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Nightmare Dungeon Farming Tier List

Nightmare Dungeon Tier List

Doing Nightmare Dungeons in Sanctuary is the most common way of progressing in the game because it provides you with EXP for both your Paragon and Glyphs. At the same time, you can also gain tons of unique Diablo IV items and gold from these incursions. Players must learn the tier lists for these dungeons to make all their runs efficient so they know when to run or salvage a specific Sigil.

What Are Nightmare Dungeons?

Nightmare Dungeons is an advanced dungeon type introduced in Diablo IV. These dungeons present increased difficulty and offer superior rewards. They are accessible in all five regions of Sanctuary, becoming available after completing the primary story campaign. Each is procedurally generated, ensuring a fresh experience with every playthrough. These dungeons are infested with formidable foes and feature engaging events and puzzles. Surviving in Nightmare Dungeons requires adept utilization of skills and abilities.

Why Do You Need to Run Nightmare Dungeons?

The rewards for completing Nightmare Dungeons surpass those of regular dungeons. Players can acquire superior loot, gain increased experience, and obtain valuable Nightmare Keys. Nightmare Keys can be utilized to unlock Nightmare Chests, containing even more exceptional treasures.

Nightmare Dungeons provide a challenging yet rewarding journey. They are an excellent platform to test your abilities and acquire top-tier loot. If you seek a thrilling challenge, venturing into Nightmare Dungeons is highly recommended.

Diablo IV Nightmare Dungeon Tier List

Dungeons in Diablo IV can be assessed in different categories depending on the reason you are running them. You might do them to gain items or farm EXP for Glyphs. These Tier rating explanations are standard for any category throughout the tier list-

  • S Tier Dungeons - These top-tier dungeons boast excellent layouts, straightforward or non-existent objectives, and high mob density, ensuring a fast-paced and rewarding experience. Seasoned players can complete some of these dungeons in under five minutes, making them ideal for efficient leveling.
  • A Tier Dungeons - While less optimal for experience farming than the S Tier dungeons, the A Tier dungeons still offer significant value. The main difference is a slight decrease in mob density across most of these dungeons. Nevertheless, they remain formidable options for progression.
  • B Tier Dungeons - Entering sub-optimal territory, the B Tier dungeons exhibit lower mob density, less favorable layouts, and declining objectives. While these dungeons can still serve in a pinch, it is advisable to prioritize the A and S Tier dungeons whenever feasible.
  • C Tier Dungeons - Regrettably, these are best avoided for efficient experience farming. With lackluster layouts, bothersome objectives, and low mob density, these dungeons save valuable time rather than provide substantial progression benefits.

Understanding what each Tier entails will give gamers some idea of how beneficial running these dungeons are. Here are the actual lists for each category-

Overall Rating

This list ranks Dungeons in their entirety. It assesses how well these areas are in terms of overall benefit, which includes EXP gain for Paragon and Glyphs and mob density for better loot.

S Tier

  • Blind Burrows
  • Champion's Demise
  • Earthen Wound
  • Renegade's Retreat
  • Sunken Ruins

A Tier

  • Aldurwood
  • Demon's Wake
  • Guulrahn Canals
  • Kor Dragan Barracks
  • Maughan's Works
  • Maulwood
  • Raethwind Wilds
  • Serpent's Lair
  • Ancient's Lament
  • Crusader's Cathedral
  • Dark Ravine
  • Onyx Hold
  • Shivta Ruins
  • Witchwater

B Tier

  • Abandoned Mineworks
  • Cultist's Refuge
  • Lost Archives
  • Prison of Caldeum
  • Whispering Pines
  • Zenith

C Tier

  • Feral's Den
  • Shadowed Plunge
  • Conclave
  • Guulrahn Slums
  • Black Asylum

Glyph Farming

This list ranks each dungeon depending on how much EXP you gain for Glyphs. If you aim to optimize your progression for this aspect of the game, this category should be your focus.

S Tier

  • Aldurwood
  • Blind Burrows
  • Champion's Demise
  • Lost Archives
  • Maulwood
  • Raethwind Wilds

A Tier

  • Demon's Wake
  • Conclave
  • Crusader's Cathedral
  • Cultist's Refuge
  • Guulrahn Canals
  • Kor Dragan Barracks
  • Prison of Caldeum
  • Sunken Ruins
  • Witchwater
  • Zenith

B Tier

  • Dark Ravine
  • Guulrahn Slums
  • Maugan's Works
  • Serpent's Lair
  • Shadowed Plunge
  • Whispering Pines

C Tier

  • Abandoned Mineworks
  • Ancient's Lament
  • Earthen Wound
  • Renegade's Retreat
  • Onyx Hold
  • Black Asylum
  • Feral's Den
  • Shivta Ruins

Best Group Dungeons

Running Dungeons with friends can be fun, but you have to ensure that the ones you are doing together provide the most rewards in loot EXP. 

