The quickest way to train Dungeoneering in RuneScape 3 today is to run the highest floor you can unlock, on large dungeons at high complexity, while cycling through themes to keep the new end-of-floor buffs stacking. That advice changed in 2026: Dungeoneering Remastered launched on 11 May and removed the old prestige system, so the old "reset and repeat every floor" guides no longer apply. This rs3 dungeoneering guide covers how floors, buffs, party size and tokens work as of November 2026, and which rewards are worth saving for.
We checked the mechanics against the RuneScape Wiki pages for Dungeoneering, Dungeoneering Remastered and Floor, plus Jagex's November 2026 returners guide, in November 2026.
How Dungeoneering Works After the 2026 Remaster
Dungeoneering takes place in Daemonheim, a castle and dungeon complex on its own island. To start or join a party you need a ring of kinship, which the Dungeoneering tutor hands out. You can reach Daemonheim with the ring's own teleport, the Fremennik ship from Taverley, or by walking through the Wilderness, and the Dungeoneering portal network opens up after the quest Plague's End. Dungeons start from the two entrances in the courtyard's south-eastern and south-western walls, and any follower must be dismissed before you go in.

Jagex's returners guide sums up the remaster as visual upgrades, improved progression and Necromancy support, with smoother floor navigation, clearer objectives and refreshed rewards. In practice the changes that matter most for training are the removal of prestige, the new floor buffs, Necromancy gear and rituals inside dungeons, and ring of kinship classes becoming passive effects that are all active at once after you buy them. A follow-up on 18 May, called Daemonheim Drift, added full speedrunning support and a speedrunning hiscores board.
The maximum level is 120. Dungeoneering was the first skill with levels past 99, and it held that status alone for more than five years until Invention arrived. That 120 cap is why it remains a long-term goal for completionists and a requirement many players meet on the way to a maxed account.
Floors, Themes and Level Requirements
There are 60 floors across six themes. Each floor unlocks when you reach its level and have cleared the floor before it. The wiki's floor table follows a simple pattern: the level needed is twice the floor number minus one, so floor 1 needs level 1, floor 30 needs 59 and floor 60 needs 119.
| Theme | Floors | Levels | Access |
|---|---|---|---|
| Frozen | 1 to 11 | 1 to 21 | Free and members |
| Abandoned 1 | 12 to 17 | 23 to 33 | Free and members |
| Furnished | 18 to 29 | 35 to 57 | Free and members |
| Abandoned 2 | 30 to 35 | 59 to 69 | Free and members |
| Occult | 36 to 47 | 71 to 93 | Members only |
| Warped | 48 to 60 | 95 to 119 | Members only |
The floor experience formula rewards depth. The wiki gives floor experience as the floor number multiplied by 100, added to a level component, before bonuses and penalties are applied. Higher floors are therefore worth more even before you count dungeon size. Free players stop at floor 35, which is one of the clearest reasons Dungeoneering feels so different on a members account.
The Floor Buff Cycle That Replaced Prestige
Under the old system, prestige pushed players to complete every floor an equal number of times and then reset. The wiki explains that Jagex judged this too restrictive and removed it in the remaster. In its place, completing a floor ticks it off in the floor selection screen and awards the next buff in a six-step cycle.

- Death penalty reduction of 1 percent.
- Extra resource chance of 2 percent.
- Skilling experience boost of 1 percent.
- Damage reduction of 1 percent.
- Large floor experience boost of 25 percent.
- The cycle repeats from the first step.
Buffs are tracked per theme, stack across themes and are temporary. When your current progress, meaning the total floors completed across all themes, equals the number of floors available to you, both the buffs and the progress reset to zero. A theme with no unticked floors left awards no buff at all. The wiki's main Dungeoneering page lists the caps as 300 percent for the floor experience boost, 24 percent for the resource chance and 12 percent each for the other three.
The strategy that follows is straightforward. Spread your floors across themes so each theme keeps feeding buffs, and pay attention to the fifth step of each cycle, since the large floor experience boost is the one that moves your hourly rate. Running a single favorite floor over and over stops paying once that theme is fully ticked.
Returning players should also know what else disappeared. The wiki's remaster page lists guide mode, which used to highlight the essential rooms at a 5 percent experience cost, as removed. Shared experience from skill doors and puzzles is gone as well, and so is the old option to skip floors in exchange for tokens. If an older video tells you to lean on any of those, it predates May 2026.
Party Size, Complexity and Dungeon Size
Parties hold one to five players, and even a solo run requires forming a party. The party size you choose sets the difficulty, drops, monster levels and puzzle requirements. The wiki notes that setting one less than your actual party size avoids puzzle trouble if someone leaves, at the cost of some experience.
