Dungeon Keys open entrances to their respective dungeons when used.
Key |
Name |
Portal |
Regular Price (Additional Info) |
Description |
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50 |
A key which opens an entrance to a Pirate Cave. Dreadstump’s personal cove for his ragtag pirate crew reeks of cheap rum. |
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50 |
A key which opens an entrance to the Forest Maze. The dense layers of trees host a dusty menace. |
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50 |
A key which opens an entrance to a Spider Den. Home of Arachna the Spider Queen, she has gone undisturbed long enough to produce thousands of children. |
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50 |
A key which opens an entrance to a Snake Pit. Once a temple, these chambers are now overrun by the serpents of Medusa’s sister. |
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50 |
A key which opens a passage to the Forbidden Jungle. Pagan acolytes of Mixcoatl are exiled to these uncharted woods, said to be cursed by black magic. |
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50 |
A key which opens an entrance to The Hive. This severely enlarged beehive is allegedly the result of an unknown experiment. |
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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. As an entirely different plane of existence, it is meant to safeguard the sprites that watch over the realm’s ecosystems. |
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200 |
A key which opens the way to the Candyland Hunting Grounds. Among the most perplexing locations in the realm, this populated land is filled to the brim with sweets. |
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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. Crafty bandits developed lethal booby traps to scare off those who would plunder their hoard. |
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50 |
A key which opens an entrance to an Undead Lair. Septavius, once one of the most prominent combatants to ever live, now takes refuge in these abandoned catacombs. |
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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. Archdemon Malphas crafted his own fiery abode, which now torments the souls of the wicked. |
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50 |
A key which opens a passage to the Manor of the Immortals Lord Ruthven’s gothic mansion neighbor’s Oryx’s own castle in the dark, distant sea.. |
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50 |
A key which opens an entrance to the Puppet Master’s Theatre. This demented stage is the work of a crazed puppeteer, obsessed with his creations to the point of enchanting them with life. |
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50 |
A key which opens an entrance to the Toxic Sewers. Going without proper maintenance for centuries, some of the most wretched monsters have taken these tunnels as their own. |
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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)* |
A key which opens a portal to The Inner Workings. This secretive dimension creates far more questions than answers. |
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100 |
A key which reveals the way to the Mad Lab. The grotesque beings inside have been produced by some sort of undiscovered alchemy methods. |
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200 |
A key which opens an entrance to the Parasite Chambers. Some of the realm’s most foul and horrific creatures make their home in these chambers. |
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Unavailable |
A key which opens a portal to the Beachzone. It’s the most exclusive seaside resort in the realm! |
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100 (May drop from Beach Bum) |
A key that opens the way to Davy Jones’ Locker. No crew members bailed from Davy’s ghost ship, trapping their souls in the vessel beneath the waves. |
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100 |
A key which opens an entrance to The Mountain Temple. Steep, distant cliffs conceal a clan of demon-worshipping monks. |
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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. In contrast to his rival, Dreadstump, Jon Bilgewater’s crew made their hideout deeper inland at the belly of a peninsula. It still reeks of cheap rum, though. |
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100 |
A key which opens an entrance to the Woodland Labyrinth. An unprecedented metamorphosis of moths has taken form in the heart of the forest. |
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100 |
A key which opens an entrance to The Crawling Depths. Arachna’s lone son made a den of his own to wage war on his mother. |
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150 |
A key which opens an entrance to an Ocean Trench. Many sailors met their ends in these waters from the deceptive songs of mermaids. |
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100 |
A key which opens a passage to the Ice Cave. Glaciers formed many eons ago became the residence of migrating yetis and a mysterious hermit of a man. |
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200 |
A key which opens an entrance to the Tomb of the Ancients. Three of the realm’s oldest gods lay dormant in this burial chamber, their powers contained by a series of rituals. |
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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)* |
A key which opens an entrance to the Crystal Cavern. The deepest depths of the Abandoned Mineshaft protect an enigmatic diety[sic]. |
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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. The gloomy and abandoned ruins, enveloped by twilight, are now the shelter of the shadows. Once a legendary kingdom, its walls are broken, its dwellers are forgotten. No living souls have entered these grounds, no noble creatures have stepped into it. The immense kingdom has fallen, its sentinels have turned to dust. No one remembers its name, and no one will. |
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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. Oryx’s unstable advisor dwells near the unbearably hot core of the realm.** |
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150 |
A key which opens an entrance to the Puppet Master’s Encore. The confines of this workshop are where the most powerful souls are bonded to puppets. |
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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. This legendary attack on the Nexus itself is locked in history forevermore. |
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200 |
A key which opens an entrance to Belladonna’s Garden. Formerly the property of a caretaker, Belladonna claimed these grounds and seized control of the roots within.** |
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200 |
A key which opens an entrance to Ice Tomb. When the glaciers of the Ice Cave formed, the spirits of three demigods were trapped together in a cavity within the ice. |
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N/A |
A key which reveals the way to Rainbow Road. 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. Craig, Intern of the Mad God stores an array of goodies in this festive building. This solo dungeon can be opened 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) |
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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 reveal the entrance to Oryx’s Sanctuary and face Oryx the Mad God 3. After defeating Oryx the Mad God 2 in the Wine Cellar, three pedestals (one for each rune) are planned to appear. Players can activate each pedestal by using the respective rune near it. If all three pedestals are activated within a few seconds of each other, the portal to Oryx’s Sanctuary will appear, and the runes will be permanently consumed. If not all three pedestals are simultaneously activated in time, the runes will be returned to the users’ inventory and not be consumed. A different player can activate each pedestal; the runes do not have all come from the same user.
Oryx’s Sanctuary is still in development, but the runes were “pre-released” in Event Chests during the Realm of the Mad God Exalt open beta. The runes were later added as drops from their natural sources, which consist of high-level bosses. More details can be found in the individual pages.
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).