Read This First
Legends of Idleon is an idle MMO, and it does not level like a normal MMO. You do not grind one character to a cap and move on. You run a roster of up to a dozen characters who fight, gather, craft and skill up while you are away, and your account — not any single character — is what progresses. Most of the "leveling" in this game is unlocking the next world, the next skill, and the next character slot, and the EXP bar on any one character is the least important number on the screen. This guide is written for the live game as of November 2026: seven worlds, the newest (Shimmerfin Deep) having landed in November 2025 with a Part II update in February 2026. Older guides that list six worlds, or ten characters, are out of date — and this guide says so next to the number instead of silently correcting them.
Legends of Idleon (usually just "IdleOn") is LavaFlame2's idle RPG: a 2D MMO-adjacent game on Steam and mobile where your characters keep working while you are offline, and you come back to claim AFK gains. You start as a Beginner in Blunder Hills, pick a class at level 10, and climb through seven worlds, each of which unlocks three new skills and a boss whose defeat opens the next world. Each world also gates the next one behind skill tutorials — you cannot even start progression into World 4 without finishing World 4's skill tutorials, and the same applies to Worlds 5 and 6. The game is generous with systems and ruthless about sequence: skip a tutorial, and a whole feature sits dead.
Three numbers define your account, and this guide keeps them separate. Character level is the level of one character — technically capped at 2.1 billion, which is a database limit, not a goal; beyond roughly level 450 the EXP investment explodes, and nobody sane treats 2.1 billion as a target. Account level is the sum of your characters' progress and gates character slots. World progression is which world you have unlocked, and it is the number that actually measures how far you are. A player with one level 300 character in World 2 is behind a player with six level 100 characters in World 4. Judge yourself by worlds, not by levels.
How Progression Actually Works
IdleOn's core loop is simple to describe and deep to optimize. Your characters stand on a map and fight monsters or gather resources. They gain EXP, items and coins. When you log out, they keep going at a reduced AFK rate, and you claim the gains when you return. Every system in the game — stamps, statues, alchemy bubbles, the 3D printer, shrines, the laboratory, divinity — is a multiplier on that loop. Progress is therefore not about playing more hours; it is about pointing each character at the right job and letting the multipliers stack.
The single most important structural fact is that you are building a roster, not a character. Each character specializes: warriors mine, mages chop, archers smith, and every subclass owns a skill. A new character starts weak, but every account-wide system — the storage chest, stamps, the forge, statues (once unlocked) — makes each new character start stronger than the last. Your tenth character can be farming World 3 within an hour of unlocking them. That is why the character-creation order in this guide matters more than any single build: a roster built in the right order compounds, and a roster built wrong leaves a skill with no specialist for weeks.
AFK gains are the other structural fact. A character left fighting earns a percentage of their active gains while you are away, and the AFK rate is itself a stat you improve — through food, stamps, alchemy, shrines, and later the Sneaking skill and the Gaming skill's bonuses. The practical rule: never leave a character on a map they cannot kill efficiently, because AFK gains scale with kills per hour, and a character who takes ten seconds per kill earns a tenth of one who one-shots. Multikill — damage tiers that let you kill multiple enemies at once — is the stat that makes AFK gains explode, and it is worth more than raw damage past the point where you one-shot the map.
The one-sentence version of this guide: build the roster in order (warrior, mage, archer, then duplicates), finish every world's skill tutorials before pushing the next boss, and never leave a character AFK somewhere they cannot one-shot. Everything below is the evidence for that sentence.
