Mythic+: keystones, turn budget, affixes and the Weekly Vault
Keystones for three live level 60 heroes: three bosses, +8% enemy power per level, a turn budget, weekly affixes, an end chest and a Weekly Vault up to 250.
Mythic+ is level 60 dungeons on a keystone. A keystone takes three live heroes (tank, healer, damage dealer) along a three-boss route. No residents in keystones; the server runs the fight.
The keystone
- The keystone is personal: one per hero, it sits in your bag and cannot be traded. Its place is a dungeon or a wing of a long dungeon (27 routes in total), its level is +0 to +10.
- Your first +0 keystone comes from fully clearing any level 60 dungeon (normal or heroic) if you have none.
- The Keymaster in the capital (Gate of Expeditions) lowers your keystone for free and changes its dungeon once a week.
- A week without a keystone of your level — on Monday at 03:00 Moscow time the keystone goes −1 (not below +0).
- Short of players? The “📣 Announce in chat” button on your keystone’s route page posts a 5-minute call in World chat: who is needed is taken from your party, players join by request, level 60 only.
The route and enemy power
- Three bosses of the place (the first, a middle one and the final boss; within one wing for long dungeons) with a full guard wave before each. All enemies are level 60.
- Each level adds +8% Health and damage to enemies. From +5 — hit caps and the “window to heal” as on heroic.
- Affixes: one from +1, two from +5, three from +10. They change every Monday at 03:00 Moscow time on a 4-week rotation. The schedule is on the “Weekly Vault” tab in Dungeons and on the Mythic+ page.
A turn budget instead of a timer
Each route has its own turn budget. Turns of every keystone fight count, failed ones too.
- Within 60% of the budget — keystone +3, within 80% — +2, within 100% — +1. Example: a +1 keystone with a “+3” result becomes +4.
- Over the budget — keystone −1, but there is still a (smaller) chest. Surrendered or abandoned — keystone −1, no chest.
- A counter “like in WoW” is visible during the whole run, in fights too: turns left of the budget, a bar of three zones +3 / +2 / +1 with “+3 for N more turns”, affix icons and the route bosses with check marks. Turns of the current fight are added at once; the server counts the result.
Loot
- Keystone bosses drop nothing. All loot is in the end chest and the Weekly Vault.
- End chest: a +3 result — 3 items (one level step higher; at +10 — the same 245), +2 — 2, +1 — 1, not in time — 1 item with a 40% chance. Epics of the keystone level (+0 — 200, +5 — 226, +7 — 232, +10 — 245), each for the class of someone in the party, no repeated slots.
- Chest items are rolled at the end of the keystone in the usual window: “Need” — those who can wear it, “Greed” — everyone else, “Pass”; a fair 1–100 roll. The winner gets it in the bag; mail only if the bag is full (keep 3 free slots before a keystone — the counter warns you).
- Gold and materials — to everyone at once: gold (like one level 60 boss, +10% per keystone level, half if not in time) goes to your purse, the route boss’s materials — to your pouch. The Weekly Vault is the main source of items.
- Weekly Vault (Monday 03:00 Moscow time): slots for 1, 4 and 8 keystones a week, each with its own item strictly for your class; you take one. Its level is one step above your best timed keystone of the week; for +10 — 250. A heroic dungeon counts as “+0” for the first slot.
Surrender and “Deserter”
- “Surrender keystone” — by a 2-of-3 vote: keystone −1, no chest.
- Leaving without a vote (leaving the party, abandoning the run or a fight) gives a “Deserter” mark: 30 minutes without keystones, then 2 hours, then a day. A deserter gets no chest and no credit for the week or the rating.
- If the keystone owner (the leader) leaves, the run ends at once for everyone as “abandoned”: keystone −1, no chest. The keystone is free right away — the Keymaster and the “Mythic+” tab see it with no wait.
- A disconnect is not leaving: log in from any device and continue.
Season rating
Your best run on each route: 10 points × level and up to 5 for speed; a keystone not in time counts one level lower with no bonus. Titles at thresholds — free and with no power. The rating is on the Mythic+ page; a hero's points are in the Armory (the “Arena” tab) and on their page on the site.
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23 dungeons, 6 raids and 3 world bosses: levels, waves before bosses, enemy strength, heroic raids, full experience for all and outlevelling a dungeon.
Boss fights: threat, taunt, enrage
Whom the boss attacks, how a tank holds it with Taunt, when a boss enrages, the protection against chain stuns and what happens to fallen heroes.
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.
Repeat clears: dungeons 100/50/0%, raids — each boss once a day
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