
Mythic+ Keys
- Keys from +10 to +21
- Timed or untimed, random or chosen dungeon
- 1 to 20 runs in one order
from$6.59per +10 run
Choose optionsMythic+ · Midnight Season 2
A Mythic +10 carry is a +10 keystone run with a booster group, timed or untimed, in a random or chosen dungeon. It is the key level where Mythic+ loot reaches its best item level. Order one key, several in one go or the 3+1 bundle at checkout.

from$6.59per +10 run
Choose options
from$19.79for 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 | $6.59 | $6.59 |
| One +10 key, in time | 1 | $6.59 | $6.59 |
| Two +10 keys, untimed | 2 | $12.52 | $6.26 |
| 3+1 bundle at +10, untimed | 4 | $19.79 | $4.95 |
| 3+1 bundle at +10, in time | 4 | $19.79 | $4.95 |
| 6+2 bundle at +10, untimed | 8 | $39.58 | $4.95 |
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 | $6.59 | $6.59 | $19.79 | $4.95 |
| +11 | $7.69 | $7.69 | $23.09 | $5.77 |
| +12 | $8.24 | $8.24 | $24.74 | $6.19 |
| +13 | $8.79 | $8.79 | $26.39 | $6.60 |
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%A Mythic 10 boost is a +10 keystone run with a booster group, and +10 is the level most players aim for first. Two things change there. The loot reaches the highest item level Mythic+ gives this season, both in the end-of-dungeon chest and in the Great Vault, and timing a dungeon at +10 or higher earns a teleport to it. Keys above +10 add rating, not better gear, so a +10 carry is the point where a Mythic+ order pays off in gear without buying difficulty you do not need.
Timed and untimed runs both clear the dungeon and end with the chest. Beating the timer also upgrades the keystone, scores more rating and completes a separate achievement for that dungeon, named Keystone Hero followed by the dungeon's name, which unlocks a teleport to that dungeon. Each of the season's dungeons has its own, so the teleports are collected one timed +10 at a time.
A single +10 suits a one-off need: a dungeon you have not timed yet, or one more run before the weekly reset. Several keys in one order suit a short push, with each extra key added as a percentage of the first. The 3+1 bundle prices four +10 runs as three, so each run in it costs less than a single key, and the 6+2 version doubles the order. When the carry is about one particular item, the bundle is also where loot traders come in.
The Great Vault offers one item a week, chosen from your best runs, and more runs open more choices. A +10 is the lowest key that puts the season's top Mythic+ item level into the vault, so several +10s across the week fill it with the best choices dungeons can give. The vault resets every Tuesday on US realms, and the count starts again.
Every +10 adds rating, and rating counts your best run in each of the season's dungeons. Timed +10s across the rotation move you toward the 2,000 rating of Keystone Master; how many it takes depends on what you already have. If the achievement and its mount are the goal, the Keystone Master carry is sold as one order and runs keys until the rating is there. For other key levels there is the full Mythic+ price ladder, and the Mythic +15 page explains what keys past +10 add.
In Midnight Season 2 a +10 drops item level 311 from the end-of-dungeon chest and offers 318 in the Great Vault. Both numbers stay the same on higher keys, so +10 is where Mythic+ gear tops out this season.
Not for the gear: an untimed +10 clears the dungeon and drops its loot. Take the In Time option when you want the keystone upgraded, more rating, or the dungeon's teleport, which needs a timed run at +10 or higher.
For gear, +10: higher keys drop the same item level. For rating, higher keys score more, which is what Keystone Hero and Keystone Legend ask for. Below +10 the loot is lower and so is the price, which suits a fresh character catching up.
No. Traders are offered with the 3+1 and 6+2 bundles, each one priced on top. Single keys, one or several in an order, run without them.
Yes, with the Specific Key option, for a surcharge. A random key is one of the season's eight dungeons. Naming the dungeon is worth it when you need its teleport or an item from its loot table.
The order asks for a max-level character on an active account; the boosters make up the rest of the group. The runs themselves bring gear from the chest and the vault.
Once the run starts, about as long as the dungeon itself; a timed run finishes inside the dungeon timer by definition. We give you the start time in the order chat. Several keys or a bundle take longer, since each run is a full dungeon.