The Seven Worlds at a Glance
There are seven worlds in the live game. The table below is the map of the whole guide — unlock boss, skills, and what each world exists to teach you.
| World | Unlocked by | Skills unlocked | What it teaches |
|---|---|---|---|
| 1 — Blunder Hills | Start here | Mining, Chopping, Smithing | The loop: fight, gather, craft |
| 2 — Yum-Yum Desert | Defeat Amarok (W1 boss) | Fishing, Alchemy, Catching | Subclasses; the alchemy engine |
| 3 — Frostbite Tundra | Defeat Efaunt (W2 boss) | Construction, Worship, Trapping | Automation: 3D Printer, shrines, traps |
| 4 — Hyperion Nebula | Defeat Chizoar (W3 boss) | Cooking, Breeding, Laboratory | Elite classes; account-wide labs |
| 5 — Smolderin' Plateau | Defeat The Troll (W4 boss) | Divinity, Sailing, Gaming | Gods, ships, and the long game |
| 6 — Spirited Valley | Defeat Kattlecruk (W5 boss) | Farming, Sneaking, Summoning | Master classes; the Beanstalk |
| 7 — Shimmerfin Deep | Defeat The Emperor (W6 boss), give the Gem to W7 to Producer Pelican | Spelunking, Researching | Endgame: mines, legend talents, research |
Sources: IdleOn Wiki (Worlds; Shimmerfin Deep); shapes.inc Worlds & Skills. Two corrections to older material: many guides still list six worlds — World 7 launched on November 6, 2025 (v1.00) and its Part II arrived February 20, 2026 (v1.05), so six-world sources predate November 2025. And the boss chain above is the verified one: Amarok, Efaunt, Chizoar, The Troll, Kattlecruk, The Emperor. Each boss drops a crystal (or, for World 7, a Gem) that opens the next world, and each world also has portal kill requirements — a set number of kills your characters must reach before a portal opens — so "beat the boss" is necessary but not always sufficient on its own.
Classes: The Tree You Cannot Respec for Free
Every character starts as a Beginner. At level 10, talk to Promotheus in the Valley of the Beans (World 1, third map) and choose one of three base classes. The choice is permanent unless you pay gems — either a subclass swap token from the Gem Shop, or gems to re-pick — so choose with the roster in mind, not the moment.
| Base class | Main stat | Specialty skill | Subclasses (level 40, via Speccius, W2) |
|---|---|---|---|
| Warrior | STR (accuracy: WIS) | Mining | Barbarian (Fishing) / Squire (Construction) |
| Mage | WIS (accuracy: AGI) | Chopping | Wizard / Shaman (Alchemy) |
| Archer | AGI (accuracy: STR) | Smithing | Bowman (Catching) / Hunter |
The subclass step comes in World 2: reach the Crabcake map, find Speccius, finish his questline, and advance at level 40. (One source lists the subclass requirement as level 10; the current class reference puts it at level 40 via Speccius, and the level-40 figure is the one this guide uses — the level-10 figure appears to describe the base-class step, not the subclass.) Each subclass owns a skill: Barbarian fishes, Squire constructs, Shaman brews alchemy, Bowman catches. The elite class step comes in World 4 via Eliteus in the Outskirts of Fallstar Isle, and the master class step in World 6 via Masterius in the Troll Playground. The known elite lines: Barbarian → Blood Berserker (Cooking) → Death Bringer (master); Squire → Divine Knight (Gaming) → Royal Guardian. Not all master classes are released yet — a September 2026 class reference still carries that caveat, so do not plan a roster around a master class that may not exist for your line.
The fourth path is the secret one: the Journeyman. Instead of picking a base class at level 10, you follow the secret Bushlyte questline and stay a Beginner, advancing to Journeyman (Looting), then Maestro, then Voidwalker (Speedrunning). Make exactly one Journeyman, and only after you reach World 3 — the class is weak early and pays off late through account-wide bonuses. The hard roster rule, from every current guide: never have more than two of the same base class's third advancement (at most two Divine Knights, two Elemental Sorcerers, and so on), because subclass slots are the real constraint, and only one Journeyman. You can change subclasses with Gem Shop swap tokens, but you cannot change the base-class count — so the first three characters (one of each base class) are the only free choices you get.
Roster Order: Which Characters to Make, in Which Order
Character slots unlock by total account level: 0, 8, 30, 70, 150, 300, 500, 750, 1,100, 1,500 and 5,000. That is eleven unlocks on top of the starting slot — twelve characters in the live game.
