Heroic dungeons
Heroic mode for all 23 dungeons: level 60 enemies and bosses, 226 epics from every boss rolled as on normal, a per-boss loot lockout until 03:00 Moscow time.
Heroic dungeons are the same dungeons, but at level 60 and noticeably harder, and the reward is epic items of Item Level 226. All 23 dungeons have it — the level 60 ones and the levelling ones (The Fiery Maw, the Howling Caverns and the rest): on heroic every one of them rises to level 60. Normal mode stays as it was — for levelling.
How to turn it on
On the Dungeons screen each location has the difficulty buttons “Normal · Heroic”. Heroic opens at level 60; in a group only level 60 heroes go. You get in through the queue (world residents fill the free spots — “1 + 2 residents”), as a group or “⚑ Enter as the party”; heroic can’t be entered solo. Blackforge Depths, the School of Dark Magic and Fallen Stratholme are played wing by wing on heroic. There are no residents on Steam — heroic there is for live players only.
What changes
- Every enemy is level 60: wave guards, bosses and their minions.
- Bosses of the levelling dungeons fight on heroic like level 60 bosses: the whole-party hit comes every few turns with a warning one turn ahead, a damage-over-time is one card stretched over its duration, abilities have a rhythm.
- Every enemy gets Heroic Might (it can’t be cleansed): each boss has its own — damage {{URON}}, Health {{ZHIZN}} over a normal level 60 boss for the same party; guards — ×{{STRAZHI}}. Each boss’s might is shown on the location screen and in the battle log.
- Heroic caps: one hit takes up to 80% of Health, a whole enemy turn up to 90% (a tank without the stance — 90% and 95%). Nobody at full Health falls in one turn. The window to heal is up to 70%: after a heavy turn a fighter needs more than 60% of their Health back in a single turn, and the shield does not count. A tank in stance works as on normal: a turn takes up to 75%, the window up to 40%.
Reward
- Every boss drops as many items as on normal (by the number of party spots), but they are epics of Item Level 226 (level 60) — the boss’s own items, its names and art.
- Loot is rolled as on normal: after each boss, as the run goes, a Need / Greed / Pass window opens for everyone in the party; residents choose by their own rules, as on normal.
- Waves drop no items. Dungeons have no regalia, Forge Shards or legendaries. Enemy materials, recipe scrolls and rare materials are as in normal mode.
Loot — from each boss once a day
On heroic every boss has its own loot lockout: once you kill it, its loot is yours again after the daily reset at 03:00 Moscow time. Normal and heroic have separate lockouts. On a boss under lockout you help — without loot. The repeat-run reward window (100% → 50% → 0% experience and money) is shared by the location, as in normal mode. More in Repeat clears.
Recommended item level
The screen says: “Recommended item level 200 · your party N” — the items of normal level 60 dungeons you come to heroic with. It’s only advice: it doesn’t change enemy strength.
FAQ
Can I go heroic with world residents?
Yes: through the queue — “1 + 2 residents”. Residents hold their spots in the fight and take part in the loot roll, as on normal. There are no residents on Steam — live players only there.
Why heroic for levelling dungeons when there are level 60 ones?
On heroic each of the 23 dungeons is a level 60 challenge with its own bosses and its own loot. That’s variety: a score of new challenges for a level 60 hero, each dropping 226 epics.
Read next
Heroic raids and world bosses
Heroic raids and world bosses: enemies stronger than on normal, boss epics at 232 instead of 226, recommended item level 232, a loot day of its own.
Repeat clears: dungeons 100/50/0%, raids — each boss once a day
Dungeons: 100/50/0% until the 03:00 Moscow reset. Raids and world bosses: loot from each boss once a day, reset at 03:00 Moscow time; waves always.
How dungeons work
23 dungeons, 6 raids and 3 world bosses: levels, waves before bosses, enemy strength, heroic raids, full experience for all and outlevelling a dungeon.
Forming a group: roles and world residents
A party of 3 or 5 heroes, which roles each class can take, the “everyone or no one” rule and how world residents fill the empty spots.