- Complexity: low complexity carries a 75 percent experience penalty. High complexity has no penalty and unlocks puzzles, skilling nodes and the Smuggler's shop. You must finish one low-complexity dungeon before high complexity opens.
- Size: small dungeons (4 by 4 grid, 10 to 16 rooms) give no size bonus, medium (4 by 8, 23 to 32 rooms) give 250 percent and large (8 by 8, 50 to 64 rooms) give 500 percent. Medium and large require high complexity.
- Deaths: each death cuts floor experience by 6 percent, up to 24 percent after four deaths. The level 91 Archaeology relic power Deathless prevents this.
- Hard mode: unlocks after the elite Daemonheim achievements, needs high complexity and is limited to medium size when soloing.
For most players, large high-complexity floors with a reliable group are the fastest experience, while solo medium floors are more consistent when you cannot find a team. If combat inside dungeons feels slow, our combat guide covers ability basics that carry straight into Daemonheim.
Tokens and the Rewards Worth Saving For
You earn Dungeoneering tokens equal to 20 percent of the experience you gain, which is one token for every five experience, and you spend them with Marmaros. The remaster added a batch of Necromancy rewards and a new tier of weapons, so the shop looks different from older guides.
- Ruinous weapons: tier 90 damage and tier 100 accuracy, with a 12 percent damage bonus against creatures of Daemonheim. Each costs 1,000,000 tokens plus one warped stone, needs level 90 Dungeoneering and level 90 in the matching combat skill, and is untradeable. Warped stones drop from Warped floor bosses.
- Necromancy gear: the gravite guard and lantern (Dungeoneering 35, Necromancy 55) and the chaotic guard and lantern (Dungeoneering 70, Necromancy 80).
- Chaotic grimoire: 150,000 tokens at level 60 for a 7 percent critical strike chance.
- Ferret pet: 750,000 tokens at level 110, with colour variants after that.
- Herbicide: 34,000 tokens, and it doubles herb cleaning experience while you fight. Our RS3 Herblore guide explains why that matters for anyone cleaning their own herbs.
Because Ruinous weapons need both a big token balance and a warped stone, many players save tokens from early floors and plan to buy one weapon at level 90 rather than spending everything on smaller items along the way.
Other Daemonheim Experience and Weekly Routine
Floors are not the only source of Dungeoneering experience. Sinkholes appear every hour on the half hour for groups of up to five, and Talsar offers teleports to them three times a day, with rewards that include experience lamps and tokens. There are 22 resource dungeons, each with a level requirement and a one-time experience reward on first entry, and the Dungeoneering cape gives unlimited teleports to them. Skilling actions inside dungeons also give 10 percent of their experience as Dungeoneering experience.
Some supporting items come from outside Daemonheim. Divination can craft portents, and the portent of passage works only in Daemonheim, which is one more reason to raise both skills together; the Divination guide covers how to train it efficiently. Long floor sessions also pair well with lighter activities between runs, and many players keep a few clue scrolls on hand for a change of pace.
Timing matters too. During the November 2026 Double XP, floor experience is doubled but Dungeoneering tokens converted to experience are not, so run floors under the timer and keep token spending for later. Our Double XP planning guide explains how to split the 48 hours across skills.
Skipping the Climb to 120
Getting from early floors to Warped dungeons takes a long time, especially without a regular group. Players who would rather begin with a high Dungeoneering level sometimes look at the account listings on our RuneScape 3 page, which are posted by third-party sellers and change daily. Keep the rules in mind: Jagex's Terms and Conditions forbid buying, selling or sharing accounts and any real-world trading, and they state that every account belongs to Jagex.
If you stay on your own account, the remastered buff cycle makes steady progress easier than it used to be. Spread floors across themes, run large dungeons when you can and save for a Ruinous weapon at 90.
Frequently Asked Questions
When did Dungeoneering Remastered come out?
It launched on 11 May 2026, with a Daemonheim Drift follow-up on 18 May that added speedrunning support and hiscores.
Is prestige still in Dungeoneering?
No. The remaster removed prestige and replaced it with a six-step cycle of end-of-floor buffs that reset once you have cleared every floor available to you.
What level do you need for floor 60?
Level 119 Dungeoneering. Each floor needs twice its number minus one, and you must clear the previous floor first.
Can free players do Dungeoneering in RS3?
Yes, up to floor 35. The Occult and Warped themes, floors 36 to 60, are members only.
How many tokens do you get per floor?
Tokens equal 20 percent of the Dungeoneering experience you earn, so one token for every five experience.
How do you get a Ruinous weapon?
Buy it from the rewards shop for 1,000,000 tokens and one warped stone, with level 90 Dungeoneering and level 90 in the matching combat skill. Warped stones drop from Warped floor bosses.