Conflict carried: 10 characters or 12? Older guides — including the long-standing community Google-doc guide — say "you can unlock up to 10 different characters." Current 2026 sources (the idleon.guide subclass page and the June 2026 character-creation guide) say up to 12, with the slot thresholds listed above. This guide uses 12 as current and flags the 10-figure as the older claim. If you are reading a guide that plans a 10-character roster, it was written before the extra slots were added — its class advice is still sound, but its roster math stops two characters early.
| Slot | Base class | Path | Why here |
|---|---|---|---|
| 1st | Warrior | Barbarian | First pick: warriors hit multiple enemies, speed early quests; mining feeds all crafting |
| 2nd | Mage | Shaman | Chopping is the second-most-important early skill; Shaman owns alchemy |
| 3rd | Archer | Bowman | Smithing matters least early; Bowman owns catching |
| 4th | Warrior | Squire | Second warrior: Squire owns construction (World 3) |
| 5th | Mage | Wizard | Second mage: the other Wizard-line advancement |
| 6th | Archer | Hunter | Second archer: the other Hunter-line advancement |
| 7th | Beginner | Journeyman (secret) | Only after a foundation exists — the secret class is weak early, strong late |
| 8th–10th | Mixed | Duplicates by need | A second Bowman is a strong 10th (better damage scaling for AFK fighting) |
| 11th–12th | Beginner (unassigned) | Hold | Leave unassigned until the next master-class wave; a fresh Beginner still pushes maps and earns legend talent points with account bonuses behind it |
Sources: gameslikefinder character-creation guide (June 2026); idleon.guide subclass guide; Steam class guide. The governing rules behind the table: three of each base class eventually, at least one of each advancement (Barbarian, Squire, Shaman, Wizard, Bowman, Hunter), only one Journeyman, and never more than two of any third advancement. Your first character should be a warrior — the early game is combat-gated, and warriors clear it fastest. Your second should be a mage, because chopping feeds crafting and the Shaman's alchemy is the account's engine. Your third is the archer, because smithing is the least urgent of the three World 1 skills at the start.
At class level 15, a character can swap between two talent presets while in town — set one preset for fighting and one for skilling, and switch instead of rebuilding talents every time. Talent points themselves can be reset with potions, so talent mistakes are cheap; class mistakes are the expensive ones, and only gems fix those.
World 1 — Blunder Hills: Learn the Loop
World 1 is the tutorial that never quite ends, because the three skills it teaches — Mining, Chopping, Smithing — feed everything that comes after. Your first hours: kill slimes and frogs, mine copper, chop oak, and smith your first gear at the anvil. The anvil is where the game's crafting lives, and the archer's Godly Creation talent can imbue special bonuses into crafted equipment, which is why the archer eventually becomes your smith even though smithing matters least at the start.
The World 1 checklist, in order: reach level 10 and pick your class from Promotheus; unlock your second character (the game prompts you to make another character when you re-enter town after your first class pick); push to Amarok, the World 1 boss, and defeat him to open World 2. Along the way, start the systems that pay forever: statues (level the ones you find — the Pecunia statue for coins and the damage statues come first), stamps (the Picnic Stowaway's quests in Froggy Fields unlock the Crystals 4 Dayys star talent, which raises crystal monster spawn chance), and the post office and tasks (Grasslands Gary hands out the daily tasks that become a habit). Do not rush past World 1's quests: several of them unlock talents and stamps that never come back cheaply. The 9th quest from Picnic Stowaway, for example, is the source of Crystals 4 Dayys — +3.41% crystal spawn at level 1, +116% at level 100 — and crystal monsters are the backbone of both money farming and golden food farming for the rest of the game.
World 2 — Yum-Yum Desert: Subclasses and Alchemy
World 2 is where most new players stall, and it is the first real test of the roster. The new skills are Fishing, Alchemy and Catching; the subclass questline lives here (Speccius on the Crabcake map); and the boss is Efaunt. Alchemy is the system that matters most: the cauldron's bubbles are permanent account-wide bonuses, and the orange "Warriors Rule" bubble makes every other bubble stronger. Level alchemy early and constantly, even when it feels slow — a bubble leveled now pays on every character forever.
