
Mythic+ Keys
- Keys from +10 to +21
- Timed or untimed, random or chosen dungeon
- 1 to 20 runs in one order
from$6.49per +10 run
Choose optionsMythic+ · Midnight Season 2
Our Mythic 10 boost puts a booster group around your character for a +10 keystone, in a random Midnight Season 2 dungeon or one you name. Plus ten is where Mythic+ gear stops getting better, which makes it the natural first level to buy. Take one key, a few keys in one order, or a 3+1 bundle.

from$6.49per +10 run
Choose options
from$19.49for 4 runs
Choose optionsWhat a +10 order costs as one key, several keys or a bundle, and what each run comes to.
| Order | Runs | Price | Per run |
|---|---|---|---|
| One +10 key, untimed | 1 | $6.49 | $6.49 |
| One +10 key, in time | 1 | $6.49 | $6.49 |
| Two +10 keys, untimed | 2 | $12.33 | $6.17 |
| 3+1 bundle at +10, untimed | 4 | $19.49 | $4.87 |
| 3+1 bundle at +10, in time | 4 | $19.49 | $4.87 |
| 6+2 bundle at +10, untimed | 8 | $38.98 | $4.87 |
Self-play or piloted, random dungeon. On top: remote control 30% and a chosen dungeon 10%. Percentages multiply.
The keys next to +10, priced the same way: one run, timed, and in the bundle.
| Key level | One run | Timed run | 3+1 bundle | Per run in bundle |
|---|---|---|---|---|
| +10 | $6.49 | $6.49 | $19.49 | $4.87 |
| +11 | $6.99 | $6.99 | $20.99 | $5.25 |
| +12 | $7.49 | $7.49 | $22.49 | $5.62 |
| +13 | $7.99 | $7.99 | $23.99 | $6.00 |
Self-play or piloted, random dungeon. Timed adds 20%; percent options multiply, so a timed run with remote control is the level price × 1.20 × 1.30.
At +10 the end-of-dungeon chest drops item level 311 and the Great Vault offers 318. That is the top of what Mythic+ gives this season: higher keys add rating, not item level.
| Key level | End of dungeon | Great Vault |
|---|---|---|
| +7 | 305 ilvl | 315 ilvl |
| +8 | 308 ilvl | 315 ilvl |
| +9 | 308 ilvl | 315 ilvl |
| +10 and higher | 311 ilvl | 318 ilvl |
A random key is one of the season's eight dungeons: Kings' Rest, Temple of Sethraliss, Ruby Life Pools, The Blinding Vale, Voidscar Arena, Den of Nalorakk, Murder Row and Altar of Fangs.
A max-level Midnight character on an active account. The boosters bring the rest of the group.
The boosters bring the key. Running your own keystone instead is arranged with us in the order chat.
Self-play needs you online at the start time we give you. Piloted does not need you at all. Remote control needs your computer on, not you.
Options are set at checkout. This is what each one does to the run and to the price.
| Option | Choices | Price effect |
|---|---|---|
| Timer | Not timed · In time | In time +20% |
| Dungeon | Random key · Specific key | Specific key +10% |
| Runs | 1 to 20 single keys · 3+1 or 6+2 bundle | 6+2 bundle +100% |
| Way to play | Self-play · Piloted · Remote control | Remote control +30% |
You play your own character in the boosters' group. Your login stays with you, and you need to be online for the run.
includedA booster logs in to your account and plays the character for you. Pick it when you cannot be online at the time.
includedA booster plays your character through a remote session on your own computer, from your usual connection.
+30%Every +10 run with our boosters ends at the dungeon's chest, and from this level on the loot in that chest is as good as Mythic+ gets this season. Here is what one key adds to your character:
Item level climbs with the key until +10 and then stops. A +12 or a +15 hands out the same items as a +10; what it adds is score, along with tougher enemies on the same clock. If your goal is gear for the raid or for your own keys, buying difficulty above +10 means paying for something you will not use. The Mythic +15 carry explains when a higher key does make sense: when the number on your profile matters more than the items.
Gear does not depend on the clock. A +10 that runs over still finishes the dungeon and still opens the chest at the end. What the timer decides is everything else: the keystone goes up, the run scores more rating, and you complete a separate achievement called Keystone Hero: and then the dungeon name, for example Keystone Hero: Murder Row. That achievement unlocks a teleport to the dungeon. Every dungeon in the rotation has one, and each wants its own in-time key of +10 or more, so teleports are collected one dungeon at a time.
One key suits one job: a dungeon you still have not timed, a teleport you want, or an extra run ahead of the weekly reset. Pick a random dungeon to keep the price down, or name the dungeon for a surcharge when you need that dungeon in particular.
For a short push, put several keys into the same order. Each key after the first is priced as a percentage of it, and the price table above shows what two keys come to.
The 3+1 bundle charges three +10 runs and plays four, which lowers the cost of every run in it below a single key. The 6+2 version is the same deal doubled. When you are after one specific item, more runs mean more chances at it, which makes the bundle the natural order for a gear hunt.
Once a week the Great Vault lets you take one item, picked from a list built on your best runs of that week. More runs unlock more slots to pick from, and +10 is the first key level that fills those slots with this season's best Mythic+ item level. Several +10s spread across one week give you the strongest vault choice that dungeons can offer. On US realms that list clears every Tuesday, and you build it again from your next runs.
Each +10 adds rating, and your score keeps only the best run in each dungeon of the season. Timed +10s across the whole rotation push you toward a 2,000 score, the Keystone Master line; how many you need depends on the score you start from. If what you really want is that achievement and its mount, the Keystone Master boost is a single order that keeps running keys until you have the rating. For any other key level, the Mythic+ carry section lists the full price ladder.
In Midnight Season 2, the chest at the end of a +10 gives item level 311, and the Great Vault offers 318. Higher keys give exactly the same, so this is the ceiling for Mythic+ gear this season.
No. A +10 that misses the timer still clears the dungeon, and the chest still drops. Timing it is what upgrades the keystone, adds more rating and unlocks the dungeon's teleport (that one wants an in-time key of +10 or more).
For items, +10: anything above it gives identical item levels. For score, higher keys win, and score is what the Hero and Legend titles measure. Keys under +10 give lower item levels for less, which can be enough for a fresh character.
Four runs for the price of three, so a lower cost per run, and a 6+2 option doubles the whole deal. Loot traders, where checkout offers them, raise the odds that a piece you can use is passed to you; they do not promise an item.
Yes. Pick Specific Key at checkout and choose the dungeon; it costs a surcharge. Otherwise it is random among the eight dungeons of the season. Naming one pays off when you want its teleport or something from its loot list.
None in particular. We need a character at max level on an account that is active, and our boosters fill the rest of the group. The gear comes from the runs: the end chest and then the vault.
Once it starts, about the length of the dungeon; a timed run is, by definition, over before the timer runs out. You will find the start time in the order chat. More keys or a bundle mean more time, since each run is a whole dungeon.