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.
“Normal”, “heroic”, “mythic”, “Mythic+” — to a newcomer these words sound alike, while experienced players plan their whole week around them. In fact it is just a ladder: the same place can be cleared on different difficulties, and the higher the step, the stronger the enemies and the better the loot. Let’s climb the whole ladder in Zarhold, a card MMORPG in your browser where every fight is a turn-based duel of decks.
The whole ladder in one table
| Mode | Where | Who goes | Gear | Boss loot | |---|---|---|---|---| | Normal | dungeons from level 10, raids and world bosses from 60 | live players and world residents | blues and epics; raid epics 226 | dungeons — every run, raids — once a day | | Heroic dungeons | every dungeon, at level 60 | live players and residents, not solo | epics 226 | once a day | | Heroic raids | raids and world bosses | live players and residents | epics 232 | once a day, own lockout | | Mythic raids | raids and world bosses | five live players only | epics 245, Tier 1.2 regalia | once a week | | Mythic+ | dungeons on a keystone | three live players only | epics 200–245, weekly up to 250 | chests only |
Next to the ladder stands a solo trial — the Underhall, more on it below.
Normal: levelling and your first raids
Normal mode is where everyone starts. Dungeons open at level 10: you go as three — a tank, a healer and a damage dealer — and empty seats are filled by world residents, companions who play their role on their own. So you can clear a dungeon even with no friends online. More in Dungeons with NPC companions.
Raids and world bosses open at level 60 and are built for five: a tank, a healer and three damage dealers. Raid bosses drop epics of item level 226. How to prepare for your first one is in the first raid guide.
Heroic: the same fight, for real
Heroic is the first step above normal. It exists for every dungeon, every raid and the world bosses.
- Heroic dungeons raise any dungeon — even one you cleared at level 15 — to level 60: guards, bosses and their adds all become level 60 enemies. The reward is 226 epics. You can go as a party or queue with residents, but not solo.
- Heroic raids make guards and bosses much tougher, and the reward is 232 epics instead of 226.
An important detail: normal and heroic have separate loot lockouts. Killed a boss on normal? On heroic it still has loot for you. More about level 60 bosses and heroic in World bosses and heroic raids.
Mythic raids: live players only, once a week
Mythic is the top of raiding. The rules are stricter:
- a live party of five only — no world residents, neither at the start nor as replacements;
- enemies are stronger than on heroic, while the damage caps are the heroic ones: nobody dies from full Health to a single blow, and the healer gets a turn to heal back;
- personal loot: every live player gets an epic for their class from each boss with a 35% chance — no roll; item level 245;
- mythic bosses drop Tier 1.2 regalia — the best sets of the season after legendaries; what tier sets are is explained in Tier sets in an MMORPG;
- loot from each boss once a week, reset on Monday at 03:00 Moscow time.
Short of players? The place’s screen has an “Announce in chat” button.
Mythic+: dungeons on a keystone
Mythic+ is a separate branch of the ladder for level 60 dungeons. A keystone takes three live heroes along a three-boss route; each level from +0 to +10 makes enemies stronger, and weekly affixes are added. Instead of a timer there is a turn budget: finish within it and the keystone goes up, miss it and it goes down. Keystone bosses drop nothing: items are in the end chest and the Weekly Vault. Step by step in Mythic+ in a browser MMORPG.
The Underhall: a difficulty for one
The Underhall is not a step of the ladder but a solo role trial for level 60 heroes. A tank, healer or damage dealer goes alone (tanks and healers with trial wards) through the labyrinth of the week, where depths 1–10 work as their own difficulty scale. It tests how well you play your role; it does not replace groups — the Underhall’s weekly chest is below mythic. More in The Underhall.
Where to start at level 60
- Normal level 60 dungeons — your first epics and the recommended item level for heroic.
- Heroic dungeons — 226 epics and your first Mythic+ keystone.
- Normal raids and world bosses, then heroic raids — 226 and 232 epics.
- Mythic+ and mythic raids — epics up to 245, Tier 1.2 regalia and the Weekly Vault.
The entrance screen shows the recommended item level for each difficulty — it is advice, not a lock. How to raise your item level is in the Level 60 gear guide.
Difficulties FAQ
What is the difference between heroic and mythic?
Heroic can be run with world residents, loot is once a day, raid items are 232. Mythic is five live players only, loot is personal and once a week, items are 245 plus Tier 1.2 regalia.
Can I go heroic right after reaching level 60?
Yes, heroic opens at 60. But it is easier to clear normal level 60 dungeons first: their items are exactly the recommended level for heroic dungeons.
If I killed a boss on normal, will it have loot on heroic?
Yes: each mode has its own daily lockout, and mythic has its own week.
Which is harder: mythic raids or Mythic+?
They are different challenges. Mythic raids are five against the strongest bosses. Mythic+ is three against a turn budget, and at high levels with affixes it is no easier.
The bottom line
Difficulties are a ladder: normal teaches, heroic tests, mythic and Mythic+ give the best gear of the season. Every step shows you what changes and what you get before you enter. All the rules are in the knowledge base: Heroic dungeons, Heroic raids, Mythic raids and Mythic+. Open the game — the first step is waiting from level 10.
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