World 2 also introduces the game's first real money sink in the form of the arcade and the island expeditions (Trash Island's shop sells the Stat Wallstreet stamp and the Golden Sixes drop-rate stamp). The desert's mobs hit harder and the maps are longer, so this is where AFK efficiency starts to matter: a character who cannot one-shot the map earns a fraction of one who can. If you are stuck in World 2, the answer is almost always alchemy bubbles, better food, or a higher multikill tier — not more hours on the same map.
World 3 — Frostbite Tundra: Automation Arrives
World 3 unlocks Construction, Worship and Trapping, and it is the world that changes the game from "play a character" to "manage an account." The Construction skill builds machines: the 3D Printer, which generates a material from your AFK gains (and, upgraded, lets more characters print and adds sample space — the Gem Shop's crystal printer adds another material); the Automation Arm, which refills the forge with ores and oils, deposits bars, and eventually refills your food; and shrines, which give AFK bonuses to characters stationed near them. But there is a gate most players miss: you must follow the World 3 tutorial to get the Printer Sampling and Shrine Architect talents. Without them, you cannot do anything with the 3D Printer or any shrines you construct. Do the tutorial before you build anything.
Worship lets you charge up and unleash waves, and Trapping catches critters for account bonuses. The boss is Chizoar. World 3 is also where the Journeyman path becomes viable (make your secret-class character now, not earlier) and where the statue and stamp systems start to demand real attention — statues from the World 1 town get upgraded with golden sculpting tools dropped on the statue man, and the starting level for an upgraded statue is the highest level any character had for that statue.
World 4 — Hyperion Nebula: Elite Classes and the Laboratory
World 4 is a space station, and its skills — Cooking, Breeding, Laboratory — are the most account-twisting in the game. Cooking turns monster drops into meals that buff your characters; Breeding hatches pets that fight alongside you and unlock the Library VIP membership (the source of the Coins For Charon and American Tipper star talents); and the Laboratory is the reason World 4 changes your roster math. The Lab requires you to lock most of your characters into doing nothing in order to unlock account bonuses — characters stationed in the Lab generate lab points instead of fighting or skilling. It is the first system that asks you to stop progressing characters to progress the account, and it is the correct trade: lab bonuses are account-wide and permanent.
Elite classes arrive here via Eliteus in the Outskirts of Fallstar Isle (the fourth map of World 4): Blood Berserker, Divine Knight, Bubonic Conjuror, Elemental Sorcerer, Siege Breaker, Wind Walker. The Divine Knight's Gaming skill and the Bubonic Conjuror's Cooking skill are the two money-farming classes of the endgame, covered in the coins guide. The boss is The Troll — and note the chain: World 5 opens when you defeat The Troll, not Chizoar. You cannot start World 4 progression without finishing World 4's skill tutorials, so do them first, same as Worlds 5 and 6.
World 5 — Smolderin' Plateau: Divinity, Sailing, Gaming
World 5's skills are Divinity, Sailing and Gaming. Divinity lets characters worship gods for bonuses and earns Jade Coins for the Jade Emporium — a world-locked currency, distinct from Coins and Gems, that buys (among other things) extra attempts at the World 6 boss. Sailing sends ships to islands for artifacts and bonuses, and it is the game's longest time-gated system: ships take real hours, and the right crew and artifacts compound over months. Gaming is an idle minigame inside the idle game, with its own upgrades (Superbits) and its own currency.
The boss is Kattlecruk, and the World 6 boss fight works differently from every boss before it: instead of boss keys, the account is automatically given challenge attempts every day (1 by default, up to 2 more from the Gem Shop, and a 50% chance at one more from a Jade Emporium purchase). World 5 is also where Divinity god upgrades become a serious coin sink — maxing them out is one of the big late-game uses for coins, alongside stamps and the Upgrade Vault.
World 6 — Spirited Valley: Farming, Sneaking, Summoning
World 6 (released February 2024) unlocks Farming, Sneaking and Summoning. Farming grows crops for cooking and account bonuses; Sneaking is the stealth skill that gates portal access — most portals in Spirited Valley are blocked until your characters reach the portal's kill requirement — and Summoning lets you summon an army that fights for you. Master classes arrive here via Masterius in the Troll Playground, but not all master classes are released yet, so check the current class list before planning around one.