S Tier

  • Aldurwood
  • Blind Burrows
  • Champion's Demise
  • Lost Archives
  • Maulwood
  • Raethwind Wilds

A Tier

  • Demon's Wake
  • Conclave
  • Crusader's Cathedral
  • Cultist's Refuge
  • Guulrahn Canals
  • Kor Dragan Barracks
  • Prison of Caldeum
  • Sunken Ruins
  • Witchwater
  • Zenith

B Tier

  • Dark Ravine
  • Guulrahn Slums
  • Maugan's Works
  • Serpent's Lair
  • Shadowed Plunge
  • Whispering Pines

C Tier

  • Abandoned Mineworks
  • Ancient's Lament
  • Earthen Wound
  • Renegade's Retreat
  • Onyx Hold
  • Black Asylum
  • Feral's Den
  • Shivta Ruins

High Level Dungeons

By level 80, players are expected to have ascended to the Torment difficulty of the game, which will make everything more complicated. Dungeons become more deadly and hazardous, so this list will help gamers discover the ones. 

S Tier

  • Blind Burrows
  • Dark Ravine

A Tier

  • Champion's Demise
  • Feral's Den
  • Maugan's Works
  • Renegade's Retreat
  • Witchwater

B Tier

  • Aldurwood
  • Cultist's Refuge
  • Serpent's Lair
  • Shivta Ruins

C Tier

  • Conclave
  • Earthen Wound
  • Maulwood
  • Prison of CaldeumW
  • Sunken Ruins
  • Zenith
  • Crusader's Cathedral
  • Demon's Wake
  • Guulrahn Slums
  • Kor Dragan Barracks
  • Lost Archives
  • Raethwind Wilds
  • Shadowed Plunge
  • Abandoned Mineworks
  • Ancient's Lament
  • Black Asylum
  • Guulrahn Canals
  • Onyx Hold
  • Whispering Pines

Brief Descriptions for Each Dungeon

Learning more about the dungeons you are entering might help you determine whether they are worth entering, especially if you want to stock up on Diablo IV gold. If you need further convincing regarding this tier list, here is a brief explanation of why these dungeons deserve their current rating this season:

