daemonheim, the game will put up a fancy-looking reward screen that shows the base XP you got for the floor, along with any positive or negative percentage modifiers that were applied. The reward screen is complex enough to warrant a more thorough exposition, yet even that display doesn’t really convey all of the factors that go into determining your XP reward.

Jagex has told us directly some of what influences XP, and other factors have been determined by players through experience. The following issues are known or suspected to impact the XP you get when you finish a level:

  • Floor Number: All else being equal, you get more XP for higher-numbered floors.

  • Prestige: Prestige refers to the higher of your current progress or previous progress, representing how many different floors you’ve completed without repeating any. The higher the number, the more XP you get, as long as you don’t repeat any floors (when it becomes zero). If that made no sense to you, don’t worry, help is available. :)

  • Dungeon Size: Medium- and large-sized maps take longer to do and give more XP.

  • Party Size: All else being equal, you can get much more XP working in a team than playing by yourself.

  • Dungeon Difficulty: As a solo player, difficulty is always set to 1. Teams can set difficulty up to the number of players in the team, granting a potentially substantial XP bonus.

  • Complexity Level: Playing on any complexity level but 6 imposes a massive XP penalty, not only in the form of a modifier, but greatly reduced base XP.

  • Percentage of Floor Explored: The more rooms you open on the floor, the more base XP you get, and the higher the level modifier.

  • Percentage of Monsters Killed: For the best XP, kill all or nearly all of the monsters on the floor.

  • Deaths: You take an XP hit each time you die.

  • Speed: There is some suspicion that doing a floor faster gives you more XP, though I have not found it to be the case.

The sheer number of different factors to consider makes optimal “power training” of Dungeoneering much more complicated than it is for many other skills. I explore many of the relevant issues in the section on strategy.

Reward Tokens

In most other skills, you get direct rewards for achieving levels. These take the form of resources gathered (fish, ores, wood, and so on), or abilities unlocked (ability to use agility short-cuts, ability to slay higher level monsters, etc.). Dungeoneering is different here as well, in that there are no direct rewards for getting higher level in the skill, other than the ability to access more of Daemonheim itself. Instead, you get reward tokens that you can trade in for specific items and abilities to be used outside of Daemonheim.

Every time you finish a level, you are awarded a number of tokens equal to 10% of the XP you obtained for that floor. This number is rounded down (meaning no “partial tokens” are carried forward), so if you get 729 XP on floor 1 and 913 XP on floor 2, you’ll end up with 163 tokens, not 164.

You also appear to get no tokens at all for partial XP rewards for uncompleted floors. I’m not sure yet if this is a bug or not.

Tokens are, not surprisingly, untradeable.

“Above-Ground” Rewards

So, what do you do with those Dungeoneering tokens that you accumulate from completing dungeon floors? You spend them, of course! Using the Teleport to Daemonheim function on your ring of kinship will leave you standing in front of the rewards tutor. He’s a a skittish little fellow who seems afraid of his own shadow, yet nonetheless seems to be the only person in Gielinor able to smuggle cool items out of Daemonheim. Well, that’s the story anyhow. :)

Right-click him and select “Shop” to bring up a display of the items he has available, the cost of each in tokens, and the number of tokens you currently possess. Click any item to get a very brief description of it, including any skill requirements for its use.

Some of the Dungeoneering item rewards degrade over time, and the rewards tutor can recharge these. Doing so costs gold and/or tokens, depending on the item and how degraded it is.

In Table 48 I have listed all of the currently possible Dungeoneering rewards in ascending order of the number of tokens required. I also provide a short summary of each item’s most important benefits, and my brief assessment of the item’s value. All of the offensive, defensive and other bonuses assocated with rewards weapons and amor can be found in the RuneScape knowledge base, if you want to know the particulars for a specific item.


Table 48: Dungeoneering Reward Items and Analysis

Item

Token Cost

Skill Requirements

Description

Assessment and Potential Applications

Gem bag

2,000

Dungeoneering: 25*
Crafting: 25

A small bag that sits in your inventory and holds up to 100 uncut sapphires, emeralds, rubies and diamonds.

This item could be quite useful for saving gems acquired during combat and while mining, and it is inexpensive.

Coal bag

4,000

Dungeoneering: 35*
Mining: 35

A bag that bag stays in your backpack and holds up to 27 coal. When you smelt bars or use the Superheat Item spell, coal is drawn first from the bag, before your inventory.

This is like a second beast of burden for coal miners and those smelting bars. May be quite handy for those using the Blast Furnace, too, though usually there players use noted ore.

Arcane pulse necklace

6,500

Dungeoneering: 30
Magic: 30

Provides a +10 magic attack bonus and +5% magic damage.

A nice little boost for mages, and pretty inexpensive as well.