World 6 is also home to the Beanstalk in the Spirit Village, which turns golden foods into passive account-wide bonuses — no longer needing them equipped in limited food slots. You need over 100,000 of each golden food for the maximum benefit, which makes golden food farming (crystal mobs and colosseums) a genuine endgame project rather than a side activity. The boss is The Emperor, and defeating him earns the Gem to W7 — the key to the seventh world.
World 7 — Shimmerfin Deep: Spelunking, Researching, Legend Talents
World 7 is the current endgame. It launched November 6, 2025 (v1.00) with 12–14 maps and a planned total of 26+, and Part II (v1.05, February 20, 2026) added 7+ more maps and a second skill. To enter, defeat The Emperor in World 6 and give the Gem to W7 to Producer Pelican. The world is underwater-themed, and its headline system is Spelunking — the game's first "double" skill, with both an active mine-run game and an AFK collecting side.
Spelunking works like this: go to Toobus Goobus at the far right of the Shimmerfin Deep town and start the questline. You pick a tunnel and a crew of three characters (each needs more than 50% stamina to join; stamina regenerates over time or with a Stamina Battery), then descend: smash objects to reveal the hole to the next depth, spending POW to hammer effectively, collecting Amber — the tunnel upgrade currency — and hunting the tunnel's Lore Boss at a set depth. Defeating a Lore Boss unlocks a new bonus and the next tunnel. Alongside the runs, cave nodes across World 7 let a character AFK for Spelunky Pages (for the Lore Journal) and Spelunking EXP. One balance note from the launch patch: Spelunking's skill efficiency bonuses are reduced by 95% and its skill EXP bonuses by 90% relative to other skills, so do not expect your usual alchemy and stamp multipliers to carry it — it is deliberately a slow, dedicated grind.
World 7's second skill, Researching, arrived in v1.05: it levels passively and grants Research Points to invest in account upgrades. The Minehead game (World 7, Minefield map) and a new Spelunking tunnel (the Scoutpost, with its own Lore Boss) came in the same patch, along with a new sigil tier (Eclectic, requiring Ethereal sigils from Spelunking). World 7 also introduced Legend Talents (Revelations of Whallamus): 40 talents giving powerful account-wide boosts, with one legend talent point per character reaching class level 500, and another every 100 levels after. Class level 500 is the number that makes legend talents real — and the reason the "level cap" conversation matters at all.
World 7 map count, stated honestly: 12–14 maps at launch plus 7+ in Part II implies 19–21 maps, but no source states the current total outright, and the developer said the world will eventually have 26+. This guide does not state a current map count as fact. If you read a guide claiming an exact number, ask when it was written.
Every Skill, Every World
Three skills per world, twenty skills in total (Spelunking is skill 19, Researching skill 20). The table is the reference; the sections above are the advice.
| World | Skill 1 | Skill 2 | Skill 3 |
|---|---|---|---|
| 1 — Blunder Hills | Mining | Chopping | Smithing |
| 2 — Yum-Yum Desert | Fishing | Alchemy | Catching |
| 3 — Frostbite Tundra | Construction | Worship | Trapping |
| 4 — Hyperion Nebula | Cooking | Breeding | Laboratory |
| 5 — Smolderin' Plateau | Divinity | Sailing | Gaming |
| 6 — Spirited Valley | Farming | Sneaking | Summoning |
| 7 — Shimmerfin Deep | Spelunking | Researching | — |
Each skill has its own EXP curve and its own specialist class, and skill levels feed back into everything: skill mastery (combined levels across characters granting efficiency, skill EXP, printer output and skill-specific bonuses), the 3D printer's output, and the alchemy bubbles that boost all of it. The practical rule is to keep every skill leveling on somebody — an idle character is a wasted skill slot. If a character has nothing to fight for, put them on a skill.
AFK Gains: The Real Leveling System
AFK gains are where IdleOn's leveling actually happens. A character left on a map earns a portion of their active gains while you are offline, and the portion grows with your AFK bonuses. The levers, in rough order of impact:
- One-shot the map. AFK gains scale with kills per hour. A character who one-shots earns multiples of one who takes three hits per kill. If your character cannot one-shot, move them down a map.
