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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 dont 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).
This delayed gratification
is one of the aspects of the skill that many players dont 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
doesnt 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 youve completed without repeating any. The higher
the number, the more XP you get, as long as you dont repeat any
floors (when it becomes zero). If that made no sense to you, dont
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, youll end up with 163 tokens, not 164.
You also appear to get no tokens
at all for partial XP rewards for uncompleted floors. Im 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. Hes
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, thats 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 items most important benefits, and my brief assessment
of the items 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 theres 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, Im 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. Its 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 wouldnt
want to use it for fighting dragons, for example, because youre
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, Im not so sure. Time
will tell, but based on their stats, it doesnt 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 doesnt
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
cant be said for the others. The staff doesnt 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 cant even get them until youve
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 its only
going to speed up XP gathering by 10%, and doing this means youre
effectively training the skill for nothing of any use at all outside
Daemonheim!