The Keyper

Last updated: X.31.9.3

The Keyper is a special Event Boss who occasionally appears for limited-time events. Killing him gives a chance of various encounter items, as well as 8 guaranteed portals out of a pool.

The Realm Eye says:
The Keyper was once a talented delver, regarded highly among Steamhammer’s Mining Co. and frequently managing major dig sites.
His profession only gave him a taste of the satisfaction he craved. He longed to explore beyond the realm into uncharted territories.
When he was left behind in the Crystal Cavern as the dwarves evacuated, he was brought before the Crystal Entity.
Impressively, the two managed to strike a deal. The dwarf would construct crystal towers throughout the realm, and in return the Crystal Entity would produce magic keys to anywhere he desired.



HP: 50,000 (+10% [5,000 HP] per player in Realm)
DEF: 10
EXP: 2,000
Location: Mountains

Immune to Stasis
Immune to Paralyze
Level 20 Quest



Condition effects
Speed (tiles/sec)
Range (tiles)
Sound Wave
Quiet for 4s
Pierces Players
Passes Cover
Confuse Shuriken
Confused for 2s
Pierces Players
Passes Cover
Pierces Players
Pierces Armor
Passes Cover
Amplitude: 0.5
Frequency: 0.5
Red Bomb
Confused for 2s
Radius: 3



After all Cyclops Gods in a Realm have been slain, five towers will spawn in random locations around the Mountains and Highlands. Each of them will be marked on the minimap by a colored dot matching the tower’s color.

The towers are defended by enemies from the Crystal Cavern. Once all five of them have been defeated, The Keyper will spawn with a patch of dark ground in the Mountains, signified by a global message.
“Hands off those crystals! I need them to scrounge up more keys!”
The Keyper has a red quest dot on the minimap, but will not override any existing quest markers. The player will still get a quest arrow if he is the highest level and closest quest to them, though.

After all Ent Ancients in a Realm have been killed, the towers will reactivate and respawn their minions. Once all of them are destroyed, The Keyper will spawn one last time.
Message when Towers respawn: “Ah, there we go! Let’s see those lowlifes try to take down my crystals this time!”
Message when Towers defeated again: “Wha- Again? REALLY?!”

When approached, he will flash red and wander in place. Afterwards, he will begin his attack.

In Battle

Phase 1

Taunt: “Quit messing with my operation!”
The Keyper aggressively chases the nearest player, firing shotguns of highly damaging sound waves that inflict Quiet.

Phase 2

Taunt: “Get your own portals, freeloaders!”
The Keyper becomes stationary and creates a large patch of darkened ground around him. He will then start firing an omnidirectional barrage of boomeranging key bullets that pierce armor. There is a rotating gap in his barrage for players to dodge in, but he will be firing spreads of Confusing purple shurikens at the player closest to himself, often targetting said opening.

Phase 3

Taunt: “Ack, get away from me!”
The Keyper lets out a massive but harmless Slowing AoE, before quickly fleeing from nearby players while constantly throwing Confusing AoE bombs.


“Fine, FINE! Have your precious dungeons! But you will rue this day!”
The Keyper spawns a patch of darkened ground around him to eliminate any impassable terrain, before spawning eight portals in a ring around him. He then perishes, leaving any potential loot in tow.

The eight portals are selected at random from a pool of dungeons. The pool will constantly update with every one of the Keyper’s appearances.


Note: It’s been stated that the Keychain Cutlass drops at a higher rate than the other encounter items.

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Tips and Strategies

The Keyper is extremely fast. Classes with high SPD are recommended to keep up with him, or classes that can impair his movement through Slows. However, since he is liable to run through the Mountains, beware of God swarms that can severely harm you, or even kill you, when chasing the boss.

In his first and third phases, The Keyper is not immune to Stun, so Knights can disable his attacks and let classes do damage unimpeded.

During his second phase, The Keyper will target the nearest player with his spread of Confusing shurikens. Tricksters can be lifesavers here by placing a decoy next to him, forcing him to attack in said direction instead of targetting the player group circling The Keyper.

Classes that can damage enemies from afar with their abilities, such as Assassin, Wizard, Sorcerer and Ninja, can stay at the very edge of the key barrage and rotate their screen to have The Keyper on screen, giving the possibility of damaging him and reaching Soulbound Threshold without any concerns for his shots

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