Dungeon Keys open entrances to their respective dungeons when used.
Key |
Name |
Portal |
Regular Price (Additional Info) |
Description |
---|---|---|---|---|
50 |
A key which opens an entrance to a Pirate Cave. |
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50 |
A key which opens an entrance to the Forest Maze. |
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50 |
A key which opens an entrance to a Spider Den. |
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50 |
A key which opens an entrance to a Snake Pit. |
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50 |
A key which opens a passage to the Forbidden Jungle. |
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50 |
A key which opens an entrance to The Hive. |
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50 |
A key which opens an entrance to the Magic Woods. The spirits of ancient heroes congregate in this enchanted glade.** |
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50 |
A key which opens an entrance to a Sprite World. |
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200 |
A key which opens the way to the Candyland Hunting Grounds. |
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N/A (Obtainable by leveling a Ninja to 20 on Kongregate or via certain Tinkerer quests) |
A map that reveals the way to hidden treasure. |
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50 |
A key which opens an entrance to an Undead Lair. |
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50 |
A key which opens a portal to the Haunted Cemetery. Some of the oldest and most legendary heroes in history were buried along this sequence of graves, their spirits protected by masters of the afterlife. |
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50 |
A key which opens an entrance to an Abyss of Demons. |
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50 |
A key which opens a passage to the Manor of the Immortals. |
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50 |
A key which opens an entrance to the Puppet Master’s Theatre. |
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50 |
A key which opens an entrance to the Toxic Sewers. |
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200 |
A key which opens an entrance to the Cursed Library. Once a great hub of knowledge, these forsaken archives now hold something far more sinister.** |
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100 |
A key which opens a portal to The Machine. Accessing the rift to this hidden dimension may have severe consequences.** |
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N/A (testing only)* |
placeholder description |
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100 |
A key which reveals the way to the Mad Lab. |
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200 |
A key which opens an entrance to the Parasite Chambers. |
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Unavailable |
A key which opens a portal to the Beachzone. |
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100 (May drop from Beach Bum) |
A key that opens the way to Davy Jones’ Locker. |
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100 |
A key which opens an entrance to The Mountain Temple. |
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200 |
A key which opens the portal to the Lair of Draconis. Oryx has personally bred these captive dragons to wield immensely powerful elemental capabilities.** |
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100 |
A key which opens an entrance to Deadwater Docks. |
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100 |
A key which opens an entrance to the Woodland Labyrinth. |
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100 |
A key which opens an entrance to The Crawling Depths. |
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150 |
A key which opens an entrance to an Ocean Trench. |
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100 |
It’s cold in here. |
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200 |
A key which opens an entrance to the Tomb of the Ancients. |
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200 |
A key which opens an entrance to the Fungal Cavern, a forgotten mine taken over by mushroom tribes over the years.** |
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N/A (testing only)* |
Crystal Cavern |
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200 |
A key which opens an entrance to The Nest. Home of the Killer Bee Queen and the pinnacle of insect evolution.** |
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200 |
A key which opens an entrance to The Shatters. |
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200 |
A key which opens a passage to the Lost Halls. Forgotten for centuries, those long identical halls are said to house evil itself. All that is truly known is that hope, reason and purpose are no more within those walls.** |
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N/A |
A key which generates a wormhole to Malogia, a planet with luscious red forests not unsimilar to our own.** |
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N/A |
A key which generates a wormhole to Untaris, a fragmented planet where ice has consumed all but a few areas.** |
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N/A |
A key which generates a wormhole to Forax, a planet consumed by acid water leaving just a few livable isles.** |
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N/A |
A key which generates a wormhole to Katalund, a planet coated in low flying clouds of unbreathable gas where only metallic, inorganic creatures can survive.** |
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N/A (testing only)* |
A key which opens an entrance to Oryx’s Castle. For testing purposes. |
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100 |
A molten Key that links directly to the Lair of Shaitan, Advisor to Oryx.** |
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150 |
A key which opens an entrance to the Puppet Master’s Encore. |
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100 |
A key which opens a passage to the Cnidarian Reef. Oryx’s Master of the Depths awaits mortals foolish enough to stumble upon its lair in the depths of the ocean.** |
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200 |
A key which opens a passage to the Secluded Thicket. The most remote region of the realm houses a tropical rainforest filled with vicious animals, fierce natives, and a deity said to command lightning itself.** |
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150 |
A key which opens an entrance to an Heroic Undead Lair. |
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150 |
A key which opens an entrance to an Abyss of Demons[sic]. |
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Unavailable |
Enter this destroyed Nexus at your own peril. |
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200 |
A key which opens an entrance to Belladonna’s Garden.** |
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200 |
A key which opens an entrance to Ice Tomb. |
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N/A |
Treasures await at the end of the rainbow. |
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N/A |
A key which opens an entrance to the Santa’s Workshop. It’s a solo dungeon, so the key can be used only in your vault!** |
* These dungeons were added for testing purposes and are normally unobtainable.
** These dungeons have the Dungeon Credits written below the star requirement.
Guild keys are only usable in the Guild Hall. Using one will open the corresponding portal and spawn the dungeon’s respective Guild Chest.
Key |
Name |
Portal |
Regular Price (Additional Info) |
---|---|---|---|
199 (Mystery Box) |
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299 (Mystery Box) |
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199 (Mystery Box) |
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199 (Mystery Box) |
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299 (Mystery Box) |
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299 (Mystery Box) |
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299 (Mystery Box) |
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299 (Mystery Box) |
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299 (Mystery Box) |
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299 (Mystery Box) |
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299 (Mystery Box) |
Using an Enchanted Key will give the opener a Mystery ST Crate.
Key |
Name |
Portal |
Regular Price (Additional Info) |
---|---|---|---|
199 (Mystery Box) |
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199 (Mystery Box) |
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N/A |
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N/A |
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169 (Mystery Box) |
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169 (Mystery Box) |
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299 (Mystery Box) |
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199 (Mystery Box) |
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299 (Mystery Box) |
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299 (Mystery Box) |
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299 (Mystery Box) |
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299 (Mystery Box) |
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299 (Mystery Box) |
Mystery Keys are special keys that grant the key to a random dungeon upon use. These keys are currently obtainable only in Mystery Boxes or from the Login Seer.
These keys only unlock a portal when used in a certain location. They are obtained as drops from enemies and are not sold for Realm Gold.
The Wine Cellar Incantation unlocks the portal to the Wine Cellar. It can only be used on the locked Wine Cellar Portal. Unlike other keys, it has 500 feed power and is not soulbound. The item drops from most dungeon bosses, the Kage Kami, the Phoenix Reborn and the Scout Colony.
The Oryx Runes are a collection of three special dungeon keys that will need to be used to unlock the entrance to Oryx’s Sanctuary and face Oryx the Mad God 3. The locked dungeon portal is planned to appear after defeating Oryx the Mad God 2 in the Wine Cellar.
Oryx’s Sanctuary is still in development, but the Shield Rune was “pre-released” in Event Chests during the Realm of the Mad God Exalt open beta. The Shield Rune is planned to drop from the bosses of the four Court of Oryx dungeons.
Each rune has 750 feed power and is soulbound.
The Vial of Pure Darkness unlocks the portal to The Void, where the Void Entity can be fought as the final boss of the Lost Halls. It must be used on the purple streaks in the middle of the Marble Colossus’s room after defeating it. Unlike other keys, it has 500 feed power. However, it is still soulbound. The item drops from Malus (guaranteed for one player).