Guide – Dungeon Mastery II : Dungeon Runs

Dungeon Mastery Guide – Submitted by Hunter880

Dungeon Mastery Part II – Dungeon Runs

There are two types of runs in the dungeon, fragment collection runs and speed runs. The strategy for each is slightly different. Let’s start with the basics of the layout of the dungeon, as well as what to expect on each floor.

Dungeon Layout / General Information

The dungeon is set up in a four room by four room grid or sixteen rooms per level. Monster density is about half the rooms, meaning half the rooms will have a monster to battle. On each level there are between zero and two rooms that will have the “Five Extra Moves” boot or shoe and zero to three rooms will contain chests with fragments/shards. Since a defeated monster will grant an increase of two moves the most you can increase your stored moves on a level is about 25 moves and the least is about 10 moves as you can not always avoid some backtracking.

Try to get a dungeon blessing from an alliance member prior to entering the dungeon. A hero level 74 blessing will provide 250% attack for an hour. If you are hero 75 make sure you are skilled for Blessing Self Multiplier as you will get a higher attack for that hour (270%, I think). You can also request a new blessing if the one you started with runs out. Remember to switch to dungeoneer gear before starting your run.

Dungeon Potions

There are seven different potions. Some of them are a mystery to me – like Luck. I have never felt it helped on a run. My three favorite potions are Attack Damage, Power, and HP. The first two because they help kill monsters faster at lower levels and HP because it preserves moves at higher dungeon levels. Critical strike provides a higher hit when it is a critical strike but that requires higher research for that skill. Attack speed provides a higher chance of getting an extra hit on a monster for each turn. Having a potion is a good idea, especially above level 16. Any potion is better than none, but when you have a choice use the first three I mentioned above.

Fragment Collection Dungeon Runs

In fragment collection runs you are trying to find as many fragments as possible, while still exiting at a high level (as these provide more fragments). In a fragment collection run you open every chest and visit every side room along the way to the level’s exit. By now you should have an idea of your highest safe exit point. This is the level at which you can complete 95% of your runs. If that level is 18, your soft plan is to exit at level 16. By choosing a lower exit level you have two important advantages : you can use up saved moves to backtrack or visit side rooms, and can also insure that you will not lose fragments. It is possible to pick up enough extra moves to complete level 18 in the scenario above – and if so, by all means, do so. The key here is to visit as many rooms and open every chest possible to locate fragments. In the last 2-4 levels you can even backtrack to cover unvisited rooms. Remember, The Shard Beast (pudgy, pinkish-gray monster) almost always gives fragments/shards.

Unless you are on the last few levels of a fragment run backtracking is not a good idea. Let’s say you have killed a level boss and have only visited half the rooms on a level. Backtracking will likely take 22-24 moves with the potential to only pick up 16 moves for defeating the likely four monsters, sometimes less. Even if you visit a room two away before exiting you only break even.

Speed Dungeon Runs (Going for the Title)

In speed runs you are trying to finish the highest level in the least amount of time. This requires a combination of preserving/gaining moves while also moving through rooms as quickly as possible. Winning a dungeon title or placing on the top ten list requires finishing higher dungeon levels than others or finishing the same level more quickly. We have discussed preserving/gaining moves so let’s cover moving through floors quickly. There are five actions that delay movement through a room or level: killing a monster, opening chests, refilling mana, adjusting inventory and backtracking. Moving quickly will require optimizing all of these actions.

Speed Run : Killing a Monster

The fastest way to kill a monster is to use a regular strike (non-empowered strike). At low dungeon levels with high attack research this is possible, but very quickly you will have to not only use the empowered strike but also multiple strikes. Watch the health points after the first empowered strike. Sometimes there are less than 300 points remaining. You may save a couple of seconds by using a regular strike on the second hit, as using an empowered strike entails a slight delay as the game prepares to strike to the monster. Also, having a Power or Attack Increase potion running through the floors where one empowered hit is not quite enough will get you through the level more quickly.

Speed Run : Opening Chests

Opening chests is time-consuming due to the both the automation and need to confirm collecting the item. For this reason I only open chests on two occasions during a speed run : to look for a potion, or if I believe the chest has a high number of fragments. The Shard Beast (pudgy, pinkish-gray monster) almost always gives fragments/shards. However, I never open a chest on the first 10 levels. Sometimes higher. I don’t need the potions below that level and fragments are typically in low amounts. This saves me opening more than 80 chests and an estimated 2-3 total minutes through these levels. This strategy alone can make the difference between winning and losing a title. Once I find a potion I am not likely to open a chest until the potion runs out. Lastly, be careful when exiting a room to not accidentally open a chest.

Speed Run : Mana and Item Management

Refilling mana is time consuming. At lower levels I only refill mana when it gets down to below half remaining. As you reach higher levels you will need to refill after every room. Try to avoid the habit of refilling when you can go two to three rooms between refills.

Removing unwanted items from inventory to collect new items like fragments and shards takes time. Remove only one item at a time and resist the temptation to remove more. When your inventory is full the chest opening sequence is faster when looking for portions as you can close the chest faster for items like VIP, XP, gold, materials if unwanted. If you have open slots, the chest opening automation sequence is slower. On a speed run only take the time to make room for fragments, if you make room at all.

Speed Run : Know When to Exit

You can only exit the dungeon on even-numbered floors. If I have have over 200 moves remaining, I am pretty confident I can finish two additional floors. If between 150 than 200 moves the likelihood drops for me from 95% to maybe 75-85%. Below 100 moves I am almost certain to be kicked from the dungeon. Sometimes this is OK. If I can finish level 24 but not 26 I will attempt to finish level 25 as a slow level 25 finish beats a fast level 24 finish. For me, the dungeon is time-consuming so I rarely finish on an odd floor like this as I want to collect fragments and advance research whenever possible.

These tips have helped many friends in the game to master the dungeon, earn titles and enhance game play and enjoyment. Whether dungeon skills provide enhanced battle value remains to be seen in Alliance City battles where captured dungeon monsters give battles boosts. I would suggest that we sometimes get on the game not just for battles but also for social interaction, account maintenance or a distraction. Completing a dungeon run can provide a fun distraction between events and besides first place provides 75 million gold among other prizes, which is useful for other game activities.