Dungeon Strategy
A dungeon is a fixed line of waves with a chest at the end. This page covers what to bring to each of the 7 dungeons and what a run costs you. The full wave lists and chest tables are on the dungeon pages.
The rules that shape a run
- Waves come in order with no break. Your Hitpoints carry from one wave into the next and nothing heals you in between, so the whole run is one long fight.
- Dying only costs the chest. You keep everything you picked up, you are healed to full and the run starts again at wave 1.
- A clear restarts the run. After the last wave the chest drops and wave 1 begins again, so a dungeon you can survive farms itself, online and offline.
- Every wave pays XP as if it were the top wave. The easy opening waves are not penalised for being below your level.
- The combat triangle decides most of it. The right style gives +15% hit chance and +10% damage, and it also makes the monster hit you less often and for less. The wrong style does the opposite on both sides.
Which dungeon when
| Dungeon | Melee level | Also needs | Waves | Top wave level | Chest |
|---|---|---|---|---|---|
Timberfall Cavern | 30 | Nothing | 6 | 65 | Timberfall Chest |
Stoneheart Depths | 40 | Nothing | 6 | 78 | Stoneheart Chest |
Aether Sanctum | 50 | Nothing | 6 | 85 | Aether Sanctum Chest |
Senshi Trials | 55 | Nothing | 10 | 76 | Senshi Chest |
The Desecrated Crypt | 55 | Quest 8 of The Silent Crypt | 6 | 82 | Barrow Chest |
Ranger's Trial ![]() | 50 | Nothing | 6 | 79 | Ranger's Cache |
Mage's Gauntlet ![]() | 50 | Nothing | 6 | 79 | Archmagister's Cache |
Which style to bring
If you fight the whole run with one style, this is the one that holds the advantage over the most monster Hitpoints.
| Dungeon | Waves fight as | Best single style | Has the advantage on | Is at a disadvantage on |
|---|---|---|---|---|
Timberfall Cavern | 5× Melee, 1× Magic | Magic | 5 of 6 waves | 0 of 6 waves |
Stoneheart Depths | 4× Melee, 2× Magic | Magic | 4 of 6 waves | 0 of 6 waves |
Aether Sanctum | 1× Melee, 5× Magic | Ranged | 5 of 6 waves | 1 of 6 waves |
Senshi Trials | 6× Melee, 2× Ranged, 2× Magic | Magic | 6 of 10 waves | 2 of 10 waves |
The Desecrated Crypt | 3× Melee, 1× Ranged, 2× Magic | Magic | 3 of 6 waves | 1 of 6 waves |
Ranger's Trial ![]() | 6× Ranged | Melee | 6 of 6 waves | 0 of 6 waves |
Mage's Gauntlet ![]() | 1× Melee, 5× Magic | Ranged | 5 of 6 waves | 1 of 6 waves |
The Loadout Mastery upgrade (5,000 gems, Permanent Upgrades) picks the style each target is weak to for you. In a dungeon that mixes styles it removes the disadvantaged waves, as long as you own gear, arrows and runes for all three styles.
What a melee run costs
An estimate for a melee fighter in the best melee gear for the level, with Hitpoints at the same level as Melee. Damage taken is the average over the run before any food or prayer, so compare it with your Hitpoints: anything above them has to be eaten back.
| Dungeon | Level | Run time | Damage taken | Your Hitpoints | Chests per hour |
|---|---|---|---|---|---|
Timberfall Cavern | 30 | 10m 13s | 1,748 | 300 | 5.9 |
Timberfall Cavern | 99 | 2m 4s | 88 | 990 | 29.0 |
Stoneheart Depths | 40 | 6m 58s | 1,401 | 400 | 8.6 |
Stoneheart Depths | 99 | 2m 36s | 231 | 990 | 23.1 |
Aether Sanctum | 50 | 10m 14s | 2,843 | 500 | 5.9 |
Aether Sanctum | 99 | 3m 47s | 513 | 990 | 15.9 |
Senshi Trials | 55 | 8m 4s | 1,483 | 550 | 7.4 |
Senshi Trials | 99 | 4m 29s | 458 | 990 | 13.4 |
The Desecrated Crypt | 55 | 6m 15s | 1,306 | 550 | 9.6 |
The Desecrated Crypt | 99 | 3m 26s | 420 | 990 | 17.4 |
Ranger's Trial ![]() | 50 | 7m 49s | 1,706 | 500 | 7.7 |
Ranger's Trial ![]() | 99 | 3m 18s | 202 | 990 | 18.2 |
Mage's Gauntlet ![]() | 50 | 12m 52s | 6,696 | 500 | 4.7 |
Mage's Gauntlet ![]() | 99 | 4m 46s | 1,218 | 990 | 12.6 |
Ranged and Magic clear faster where they hold the triangle advantage, but they spend arrows and runes on every attack. The numbers assume you survive: a death ends the run.