Longbow sight

10,000

Dungeoneering: 30
Ranged: 45 or 55

When attached to a maple longbow, increases its ranged attack bonus dramatically, from +29 all the way to +110 (level 45 Ranged required). When put on a magic longbow, boosts its Ranged attack from +69 to +140 (level 55 Ranged required).

Longbows have been pretty much ignored in RuneScape for years, in favor of faster shortbows and then much more powerful crossbows. Could this even the score? Time will tell.

Scroll of life

10,000

Dungeoneering: 25
Farming: 25

Members only

This scroll, once read, gives you a permanent 10% chance of getting back seeds after harvesting farming patches or clearing dead crops, and a 5% chance of getting back a tree seed from a chopped down farmed tree or a dead tree.

When Dungeoneering first came out, this item was described as giving a 10% or 5% chance of returning a seed from only dead farming patches. Given that this meant multiplying a low chance by a low percentage incidence of dead crops, the ability was not terribly interesting – especially since most players pay NPC farmers to avoid dead crops anyway.

But given that it actually works on all patches, and that it has such a low token cost, I consider this a “no brainer” purchase for anyone who trains Farming.

Nature staff

10,000

Dungeoneering: 40
Attack: 40
Magic: 53

Charge the staff with up to 1,000 nature runes, and there’s a 10% chance on each cast using a nature that the staff will provide the rune without a charge being consumed.

The jury is out on this staff. What natures are used for most is high alching, and using this staff precludes the use of a fire staff so it is not as useful as it might initially appear.

Law staff

12,000

Dungeoneering: 40
Attack: 40
Magic: 53

Same as the nature staff, but with law runes.

Again here, I’m not too sure how many uses this really has, because you have to forego wielding an elemental staff. Could be useful for making teleport tablets, I suppose.

Arcane blast necklace

15,000

Dungeoneering: 50
Magic: 50

Improved version of the arcane pulse necklace; provides a +12 magic attack bonus and +10% magic damage.

An even better item for mages and still pretty cheap.

Arcane stream necklace

30,000

Dungeoneering: 70
Magic: 70

Members only

Enhanced version of the arcane pulse and blast necklaces; provides a +14 magic attack bonus and +15% magic damage.

This item provides the same +15% magic damage that is provided by the best staves. It’s pretty pricey, though, at 30k tokens.

Bonecrusher

34,000

Dungeoneering: 21
Prayer: 21

Members only

When in your inventory, bone drops from monsters are automatically converted to Prayer XP.

Over the long run, this could save players a fair bit of time and money. You wouldn’t want to use it for fighting dragons, for example, because you’re better off saving those bones for a gilded altar. But a free 2,000+ Prayer XP when doing a Slayer assignment on a monster that drops big bones is pretty nice.

A change made on May 27, 2010 now means the bonecrusher also works on bones obtained via the Hunter skill. Since many Hunter activities are greatly slowed down by the need to bury or drop bones, the bonecrusher can now be considered a “must have” for anyone who trains that skill!

Gravite rapier

40,000

Dungeoneering: 45
Attack: 45

Fast weapon with +50 stab attack bonus and +48 strength.

Begins at 20% charge and degrades 10% of its charge every hour in use. Fully recharging costs 1 million gp or up to 100,000 gp plus a yet-undetermined number of Dungeoneering tokens.

Gravite weapons may have appeal to F2P players, but for members, I’m not so sure. Time will tell, but based on their stats, it doesn’t seem worth the cost in tokens to get these items or keep them charged.

Gravite longsword

40,000

Dungeoneering: 45XXXAttack: 45

Same as rapier (including recharge cost), but a slightly slower weapon with +45 stab and +63 slash attack bonuses, and +62 strength.

Gravite 2h sword

40,000

Dungeoneering: 45
Attack: 45

Same as rapier and longswrod (including recharge cost), but a more powerful, slow weapon with +87 crush attack and +90 strength bonuses.

Gravite staff

40,000

Dungeoneering: 45
Magic: 45

Magic version of the melee gravite weapons. Provides +15 magic attack and defence bonuses and +5% magic damage. Must be recharged in the same way.

Gravite shortbow

40,000

Dungeoneering: 45
Ranged: 45

Fast ranged weapon with +40 ranged attack bonus. Must be recharged in the same manner as other gravite weapons.

Tome of frost

43,000

Dungeoneering: 48
Magic: 48

Carried in the shield slot, this item provides infinite water runes, in addition to a nice +10 magic attack and +10 magic defence bonus.

Probably one of the best rewards from Dungeoneering, at least on paper. Will be invaluable for those using ancient magic, and when used with an elemental staff, could save mages a lot of money on combat magic and in many other areas.

Anti-poison totem

44,000

Dungeoneering: 60
Defence: 60
Herblore: 70

Members only

Carried in the shield slot, the totem makes you immune to becoming poisoned (though it doesn’t cure existing poison). Also provides some decent defensive bonuses (mostly +30 to +40, except only +5 magic defence).

