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Short answer

You can enter a dungeon once your four combat stats (Attack Power, Protection, Agility, Accuracy) add up to 70% of its difficulty, but at 70% the run takes all your health. Run the highest dungeon you can chain for your whole idle window, finish each dungeon's completion count for its permanent Magic Find, and push into level 70+ dungeons for shards.

In this guide

Dungeons are where IdleMMO hands out its best recipes, a steady pile of Dungeoneering and Combat XP, and from Crystal Forge upward, shards. They are also where a lot of new players burn gold, because the entry rule lets you in well before you are ready. This guide covers the rule, the health math, chaining, completions and shards, then lists every dungeon with the XP rates from our cached game data.

The 70% rule and what difficulty means

Every dungeon has a difficulty number. It is compared against the sum of your combat stats: Attack Power, Protection, Agility and Accuracy. Those come from your primary stats (each level of Strength, Defence, Speed and Dexterity adds 2.4 of its combat stat), your equipment, potions and your equipped pet. If the sum is below 70% of the difficulty, the game won't let you in. The wiki's example: The Nexus at 1,500 difficulty needs at least 1,050 combat stats.

Getting in is not the same as doing well. Using a 100-difficulty dungeon as the example, the wiki gives these outcomes:

Your combat statsResult
Below 70Can't enter
70Lose all health
100Lose 50% health
130Lose minimal health
Above 130Bonus Magic Find on the run

The wiki doesn't publish a formula between those points, so treat it as a curve, not a straight line. The practical reading: 100% of difficulty is the point where a dungeon starts to be useful, and 130% is where it becomes a farm.

Chaining is where the XP actually comes from

You can queue dungeon runs back to back for as long as your maximum idle time allows, but only if each run is cheap on health. The wiki's example is blunt: a run that costs 60% of your HP can't be chained, because two of them would cost 120%. So the real question is not "what is the highest dungeon I can enter" but "what is the highest dungeon I can repeat until I next log in".

Worked example from the table below. At the time of our last cache, Sylvan Sanctum (level 40) paid about 7,300 Dungeoneering XP per hour and Whispering Catacombs (level 60) about 12,800. If you only manage one Catacombs run before your health runs out, but can chain Sylvan Sanctum for a full idle window, the lower dungeon wins the session by a wide margin. Move up when the higher one is chainable, not when it becomes enterable.

Three ways to close the gap faster:

Completions: permanent Magic Find

Each dungeon has a completion target: run it enough times and you get a permanent Magic Find bonus. The wiki's example is +1% per completed dungeon, stacking, so 15 completed dungeons is +15% permanent Magic Find. Magic Find multiplies each item's drop rate (+100% doubles it), so this compounds with everything else you do. The wiki doesn't state the number of runs; our cached API data records a completion requirement for each dungeon, and Millstone Mines showed 50.

That makes the cheap early dungeons worth finishing even after you have outgrown them for XP. A few nights of chaining Millstone Mines or Vineyard Labyrinth at almost no health cost buys a bonus you keep for the rest of the character's life.

Shards from level 70 dungeons

From level 70 dungeons upward, every completion awards dungeon shards. The wiki's wording says "beyond level 70" but its own table puts Crystal Forge (level 70) in the shard group, so treat Crystal Forge as the first one. Shards are spent at the Celestial Exchange on Dragon Soulstones, Essence Crystals and potions, and at the Legacy Vault on older campaign pets and skins. Dragon Soulstones matter most: Mythic gear needs one per upgrade level on top of the normal upgrade stones.

Recipes: why gear players live here

Gear doesn't drop from enemies or chests. Crafting recipes come from dungeon runs (or from other players on the market). Each dungeon page lists its loot table with drop chances, and Magic Find raises those chances. If you are hunting a particular recipe, check which dungeon drops it on the dungeon database and compare the run cost against simply buying the recipe or the finished item in the item database.

Every dungeon, ranked by XP per hour

From our cached API data. XP per hour is XP per run divided by the base run length; boosts, efficiency and membership change your real number. Entry cost per hour is the gold you burn chaining that dungeon all hour.

DungeonLevelRunEntry cost Dungeoneering XP/hrCombat XP/hrGold spent/hr
Millstone Mines 1 120 min 300 2,700 450 150
Vineyard Labyrinth 10 123 min 1,200 3,240 540 584
Verdant Veil 25 127 min 2,400 4,860 828 1,137
Sylvan Sanctum 40 130 min 3,600 7,344 1,251 1,662
Whispering Catacombs 60 133 min 5,000 12,780 2,160 2,250
Cursed Asylum 62 137 min 6,000 13,536 2,286 2,634
Forgotten Archives 65 140 min 9,000 14,724 2,484 3,857
Crystal Forge 70 143 min 12,000 16,884 2,844 5,023
Frostbite Spire 74 147 min 16,000 19,044 3,177 6,545
Zenith's Sanctum 76 150 min 20,000 20,196 3,357 8,000
Mirage Citadel 78 153 min 26,000 21,420 3,546 10,174
Eden's Embrace 82 157 min 31,000 25,380 3,960 11,872
Arboreal Labyrinth 84 160 min 33,000 25,920 4,185 12,375
Bloodmoon Manor 86 163 min 35,500 26,928 4,428 13,041
Ruins of Old Ranhor 88 167 min 36,000 30,276 4,680 12,960
Volcanic Depths 90 170 min 39,000 33,624 4,941 13,765
Celestial Enclave 92 175 min 42,000 34,200 5,220 14,400
The Nexus 95 180 min 45,000 35,028 5,670 15,000

The wiki's dungeon table lists some entry costs and run times that differ from the API values above (for example Millstone Mines at level 3 on the wiki, level 1 in the API). The API is what the game served when we cached it.

A simple plan by stage

For the XP side in more detail, including when to move up a dungeon, see the Dungeoneering leveling guide and the Dungeoneering calculator.

Frequently asked questions

What combat stats do I need to enter a dungeon?

Your combined Attack Power, Protection, Agility and Accuracy must be at least 70% of the dungeon's difficulty. At exactly 70% you lose all your health; at 100% you lose about half.

How do I get Magic Find from dungeons?

Two ways. Each fully completed dungeon gives a permanent Magic Find bonus (the wiki's example is +1% each), and running a dungeon with combat stats more than 30% above its difficulty adds a Magic Find bonus to that run.

Which dungeons give shards?

Dungeons from level 70 up (Crystal Forge onward) award dungeon shards on every completion. Shards buy Dragon Soulstones, Essence Crystals and potions.

Sources

  • Official IdleMMO wiki: Dungeons (https://wiki.idle-mmo.com/combat/dungeons)
  • Official IdleMMO wiki: Effects (Magic Find, Efficiency) (https://wiki.idle-mmo.com/character/effects)
  • Official IdleMMO wiki: Stats (https://wiki.idle-mmo.com/character/stats)

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.