World of Warcraft has accumulated a private language. A player returning after a few years can read a guild recruitment post and understand almost none of it, not because the words are technical but because they are compressed — each one stands for a system that did not exist when they left.
This is a plain-language guide to the terms that matter in Midnight Season 2, what each one actually refers to, and why the distinctions are worth keeping straight. It is written for the player who has typed something like wowcarry into a search box and found twenty results that appear to mean different things.
Carry, boost and run
These three get used interchangeably and they do not mean the same thing.
A run is simply a completion of a piece of content. A carry implies that some members of the group are contributing disproportionately and others are along for the reward. A boost usually implies an arranged service rather than a favour between friends. In everyday conversation the terms blur, which is why searches for a wowcarry style of help return results spanning guild recruitment, community discords and commercial services without much distinction between them.
The important thing for a new player is that none of these are single activities. What is being carried — a raid difficulty, a keystone level, a rating threshold — changes the meaning entirely.
Keys, keystones and levels
A Mythic Keystone is an item that turns one of the season’s dungeons into a timed, scaling challenge. The number on it is the key level. Higher numbers mean more health and damage on enemies, plus additional modifiers.
Season 2 runs an eight-dungeon pool: Altar of Fangs, Murder Row, Den of Nalorakk, The Blinding Vale, Voidscar Arena, King’s Rest, Temple of Sethraliss and Ruby Life Pools. Five come from Midnight, three return from earlier expansions.
The levels that carry meaning are these:
| Level | Significance |
| +2 | Entry point, around item level 285 |
| +6 | Upper edge of Champion-track rewards |
| +7 | Tyrannical or Fortified joins the rotation |
| +10 | Myth-track Great Vault item unlocks |
| +12 | Weekly Bargain replaced by a stricter timer penalty |
When someone says they are “pushing keys”, they almost always mean above +10. When they say they are “gearing”, they mean below it.
Affixes
Affixes are weekly modifiers applied to keystone dungeons. Season 2 layers them by level rather than applying them all at once: Lindormi’s Guidance appears at +2 and drops away at +6, Tyrannical or Fortified alternates weekly from +7, one of four Xal’atath’s Bargain variants rotates through +5 to +11, and at +12 the Bargain is swapped for Xal’atath’s Guile and its full timer penalty.
The practical translation: the same dungeon at the same key level is genuinely harder on some weeks than others, and which weeks are hard depends on your group composition.
Difficulties
Raids run on four difficulties, and the gap between them is larger than the names suggest.
- Raid Finder — automated matchmaking, released in wings over several weeks
- Normal — flexible group size, the standard social-guild difficulty
- Heroic — where most organised guilds live; this is what “AotC” refers to
- Mythic — fixed twenty-player size, the competitive tier
In the current tier, Venomous Abyss, the wing schedule meant Raid Finder groups could not reach the final boss until 8 September, five weeks after Normal and Heroic groups could.
AotC, Cutting Edge and the cutoff
Ahead of the Curve is an achievement for killing the final boss of a tier on Heroic before the next tier arrives. Cutting Edge is the same for Mythic. Both are time-limited, and both function as recruitment credentials — a guild asking for “AotC” is asking for proof you cleared the current tier at that difficulty while it was current.
Cutoff usually refers to something different: the rating threshold for seasonal titles and rewards, which is calculated from the player population rather than set at a fixed number. Because it is population-relative, nobody knows the exact figure until the season ends, which is why players talk about being “safe” rather than qualified.
The Great Vault
The Great Vault is the weekly reward chest. It fills from three separate sources — raid bosses killed, Mythic+ dungeons completed, and other seasonal activities — and offers a choice of items on Tuesday.
Its design rewards breadth. A player who raids, runs a few keys and clears the weekly Lair gets more options than a player who does one of those things repeatedly. This single system is responsible for most of the “weekly chores” feeling that players describe.
Lairs
Lairs are new in patch 12.1 and replace the old world boss format. They are small raid instances — the current one, Tidebound Grotto, has a single boss — available on four difficulties: World, Normal, Heroic and Mythic. They flex from 15 to 30 players through World and Normal, and 15 to 25 on Mythic. A Mythic Lair kill counts as one boss toward the raid section of the Great Vault.
Tracks and upgrades
Gear in Midnight arrives on a track — Champion, Hero, Myth — and each track has a number of upgrade steps, written as fractions like “Hero 3/6”. The track sets the ceiling, the fraction shows how far along it you are. Two items with the same item level can sit on different tracks and therefore have very different upgrade potential.
Patch 12.1.5, currently on the public test realm, adds another upgrade currency called Ascendant Venomstones. Blizzard has not confirmed a release date for that patch.
Why the vocabulary matters
None of these words are difficult, but they encode assumptions. Someone offering help with “keys” is not offering the same thing as someone offering help with a raid difficulty. An achievement that expires at the end of a tier is a different kind of goal from a rating that is calculated against the whole player base.
Getting the terms right is the cheapest possible investment in the game. It is the difference between asking for what you want and asking for something adjacent to it — and in a game organised almost entirely around scheduled group content, that distinction costs real time.
Terms that mean less than they appear to
A few pieces of WoW vocabulary carry more weight in conversation than they do in the game, and it is worth knowing which.
“Meta.” Class and specialisation rankings circulate constantly, usually derived from the top fraction of a percent of logged players. Below the very highest keys and Mythic progression, composition matters far less than execution. A player rerolling because of a tier list is almost always solving the wrong problem.
“Parse.” A percentile ranking of a player’s damage or healing on a specific encounter, drawn from public combat logs. It is a real measurement, but it measures a single fight under specific conditions, and guilds that recruit on parses alone tend to end up with players who perform well on the encounters they practised.
“Ilvl.” Item level is a summary number, not a full description. Two players at the same item level can be on different gear tracks with very different upgrade potential, which is why “Hero 3/6” tells you more than “311” does.
The useful habit is to ask what a term is actually measuring. Most of WoW’s jargon describes a system accurately; a handful of terms describe a social convention and get treated as though they describe a system.