This is another very nice item that I anticipate players will keep finding new uses for. Off the top of my head, I can see it being useful on Slayer assignments of monsters that poison, like cave crawlers, and handy at Pyramid Plunder.

Mercenary's gloves

48,000

Dungeoneering: 73
Ranged: 73

Members only

These gloves provide +13 ranged attack bonus, -10 magic attack penalty, and some very slight defence bonuses.

“Barrows” gloves from Recipe for Disaster provide +12 ranged attack and many other bonuses. Yawn. Probably the most overpriced and least useful of all Dungeoneering rewards, especially for higher level players. Very little thought went into this one, IMO.

Scroll of renewal

107,000

Dungeoneering: 65
Prayer: 65

Members only

Grants access to the Rapid Renewal prayer, which restores life points at 5 times the normal rate.

The prayer seems useful, but only somewhat, and the price is excessive.

Scroll of augury

153,000

Dungeoneering: 77
Prayer: 77

Members only

Grants access to the Augury prayer, which when activated boosts magical attack by 20% and magical defence by 25%.

This strikes me as a very useful prayer for maging, and one that will likely have many uses, especially when fighting tough bosses. The cost is very high, though: over 1.5 million XP.

Chaotic rapier

200,000

Dungeoneering: 80
Attack: 80

Members only

Fast weapon with +94 stab attack and +78 slash attack bonuses and +101 strength.

Begins at 20% charge and degrades 10% of its charge every hour in use. Fully recharging costs 2 million gp or up to 200,000 gp plus a yet-undetermined number of Dungeoneering tokens.

The chaotic weapons are all very powerful, and it is likely that they will have many applications. But they are also very expensive to get and to maintain, and only time will tell if they are worth the price.

While the melee weapons seem to be at the top of their class, the same can’t be said for the others. The staff doesn’t appear much better than a staff of light, which can be bought for not much money, and the crossbow is barely better than a rune crossbow.

Chaotic longsword

200,000

Dungeoneering: 80
Attack: 80

Members only

Same as rapier (including recharge cost), but a slightly slower weapon with +107 stab and +124 slash attack bonuses, and +120 strength.

Chaotic maul

200,000

Dungeoneering: 80
Attack: 80

Members only

Same as rapier and longswrod (including recharge cost), but a more powerful, slow weapon with massive +167 crush attack and +155 strength bonuses.

Chaotic staff

200,000

Dungeoneering: 80
Magic: 80

Members only

Magic version of the melee chaotic weapons. Provides +18 magic attack and defence bonuses and +15% magic damage (along with +65 crush attack and +72 strength for melee). Must be recharged in the same way as other chaotic weapons.

Chaotic crossbow

200,000

Dungeoneering: 80
Ranged: 80

Members only

Fast ranged weapon with +100 ranged attack bonus. Must be recharged in the same way as other chaotic weapons.

Chaotic kiteshield

200,000

Dungeoneering: 80
Defence: 80

Members only

Melee-oriented kiteshield that gives very high melee and ranged defence bonuses but -5 magic defence penalty. Absorbs 10% of melee damage and 20% of ranged damage on hits of 200 LP or more.

Begins at 20% charge and degrades 10% of its charge every hour in use. Fully recharging costs 2 million gp or up to 200,000 gp plus a yet-undetermined number of Dungeoneering tokens.

The chaotic, eagle-eye and farseer kiteshields are powerful items whose potential it will take time to explore. They provide both excellent innate bonuses and a damage reduction feature, but they are also very expensive to obtain and recharge. These may end up being viable alternatives to some of the prohibitively expensive sigil spirit shields.

Eagle-eye kiteshield

200,000

Dungeoneering: 80
Defence: 80

Members only

Ranged-oriented kiteshield that gives moderately high melee and ranged defence bonuses, along with +25 magic defence and +4 ranged attack. Absorbs 10% of ranged damage and 20% of magic damage on hits of 200 LP or more.

Must be recharged in the same manner as the chaotic kiteshield.

Farseer kiteshield

200,000

Dungeoneering: 80
Defence: 80

Members only

Magic-oriented kiteshield that gives moderately high melee and ranged defence bonuses, along with +5 magic defence and +17 magic attack. Absorbs 10% of magic damage and 20% of melee damage on hits of 200 LP or more.

Must be recharged in the same manner as the chaotic kiteshield.


* Yes, most of the items require so many tokens that you can’t even get them until you’ve exceeded their nominal Dungeoneering requirements by a fair margin. ;)

It is also possible to trade tokens for XP on a 1:1 basis. This is not advisable, because it’s only going to speed up XP gathering by 10%, and doing this means you’re effectively training the skill for nothing of any use at all outside Daemonheim!


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