Dungeon by dungeon
Timberfall Cavern
Timberfall Cavern: Melee 30, 6 waves, 4,050 monster Hitpoints in total.
- Bring
Magic. It has the advantage on 5 of 6 waves and the disadvantage on 0. - Hardest hitter: wave 6,
Timberfall Warden, hits for up to 57 against Magic. - Longest wave: wave 6,
Timberfall Warden, with 1,800 Hitpoints.
| # | Monster | Level | HP | Fights as | Beat it with | Its max hit |
|---|---|---|---|---|---|---|
| 1 | 10 | 150 | Magic | Ranged | 7 | |
| 2 | Barkclaw Stalker | 20 | 225 | Melee | Magic | 10 |
| 3 | Fungus Shambler | 30 | 375 | Melee | Magic | 17 |
| 4 | Rootbound Sentinel | 40 | 600 | Melee | Magic | 26 |
| 5 | Hollowheart Guardian | 50 | 900 | Melee | Magic | 34 |
| 6 | Timberfall Warden | 65 | 1,800 | Melee | Magic | 57 |
Max hit is against the style in "Beat it with". Against the wrong style the monster hits about a fifth harder.
Stoneheart Depths
Stoneheart Depths: Melee 40, 6 waves, 4,600 monster Hitpoints in total.
- Bring
Magic. It has the advantage on 4 of 6 waves and the disadvantage on 0. - Hardest hitter: wave 6,
Stoneheart Warden, hits for up to 68 against Magic. - Longest wave: wave 6,
Stoneheart Warden, with 1,800 Hitpoints.
| # | Monster | Level | HP | Fights as | Beat it with | Its max hit |
|---|---|---|---|---|---|---|
| 1 | Cave Crawler | 25 | 200 | Melee | Magic | 13 |
| 2 | Rockshell Crab | 35 | 320 | Melee | Magic | 19 |
| 3 | Dust Devil | 45 | 480 | Magic | Ranged | 28 |
| 4 | Basalt Golem | 55 | 750 | Melee | Magic | 37 |
| 5 | Crystal Sentinel | 65 | 1,050 | Magic | Ranged | 48 |
| 6 | Stoneheart Warden | 78 | 1,800 | Melee | Magic | 68 |
Max hit is against the style in "Beat it with". Against the wrong style the monster hits about a fifth harder.
Aether Sanctum
Aether Sanctum: Melee 50, 6 waves, 5,845 monster Hitpoints in total.
- Bring
Ranged. It has the advantage on 5 of 6 waves and the disadvantage on 1. - Hardest hitter: wave 6,
Aether Warden, hits for up to 74 against Ranged. - Longest wave: wave 6,
Aether Warden, with 2,300 Hitpoints.
| # | Monster | Level | HP | Fights as | Beat it with | Its max hit |
|---|---|---|---|---|---|---|
| 1 | Rift Wisp | 30 | 250 | Magic | Ranged | 15 |
| 2 | Essence Leech | 40 | 415 | Magic | Ranged | 21 |
| 3 | Runebound Shade | 52 | 620 | Magic | Ranged | 32 |
| 4 | Arcane Golem | 62 | 940 | Melee | Magic | 40 |
| 5 | Sanctum Sentinel | 72 | 1,320 | Magic | Ranged | 51 |
| 6 | Aether Warden | 85 | 2,300 | Magic | Ranged | 74 |
Max hit is against the style in "Beat it with". Against the wrong style the monster hits about a fifth harder.
Senshi Trials
Senshi Trials: Melee 55, 10 waves, 8,380 monster Hitpoints in total.
- Bring
Magic. It has the advantage on 6 of 10 waves and the disadvantage on 2. - Hardest hitter: wave 10,
Senshi Shogun, hits for up to 79 against Magic. - Longest wave: wave 10,
Senshi Shogun, with 1,900 Hitpoints.
| # | Monster | Level | HP | Fights as | Beat it with | Its max hit |
|---|---|---|---|---|---|---|
| 1 | Ashigaru Scout | 38 | 280 | Melee | Magic | 26 |
| 2 | Yari Footsoldier | 42 | 360 | Ranged | Melee | 29 |
| 3 | Ronin Duelist | 46 | 450 | Melee | Magic | 33 |
| 4 | Shrine Oni | 50 | 560 | Magic | Ranged | 38 |
| 5 | Iron Samurai | 54 | 680 | Melee | Magic | 42 |
| 6 | Shadow Shinobi | 58 | 800 | Ranged | Melee | 46 |
| 7 | Cursed Warlord | 62 | 950 | Melee | Magic | 52 |
| 8 | Jade Sentinel | 66 | 1,100 | Magic | Ranged | 58 |
| 9 | Void Berserker | 70 | 1,300 | Melee | Magic | 65 |
| 10 | Senshi Shogun | 76 | 1,900 | Melee | Magic | 79 |
Max hit is against the style in "Beat it with". Against the wrong style the monster hits about a fifth harder.