- Multikill. Damage tiers that kill multiple enemies at once multiply kills per hour directly, and through it, EXP, coins and drops. It is the single most valuable combat stat past the one-shot threshold.
- Food. Golden foods give large bonuses (Golden Ham for skill EXP, Golden Bread for coins, Golden Nomwich for base damage); regular food keeps your character alive and fighting. The Beanstalk in World 6 converts golden foods into permanent account-wide bonuses, which is the long-term answer to the food-slot limit.
- Stamps and statues. Stamps are permanent, infinitely scaling bonuses bought with coins and materials; statues give combat and skilling bonuses leveled by placing them in the town. Both are account-wide once leveled.
- Alchemy bubbles. The cauldron's bubbles are permanent account-wide bonuses. Level them constantly.
- Shrines and prayers. Shrines give AFK bonuses to nearby characters; prayers (World 3) give combat bonuses while active. Station characters at shrines deliberately.
- Cards. Monster cards give permanent bonuses as you collect them, and card sets give larger ones. The card grind is passive — it happens while you farm — but it is real.
Two practical rules. First, claim AFK gains often: some systems cap unclaimed time (the arcade's balls, for example, cap at about two days unclaimed), and a character sitting on a full claim is a character earning nothing. Second, match the character to the map's job: a fighter farms coins and cards, a skiller gathers materials, and a character in the Laboratory earns lab points instead of either. The game rewards specialization and punishes generalists.
Gear and Crafting: The Smithing Pipeline
Gear in IdleOn is crafted, not dropped — mostly. You mine ore, chop wood, smith bars and equipment at the anvil, and the archer's Godly Creation talent can imbue crafted gear with special bonuses. Each world's armor asks for that world's materials (World 1 armor asks for wood and ore), so your miners and choppers are always feeding your smith. The forge upgrades (bought with coins and materials) raise the anvil's speed and unlock new recipes, and the Automation Arm eventually refills the forge for you.
The gear advice is short because the game makes it short: wear the best armor you can smith from the highest world you can reach, keep your weapon current (weapons are class-gated: swords for warriors, bows for archers, wands for mages), and do not over-invest in gear for a world you are about to leave. The exception is the early game, where a crafted weapon upgrade is the difference between one-shotting a map and taking three hits — and one-shotting is worth more than any stat on the weapon. Upgrade the weapon first, armor second.
The Level Cap Question, Answered Plainly
There is no level cap you will hit. The technical class-level cap is 2.1 billion — an integer limit, not a design target — and proceeding beyond roughly level 450 requires massive investment into EXP gain. Legend talent points start at class level 500 (one per character, then one more every 100 levels), which makes 500 the first level that matters as a target rather than a milestone. Do not set "max level" as a goal. Set world unlocks, skill levels, and legend talent points as goals, and let character levels follow.
Progression Mistakes That Cost Weeks
- Skipping skill tutorials. Worlds 4, 5 and 6 lock progression behind their skill tutorials. Do them first, every world.
- Skipping the World 3 Printer/Shrine Architect talents. Without them the 3D Printer and shrines do nothing.
- Making two Journeymen, or making one before World 3. One secret class, late, after a foundation exists.
- More than two of any base class's third advancement. The subclass count is the real constraint, and gems cannot fix the base-class split.
- Leaving a character AFK where they cannot one-shot. AFK gains scale with kills per hour; a slow map is a wasted character.
- Ignoring alchemy. Bubbles are permanent account-wide bonuses. Level them from World 2 onward, always.
- Chasing character level instead of world unlocks. A level 300 character in World 2 is behind six level 100s in World 4.
- Trusting a six-world guide. World 7 launched November 2025. Six-world sources predate it.
- Planning around an unreleased master class. Not all master classes are out yet (September 2026). Check before you commit a character.