  • Blind Burrows - Moderate mob density, evenly spread enemies. Events- giant spider fight, moving blocks puzzle. Elites- 2-3, easier to defeat.
  • Champion's Demise - High mob density, grouped enemies. Events- undead warriors fight, key puzzle. Elites- 3-4, a significant challenge.
  • Earthen Wound - Low mob density, evenly spread enemies. No events. Elites- 2-3, moderate difficulty.
  • Renegade's Retreat - High mob density, grouped enemies. Events- bandits fight, hidden passage puzzle. Elites- 3-4, a formidable challenge.
  • Sunken Ruins - Low mob density, spread-out enemies. Events- sharks fight, key puzzle. Elites- 2-3, moderate difficulty.
  • Aldurwood - A dark and foreboding forest with high mob density and grouped enemies. There are a few events and puzzles. Elites are in groups of 3-4 and can be challenging to defeat.
  • Demon's Wake - A series of underground tunnels with high mob density and grouped enemies. There are a few events and puzzles. Elites are in groups of 4-5 and can be difficult to defeat.
  • Guulrahn Canals - A network of underground canals with high mob density and grouped enemies. There are a few events and puzzles. Elites are in groups of 3-4 and can be challenging to defeat.
  • Kor Dragan Barracks - An abandoned barracks with high mob density and grouped enemies. There are a few events and puzzles. Elites are in groups of 3-4 and can be challenging to defeat.
  • Maughan's Works - The ruins of an old factory with high mob density and grouped enemies. There are a few events and puzzles. Elites are in groups of 3-4 and can be difficult to defeat.
  • Maulwood - A dark and twisted forest with high mob density and grouped enemies. There are a few events and puzzles. Elites are in groups of 3-4 and can be difficult to defeat.
  • Raethwind Wilds - A vast and untamed wilderness with high mob density and grouped enemies. There are a few events and puzzles. Elites are in groups of 3-4 and can be difficult to defeat.
  • Serpent's Lair - The lair of a giant snake with low mob density and evenly spread enemies. There are no events, but there are environmental hazards. Elites are in groups of 2-3 and are less difficult to defeat.
  • Ancient's Lament - A series of underground ruins with high mob density and grouped enemies. There are a few events and puzzles. Elites are in groups of 3-4 and can be difficult to defeat.
  • Crusader's Cathedral - The ruined cathedral of a once-powerful order of crusaders with high mob density and grouped enemies. There are a few events and puzzles. Elites are in groups of 3-4 and can be difficult to defeat.
  • Dark Ravine - A treacherous ravine with high mob density and grouped enemies. Events and puzzles occur, and elites are challenged in groups of 3-4.
  • Onyx Hold - A massive fortress, the lair of a mighty dragon. Onyx Hold has very high mob density, and enemies are often grouped in large numbers. Events and puzzles exist, with elites in groups of 4-5, extremely difficult to defeat.
  • Shivta Ruins - Haunted remains of an ancient city. Mob density is relatively low, and enemies are grouped in small packs. Events and puzzles present, with elites in groups of 2-3, challenging to defeat. Enemies are spread out but densely packed in certain areas, like the ghost-filled and puzzle regions.
  • Witchwater - Dangerous swampland inhabited by crocodiles, snakes, and giant insects. Mob density is relatively high, and enemies are grouped in small packs. Events and puzzles are found, with elites in groups of 2-3, challenging to defeat. Enemies are spread out but densely packed in areas such as the crocodile territory and puzzle section.
  • Abandoned Mineworks - Underground tunnels marred by a tragic mining accident. Mob density is relatively low; enemies are spread out. Events and puzzles occur, with elites in groups of 2-3, challenging to defeat. Enemies are spread out but can densely populate areas, like the miner-infested region and puzzle section.
  • Cultist's Refuge - Located in Scosglen Highlands, this dungeon is home to a group of cultists. Moderate mob density with enemies in groups of 2-3. Events include cultist fights and hidden passage puzzles. Elites appear in groups of 2-3 and are challenging to defeat. Enemies gather in open areas, crowding the cultist zone and puzzle section.
  • Lost Archives - Found in Dry Steppes, this dungeon houses ancient books and scrolls. Low mob density with enemies in groups of 1-2. Events involve skeleton battles and hidden book puzzles. Elites appear in groups of 1-2 and pose a challenge. Enemies are spread out, with a spacious book area and challenging puzzle navigation.
  • Prison of Caldeum - Situated in Caldeum, this former prison is now infested with demons. High mob density with enemies in groups of 3-4. Events feature demon fights and key-finding puzzles. Elites appear in groups of 3-4, providing a tough battle. Enemies gather in open areas, crowding the demon zone and puzzle section.
  • Whispering Pines - Located in the Shassar Sea, this haunted forest hosts moderate mob density with enemies in groups of 2-3. Events involve ghost battles and hidden passage puzzles. Elites appear in groups of 2-3 and offer a challenge. Enemies are spread out, with a spacious ghost area and challenging puzzle navigation.
  • Zenith - Found in the Mount Zavain region, these underground tunnels are the lair of a powerful demon. Very high mob density with enemies in groups of 4-5. Events feature demon fights and key-finding puzzles. Elites appear in groups of 4-5 and are incredibly challenging. Enemies gather in open areas, crowding the demon zone and puzzle section.
  • Feral's Den - Located in Scosglen Highlands, this dungeon houses corrupted feral beasts. High mob density with enemies in groups of 3-4. Events include beast fights and hidden passage puzzles. Elites appear in groups of 3-4 and are challenging. Enemies gather in open areas, crowding the beast zone and puzzle section.
  • Shadowed Plunge - Found in Dry Steppes, this underground lair is home to a powerful shadow demon. Very high mob density with enemies in groups of 4-5. Events involve shadow fights and key-finding puzzles. Elites appear in groups of 4-5 and pose a challenge. Enemies gather in open areas, crowding the shadow zone and puzzle section.
  • Conclave - Situated in Caldeum, this former arena is now a training ground for gladiators. Moderate mob density with enemies in groups of 2-3. Events feature gladiator battles and hidden passage puzzles. Elites appear in groups of 2-3, providing a tough fight. Enemies are spread out, with a spacious gladiator area and challenging puzzle navigation.
  • Guulrahn Slums - Located in the Shassar Sea, these underground tunnels are the lair of a powerful crocodile-like creature. Moderate mob density with enemies in groups of 2-3. Events involve crocodile fights and hidden passage puzzles. Elites appear in groups of 2-3 and offer a challenge. Enemies are spread out, with a spacious crocodile area and challenging puzzle navigation.
  • Black Asylum - Found in the Mount Zavain region, these underground tunnels are the lair of a powerful demon. Very high mob density with enemies in groups of 4-5. Events feature demon fights and key-finding puzzles. Elites appear in groups of 4-5 and are pretty challenging. Enemies gather in open areas, crowding the demon zone and puzzle section.

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