Midnight Season 1 M+ Loot by Key Level
End-of-dungeon loot ilvl caps at +5 on the Champion-track, transitions to Hero at +6, and hits the 266 Hero 3/6 ceiling at +10. Great Vault scales further: Hero 4/6 at +7 through +9, then Mythic 1/6 from +10 upward. Crest currency shifts from Carved to Runed to Gilded as key level climbs, plus Myth Dawncrest from +9 onward for top-track upgrades.
Key Level | End-of-Run ilvl | Upgrade Track | Great Vault ilvl | Upgrade Track | Crests |
|---|---|---|---|---|---|
Mythic +0 | 246 | Champion 1/8 | 256 | Champion 4/8 | |
M +2 | 250 | Champion 2/8 | 259 | Hero 1/6 | |
M +3 | 250 | Champion 2/8 | 259 | Hero 1/6 | Runed Ethereal Crest x12 |
M +4 | 253 | Champion 3/8 | 263 | Hero 2/6 | Runed Ethereal Crest x14 |
M +5 | 256 | Champion 4/8 | 263 | Hero 2/6 | Runed Ethereal Crest x16 |
M +6 | 259 | Hero 1/6 | 266 | Hero 3/6 | Runed Ethereal Crest x18 |
M +7 | 259 | Hero 1/6 | 269 | Hero 4/6 | |
M +8 | 263 | Hero 2/6 | 269 | Hero 4/6 | Gilded Ethereal Crest x12 |
M +9 | 263 | Hero 2/6 | 269 | Hero 4/6 | Gilded Ethereal Crest x14 |
M +10 | 266 | Hero 3/6 | 272 | Mythic 1/6 | Gilded Ethereal Crest x16 |
M +11 | 266 | Hero 3/6 | 272 | Mythic 1/6 | Gilded Ethereal Crest x18 |
M +12 | 266 | Hero 3/6 | 276 | Mythic 1/6 | Gilded Ethereal Crest x20 |
End-of-run ilvl caps at +5 — pushing above +10 doesn't raise chest drops but adds rating toward Keystone Master and Keystone Hero thresholds, plus vault quality for +12.
Midnight Season 1 Dungeon Rotation
Season 1 runs eight dungeons total — four new encounters from Midnight, four returning from prior expansions. Pick any of them for your +10 boost, or let us roll keys for the fastest ETA.
The full rotation: Magisters' Terrace, Maisara Caverns, Nexus-Point Xenas, Windrunner Spire, Algeth'ar Academy, Pit of Saron, Seat of the Triumvirate, and Skyreach. Each has distinct trinket, ring, and necklace drops on the end-of-run chest — specific dungeon selection matters if you're targeting particular BiS slot fills. For vault-only runs, any dungeon works.
About the Mythic +10 Boost
The Mythic +10 boost is a single-key timed dungeon carry service that clears any Season 1 Mythic +10 inside the timer, delivering 266 ilvl Hero-track loot from the end-of-run chest, 272 ilvl Mythic-track Great Vault slot, a permanent dungeon teleport on the boosted character, and Gilded Ethereal Crest income for gear upgrades.
BuyTheWin runs +10 keys with 3-trader push teams whose route and affix knowledge turns a pug-wipe bracket into a 25-minute controlled clear. Every +10 order uses in-time completion — if the team misses the timer, the key re-rolls at no extra cost rather than depleting on the customer. Our scheduler prioritizes dungeons based on weekly affix combinations, so routes and CD plans stay optimized per affix set instead of forcing one-size-fits-all play.
FAQ
What ilvl drops from a timed M+10 in Midnight Season 1, and what's in the Vault?
Timed +10 keys drop end-of-dungeon loot at 266 ilvl on the Hero 3/6 track, with the weekly Great Vault offering 272 ilvl Mythic 1/6 track. Pushing higher keys past +10 doesn't raise the end-of-run ilvl ceiling — that caps at +5 for end-of-run loot. Higher keys instead grow rating, vault track quality, and crest volume earned per timed run.
Do I need to time the +10 key, or does completion alone count?
Both timed and depleted (over-time) +10 keys credit Vault progression and award end-of-dungeon loot, but rating credit only flows from timed runs. The boost runs +10s timed by default — depleting keys doesn't deplete the buyer's order, the team simply re-rolls or times the next key in the rotation. Buyers chasing Keystone Master or Hero rating need timed completions, not just clears.
Will the boost cover all 8 Midnight Season 1 dungeons, or just one repeated key?
Coverage depends on order scope. A single +10 order targets one timed run for end-of-dungeon loot and Vault credit. Multi-run orders rotate across all 8 dungeons in the active rotation to fill the 4-key Vault slot completely (4 timed +10s = full Vault eligibility). Bundle pricing applies to multi-run orders, with Vault-fill packages the most common buyer scope.
How long does a single timed +10 take, and what's the team comp?
Timed +10s in the season's mid-meta land in 24-30 minutes for most dungeons; harder dungeons in the rotation push toward the 32-minute cutoff but still time consistently with our experienced rosters. Standard comp is three pushers running the key with you as the fourth or fifth slot — a roster optimized for clean timed runs rather than experimental specs. No depleted-key risk, no roster shuffles mid-run.


