IdleMMO Dungeon Guide
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 stats | Result |
|---|---|
| Below 70 | Can't enter |
| 70 | Lose all health |
| 100 | Lose 50% health |
| 130 | Lose minimal health |
| Above 130 | Bonus 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:
- Gear first. Equipment is the bulk of your combat stats. The gear progression guide shows the forge ladder and the gear tables list every piece by slot.
- Your pet counts. An equipped pet's stats are added straight to yours. See best pet for which eggs are worth chasing.
- Potions before the queue. Effects only apply to actions that start after you gain them, so drink first, then start the chain. More in the food and potions guide.
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.
| Dungeon | Level | Run | Entry cost | Dungeoneering XP/hr | Combat XP/hr | Gold 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
- Levels 1-25: Millstone Mines and Vineyard Labyrinth. Cheap entry, easy to chain, and worth finishing for their completion bonus.
- Levels 25-60: Verdant Veil, then Sylvan Sanctum. This is where gear upgrades decide whether you chain or limp. Check your stats against difficulty before every move up.
- Levels 60-70: Whispering Catacombs, Cursed Asylum, Forgotten Archives. The XP jump from Sylvan Sanctum to Catacombs is the largest in the list.
- 70+: Crystal Forge and up, for shards on top of XP. Gold cost per hour rises fast here, so make sure your income keeps up; the money making guide helps.
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.