The Desecrated Crypt
The Desecrated Crypt: Melee 55 and quest 8 of The Silent Crypt, 6 waves, 6,000 monster Hitpoints in total.
- Bring
Magic. It has the advantage on 3 of 6 waves and the disadvantage on 1. - Hardest hitter: wave 6,
The Hollow Saint, hits for up to 84 against Magic. - Longest wave: wave 6,
The Hollow Saint, with 2,100 Hitpoints.
| # | Monster | Level | HP | Fights as | Beat it with | Its max hit |
|---|---|---|---|---|---|---|
| 1 | Restless Skeleton | 40 | 400 | Melee | Magic | 30 |
| 2 | Crypt Haunt | 48 | 550 | Magic | Ranged | 35 |
| 3 | Barrow Wight | 56 | 750 | Melee | Magic | 43 |
| 4 | Gravebound Archer | 63 | 950 | Ranged | Melee | 51 |
| 5 | Ossuary Golem | 70 | 1,250 | Melee | Magic | 60 |
| 6 | The Hollow Saint | 82 | 2,100 | Magic | Ranged | 75 |
Max hit is against the style in "Beat it with". Against the wrong style the monster hits about a fifth harder.
Ranger's Trial
Ranger's Trial
: Melee 50, 6 waves, 7,450 monster Hitpoints in total.
- Bring
Melee. It has the advantage on 6 of 6 waves and the disadvantage on 0. - Hardest hitter: wave 6,
Ranger Captain, hits for up to 86 against Melee. - Longest wave: wave 6,
Ranger Captain, with 2,000 Hitpoints.
| # | Monster | Level | HP | Fights as | Beat it with | Its max hit |
|---|---|---|---|---|---|---|
| 1 | Scout Archer | 42 | 650 | Ranged | Melee | 41 |
| 2 | Forest Warden | 50 | 850 | Ranged | Melee | 49 |
| 3 | Iron Crossbowman | 57 | 1,050 | Ranged | Melee | 55 |
| 4 | Elite Ranger | 64 | 1,300 | Ranged | Melee | 64 |
| 5 | Void Sentinel | 71 | 1,600 | Ranged | Melee | 75 |
| 6 | Ranger Captain | 79 | 2,000 | Ranged | Melee | 86 |
Max hit is against the style in "Beat it with". Against the wrong style the monster hits about a fifth harder.
Mage's Gauntlet
Mage's Gauntlet
: Melee 50, 6 waves, 7,450 monster Hitpoints in total.
- Bring
Ranged. It has the advantage on 5 of 6 waves and the disadvantage on 1. - Hardest hitter: wave 6,
The Archmagister, hits for up to 86 against Ranged. - Longest wave: wave 6,
The Archmagister, with 2,000 Hitpoints.
| # | Monster | Level | HP | Fights as | Beat it with | Its max hit |
|---|---|---|---|---|---|---|
| 1 | Novice Conjurer | 42 | 650 | Magic | Ranged | 41 |
| 2 | Rune Adept | 50 | 850 | Magic | Ranged | 49 |
| 3 | Stormcaller | 57 | 1,050 | Magic | Ranged | 55 |
| 4 | Glass Familiar | 64 | 1,300 | Melee | Magic | 64 |
| 5 | Void Channeler | 71 | 1,600 | Magic | Ranged | 75 |
| 6 | The Archmagister | 79 | 2,000 | Magic | Ranged | 86 |
Max hit is against the style in "Beat it with". Against the wrong style the monster hits about a fifth harder.
Tips
- Buy Auto-Eat first. It is free, and without it a long run ends at the first bad streak.
- Stock more food than the "Damage taken" figure suggests. It is an average, and a run with unlucky hits takes more.
- If a dungeon kills you past the halfway point, train until the hardest hitter no longer takes a large share of your Hitpoints in one hit.
- Plated armour (Silver, Gold, Diamond) cuts every hit by a percentage, which matters more in a dungeon than anywhere else because the damage adds up over all waves.
- See Recommended gear for the best loadout per style and Combat for the formulas.
= only obtainable while a time-limited event is running. See the item's page for which one.