Keys
How it works
- Get your first key by finishing a level 0 dungeon (.lfg) - you receive a +2 keystone.
- Or join a party running someone else's key: finishing it gives you a key one level below that run.
- The keystone names ONE dungeon and a level. Check it with .mythic or by using the keystone item.
- Form a party. The leader takes the key to that dungeon's Mythic Portal in Giran and presses Start. The whole party enters.
- When the run ends the key changes level and moves to a new random dungeon.
What you keep and lose
- Timed run: key +1, +2 (over 20% time left) or +3 (over 40% left).
- Over time or abandoned: key -1 (never below +2).
- The key is never consumed and can't be traded, dropped, stored or destroyed. Only the leader's key is used.
- You only receive a new key if you have NONE - you can't swap a low key for a higher one by losing it.
Tips
- Too hard? Lower your key by 1 for free, at a Mythic Keeper in Giran (VIP Level 1 and higher: from the .mythic window anywhere). A missing keystone item is restored the same way.
- The dungeon page shows why a run cannot start (leader, party size, level, class limits) before you press Start.
- Your party's keys all count - pick the one the group can time.
Runs
How it works
- Clear each room's kill goal to move on; the last room is the boss.
- Beat the timer to upgrade the key. Every level adds monster HP and damage and shortens the timer.
- Each party death costs 5s of the timer.
- One item reward goes to 40% of the party (at least one player); every living member gets the XP and SP.
What you keep and lose
- Running out of time does NOT end the run - finish it for loot and vault credit, the key just drops by 1.
- If everyone leaves or disconnects for good, the run fails: no loot, no vault credit, key -1.
- Disconnected players have 180s to log back in and rejoin.
Tips
- Use .dungeon inside a run for the status panel and .dleave to leave.
- The Runs tab shows every dungeon's timer, scaling and rewards for any key level.
- Your best level and time per dungeon make your Mythic score - see the Rank tab.
Affixes
How it works
- Every week has a set of affixes that change keyed runs. They change at the weekly reset (Wednesday 06:00 UTC).
- How many apply depends on the keystone level: 1 affix from +4, 2 from +7, 3 from +10.
- The Affix tab shows this week's set, next week's set and what each one does.
- A run keeps the affixes it started with, even if the week changes while you are inside.
What you keep and lose
- Fortified: Normal monsters have 20% more HP and deal 15% more damage.
- Tyrannical: Bosses have 30% more HP and deal 15% more damage.
- Swarming: Every normal pack has 1 more monster(s).
- Bolstering: A dying monster gives nearby monsters 10% more damage, up to 5 times.
- Bursting: Each kill costs every party member 2% of max HP per stack. Stacks drop after 6s without a kill.
- Sanguine: A dying monster heals nearby monsters for 8% of their max HP.
- Raging: Monsters under 30% HP deal 40% more damage.
- Vengeful: While a party member is dead, monsters move and attack 20% faster.
- Hasted: The timer is 10% shorter.
- Grievous: Each death costs 100% more timer seconds.
Tips
- Each active affix adds 5% to the Mythic score of the run. Loot, XP and the vault do not change.
- Level 0 runs (.lfg) never have affixes.
Vault
How it works
- Every completed run this week counts toward your Great Vault.
- 1 run unlocks slot 1, 4 runs slot 2, 8 runs slot 3.
- Each slot's reward tier is your 1st / 4th / 8th best run's level.
- After the reset (Wednesday 06:00 UTC) open the Vault tab and pick ONE reward, at a Mythic Keeper in Giran (VIP Level 1 and higher: from the .mythic window anywhere).
What you keep and lose
- You keep only the reward you pick; the other slots are lost.
- An unclaimed vault expires at the following reset.
- The reset also moves every keystone to a random dungeon at your best level this week -1.
Tips
- Eight runs a week gives you three rewards to choose from.
- To raise a slot's tier, push higher keys - not more runs.
- The Reward Pool button on the Vault tab lists what each level band can roll.
Level 0
How it works
- No group or no key? Use .lfg to queue for a level 0 run of any dungeon.
- Level 0 needs no keystone and has no key to lose.
What you keep and lose
- Level 0 runs count toward the Great Vault (tier 0 rewards).
- Finishing one gives you a +2 keystone if you have none.