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Short answer

Dungeoneering only levels from completed dungeon runs, and each step up the dungeon list pays more XP per hour. Run the highest dungeon you can chain for your whole idle window, not the highest you can enter. In our cached data the rate rises from about 2,700 XP/hr at Millstone Mines to about 35,000 XP/hr at The Nexus, and the biggest single jump is Sylvan Sanctum to Whispering Catacombs.

In this guide

Dungeoneering is the slowest-feeling skill in IdleMMO because you can't spam it: each run takes two hours or more, costs gold to enter and costs health. It is also one of the most rewarding, because every run pays Dungeoneering XP, Combat XP and a loot roll, and higher Dungeoneering levels unlock the harder dungeons where the best recipes live. This guide is about the XP side. For how dungeons work in general, read the dungeon guide first.

The rates

Every dungeon in our cached API data, sorted by level. XP per hour is XP per run divided by the base run length, before efficiency, boosts or membership.

DungeonLevelXP per runRun lengthXP/hrEntry costGold/hr
Millstone Mines 1 5,400 120 min 2,700 300 150
Vineyard Labyrinth 10 6,660 123 min 3,240 1,200 584
Verdant Veil 25 10,260 127 min 4,860 2,400 1,137
Sylvan Sanctum 40 15,912 130 min 7,344 3,600 1,662
Whispering Catacombs 60 28,400 133 min 12,780 5,000 2,250
Cursed Asylum 62 30,832 137 min 13,536 6,000 2,634
Forgotten Archives 65 34,356 140 min 14,724 9,000 3,857
Crystal Forge 70 40,334 143 min 16,884 12,000 5,023
Frostbite Spire 74 46,552 147 min 19,044 16,000 6,545
Zenith's Sanctum 76 50,490 150 min 20,196 20,000 8,000
Mirage Citadel 78 54,740 153 min 21,420 26,000 10,174
Eden's Embrace 82 66,270 157 min 25,380 31,000 11,872
Arboreal Labyrinth 84 69,120 160 min 25,920 33,000 12,375
Bloodmoon Manor 86 73,304 163 min 26,928 35,500 13,041
Ruins of Old Ranhor 88 84,100 167 min 30,276 36,000 12,960
Volcanic Depths 90 95,268 170 min 33,624 39,000 13,765
Celestial Enclave 92 99,750 175 min 34,200 42,000 14,400
The Nexus 95 105,084 180 min 35,028 45,000 15,000

Run lengths are the API's base values. The wiki lists slightly different times and costs for some dungeons; your in-game run time also drops with efficiency.

Reading the table

Three patterns stand out in our cached numbers:

Chainable beats enterable

You can enter a dungeon at 70% of its difficulty, but at 70% the run costs all your health, and a run that costs 60% of your HP can't be chained at all. The wiki's numbers: at 100% of the difficulty you lose about half your health, at 130% almost none. So in practice:

  1. Find the highest dungeon where your combat stats are at or above its difficulty (not 70%). That is usually the one you can chain.
  2. Compare one run of the dungeon above with a full idle window of the one you can chain. Unless you are about to log back in, the chain wins.
  3. Move up once your stats clear the next dungeon's difficulty. Gear, your equipped pet and potions all count toward combat stats.

Worked example from the table: in an 8-hour window (a main character with membership), chaining Sylvan Sanctum at 130 minutes a run fits three full runs, 47,736 XP. A single Whispering Catacombs run that leaves you unable to chain is 28,400 XP. Catacombs is the better dungeon per hour, but in that session the Sylvan chain earns about 68% more.

Speeding it up

Side benefits while you level

Every run also pays Combat XP: about a sixth of the Dungeoneering amount in our cached data (900 Combat XP per Millstone Mines run, 17,010 per Nexus run). And every dungeon you fully complete adds permanent Magic Find. If you are levelling through the early dungeons anyway, stay long enough to finish their completion count before moving on.

Event dungeons

Festivals add their own dungeons: per the wiki, four at level 25 (1,500 gold, 1-hour runs) and four at level 50 (4,000 gold, 1-hour runs). We don't have their XP values in our cached data, so we can't rank them against the standing list. What we can say is that a one-hour run suits short sessions much better than a two-to-three-hour standing dungeon, and that they are only around while their event runs. If you can't stay logged in long enough to chain a standing dungeon, check whether an event dungeon is open.

After level 100

Dungeoneering is one of the skills with Ascension. Past level 100 you gain one Ascension Level for every 1,000,000 XP, up to Ascension Level 500, and Ascension Points activate temporary perks for efficiency, XP or Magic Find. At about 35,000 XP an hour at The Nexus, one Ascension Level is roughly 29 hours of runs before boosts.

To compare dungeons at your own level and boosts, use the Dungeoneering calculator, and see how far you have to go with the XP table.

Frequently asked questions

How do you level Dungeoneering in IdleMMO?

Only by completing dungeon runs. Higher Dungeoneering levels unlock harder dungeons, which give more XP per hour.

Is it worth running the highest dungeon I can enter?

Not if you can't chain it. A run that costs 60% of your health can't be chained, so a slightly lower dungeon you can repeat for your whole idle window often earns more in a session.

Does Dungeoneering continue past level 100?

Yes. Ascension covers Dungeoneering: one Ascension Level per 1,000,000 XP beyond level 100, up to Ascension Level 500.

Sources

Game rules change between patches. If something here no longer matches the game, the wiki pages above are the reference we re-check against; the "last reviewed" date shows when we last did.