Mythic+ in a browser MMORPG: keystones, affixes, a turn budget and the Weekly Vault

How Mythic+ works in the card MMORPG Zarhold: a +0 to +10 keystone, weekly affixes, a turn budget instead of a timer, an end chest and the Weekly Vault.
Mythic+ is the most thrilling mode for players who have reached level 60. It is the same dungeon run, but a keystone makes the enemies stronger, weekly affixes change the rules, and the reward depends on how fast the party finishes. In Zarhold, a card MMORPG in your browser, Mythic+ has a twist: instead of a timer there is a turn budget. Combat is turn-based, so speed comes from good decisions, not fast fingers.
Mythic+ in plain words
Mythic+ is level 60 dungeons on a keystone. A keystone takes three live heroes — a tank, a healer and a damage dealer — along a route of three bosses with a wave of guards before each. There are no world residents in keystones: just you and your party.
A keystone has two key numbers:
- its place — a dungeon or a wing of a long dungeon; there are 27 routes in total;
- its level — from +0 to +10. Each level gives enemies +8% Health and damage, and from +5 the heroic damage caps apply.
The higher the level, the better the gear: from item level 200 at +0 to 245 at +10.
How to get your first keystone
A keystone is personal: one per hero, it sits in your bag and cannot be traded.
- Your first +0 keystone comes from fully clearing any level 60 dungeon — normal or heroic — if you don’t have one yet.
- No time for a clear? Every Monday at 03:00 Moscow time a level 60 hero with no keystone receives a +0 automatically.
After any result — timed, over time, surrendered or abandoned — the keystone moves to another dungeon at random. So the road from +0 to +10 goes through many places, not one route learned by heart. If you roll a really awkward place, the Keymaster in the capital changes the dungeon for free once a week and lowers the level if you ask.
A turn budget instead of a timer
In real-time games Mythic+ is measured in minutes. In Zarhold combat is turn-based, so each route has a turn budget. Turns from every keystone fight count — failed fights too.
| You finished within | Keystone after the run | |---|---| | 60% of the budget | +3 levels | | 80% of the budget | +2 levels | | 100% of the budget | +1 level | | over the budget | −1 level, you still get a chest | | surrendered or abandoned | −1 level, no chest |
The counter is visible during the whole run, in fights too: turns left, a bar with three zones “+3 / +2 / +1” and how many turns you can still spend for the best result. Hence the main advice: don’t waste turns. Clearing a guard wave in three turns beats six, and a lost fight is expensive — its turns count as well.
Weekly affixes
Affixes are rules that change combat for everyone running keystones that week. One affix applies from +1, two from +5 and three from +10. The set changes every Monday at 03:00 Moscow time on an 8-week rotation, and dangerous pairs never share a week.
Some affixes toughen the guards, others the bosses; some put wounds on heroes or cut healing, others call in reinforcements. Each one shifts your tactics: sometimes fast healing matters most, sometimes killing the adds first. The schedule for the coming weeks is on the “Weekly Vault” tab in Dungeons and on the Mythic+ page of the site, so you can gather a party for a week that suits you.
Loot: the end chest and the Weekly Vault
Keystone bosses drop nothing. All loot is in two chests.
- The end chest. A “+3” result gives 3 items, “+2” — 2, “+1” — 1; over the budget — one item with a 40% chance. These are epics of the keystone’s level, each for the class of someone in the party. They are rolled in the usual “Need / Greed / Pass” window, and the winner gets the item straight into the bag. Everyone receives gold and materials.
- The Weekly Vault. Every Monday it opens slots for 1, 4 and 8 keystones of the week. Each slot holds its own item strictly for your class, and you take one. Its level is one step above your best timed keystone of the week, and for +10 it is 250. A heroic dungeon counts as “+0” for the first slot.
That makes a fair rhythm: one good keystone a week already brings an item, and those who run a lot choose from three.
The party: roles, recruiting and “Deserter”
A keystone is for three: the tank holds the enemies, the healer holds the party, the damage dealer takes Health down. Each role in detail: How to tank, How to heal and How to play DPS.
- Short of players? Your keystone’s route page has an “Announce in chat” button: the call hangs in World chat, and who is needed is taken from your party.
- You can surrender a keystone by a 2-of-3 vote — keystone −1, no chest.
- Leaving without a vote gives a “Deserter” mark: first half an hour without keystones, then longer. A disconnect is not leaving: log in from any device and carry on.
Season rating and titles
Your best run on each route earns points: the higher the level and the faster the result, the more you get. Rating thresholds give titles — no power, just glory. The top of the season is the “Master of All Paths” title for a timed +10 on all 27 routes. The rating is on the Mythic+ page, and the party race is in Records.
Mythic+ FAQ
What level do I need for Mythic+?
Level 60. Your first +0 keystone comes from a full clear of any level 60 dungeon, normal or heroic, or on Monday if you have none.
Can I run a keystone with world residents?
No. Mythic+ is for three live players only: a tank, a healer and a damage dealer. For runs with residents there are normal and heroic modes — see Difficulties in an MMORPG.
Do keystone bosses drop items?
No. Items are in the end chest and the Weekly Vault. Bosses only give gold and materials, to everyone at once.
What happens if we go over the turn budget?
The keystone drops one level, but there is still an end chest — one item with a 40% chance.
Is there a timer in minutes?
No. Instead of a timer there is a turn budget: you can think over every move calmly, only the number of turns counts.
The bottom line
Mythic+ in Zarhold is a keystone that grows with your party: +8% enemy power per level, weekly affixes and a turn budget instead of a timer. Loot is in the end chest and the Weekly Vault, and the peak is +10 with the “Master of All Paths” title. The full rules are in the knowledge base: Mythic+: keystones, affixes and the Weekly Vault. How the other difficulties work, from normal to mythic raids, is in Difficulties in an MMORPG. Your first keystone is waiting at level 60 — open the game right in your browser.
Read next

MMORPG difficulties: normal, heroic, mythic and Mythic+ — what is the difference
Heroic vs mythic and why Mythic+: who can enter, who is in the party, what drops and how often — shown in the card MMORPG Zarhold.

How to play a healer in an MMORPG: who to heal, when and with what
How to heal in an MMORPG: who to heal first, how to read boss damage, why shields and cleansing matter and which class to pick — shown in Zarhold.

World bosses and heroic raids: how to beat level 60 bosses
How world bosses and heroic raids work in a browser MMORPG: boss fight rules, Heat of Battle, the How to beat boss guides and level 60 loot.