Patch State: v1.05, World 7 Part II (February 2026)
The live game as of this writing is v1.05, released February 20, 2026: World 7 Part II, with the Researching skill, the Minehead game, the Scoutpost Spelunking tunnel, the Eclectic sigil tier, and 7+ new Shimmerfin Deep maps. World 7 itself (v1.00) launched November 6, 2025 with Spelunking and 12–14 maps, with 26+ planned. The game's update history runs in large world drops with long gaps between them — World 6 arrived in February 2024, World 7 in November 2025 — so the current endgame is likely to stay current for a while, and the next world (World 8) is a matter of speculation, not schedule. One changelog joke to be aware of if you read patch notes: the v1.03 notes (November 29, 2025) contain a "World 8! Just kidding" line. It is a joke. There is no World 8.
Frequently Asked Questions
How many worlds are in Legends of Idleon?
Seven. World 7, Shimmerfin Deep, launched November 6, 2025 (v1.00), with a Part II update on February 20, 2026 (v1.05). Guides listing six worlds predate November 2025.
What is the level cap in Legends of Idleon?
Technically 2.1 billion — an integer limit, not a goal. Beyond roughly level 450 the EXP investment explodes. The level that matters as a target is 500, when a character starts earning Legend Talent points (one at 500, then every 100 levels).
How many characters can I have?
Up to 12 in the live game, with slots unlocking at total account levels 0, 8, 30, 70, 150, 300, 500, 750, 1,100, 1,500 and 5,000. Older guides say 10 — that figure predates the extra slots.
Which class should I pick first?
Warrior. Warriors hit multiple enemies, clear the early game fastest, and specialize in Mining, which feeds all crafting. Second should be a Mage (Chopping, then Shaman for alchemy), third an Archer (Smithing, then Bowman for catching).
How do I unlock the next world?
Defeat the current world's boss — Amarok, Efaunt, Chizoar, The Troll, Kattlecruk, then The Emperor — and meet the portal kill requirements. World 7 also needs the Gem to W7 given to Producer Pelican. Finish each world's skill tutorials first, or progression locks.
What is the Journeyman secret class?
A secret Beginner path (Bushlyte questline) that advances Journeyman to Maestro to Voidwalker. Make exactly one, and only after World 3 — it is weak early and pays off late through account-wide bonuses.
Why can't I use the 3D Printer or shrines?
You must follow the World 3 tutorial to get the Printer Sampling and Shrine Architect talents. Without them, the printer and shrines do nothing — the most commonly missed gate in the game.
How does Spelunking work in World 7?
Talk to Toobus Goobus in Shimmerfin Deep town, pick a tunnel and a crew of three characters with over 50% stamina, then descend: smash objects to find the next depth, collect Amber for upgrades, and defeat the Lore Boss to unlock the next tunnel. Cave nodes across World 7 give AFK Spelunking EXP and Spelunky Pages.
Sources
Every fact in this guide carries its source. World counts, unlocks and class paths come from the IdleOn Wiki, the v1.00/v1.05 patch records, and the 2026 class and roster references; older claims are cited where they conflict with the live game. Last checked November 9, 2026.
- IdleOn Wiki: Worlds — seven worlds, unlock bosses (rev. Nov 22, 2025)
- IdleOn Wiki: Shimmerfin Deep — World 7 unlock, Legend Talents, Spelunking
- IdleOn Wiki: Changelog 2025 — v1.00 World 7 (Nov 6, 2025), v1.03
- Common Sense Gamer: IdleOn World 7 — Everything You Must Know (maps, Spelunking)
- DigitalTQ: IdleOn Patch V1.05 World 7 Part II (Feb 20, 2026 — Researching, Minehead)
- DigitalTQ: IdleOn Classes — base, subclass, elite, master (Sep 2026)
- idleon.guide: How to get all Subclasses & what to choose (12 characters)
- Games Finder: Idleon Character Creation Order (Jun 2026 — 12 slots, roster order)
- Steam Community: An In-Depth Guide about Classes (Promotheus, Speccius)
- TV Tropes: Legends of Idleon — 2.1B level cap, World 3 gates, 1,050M storage cap
- Shapes: IdleOn Worlds & Skills — skills per world, World 6 Feb 2024
- Idleon Guide (community doc): talent presets at 15, 10 characters (older claim)