Game Info

The Key Ring

One ring to hold them all — every key thou findest, named, described, and ready at every lock.

Overview

The Key Ring is an item that gathers thy keys so they no longer choke thy inventory. While thou carriest a ring (in thy inventory or on the cursor — a ring parked in the depot does not count), keys thou pickest up, lootest from corpses or receivest from NPCs hop onto the ring by themselves — and a Loot Goblin companion drops fetched keys straight onto it too. The ring holds up to 100 keys, and its sprite visibly fills up as the collection grows.

Doors, chests, rune pedestals and infinite chests all accept keys directly from the ring — there is no need to take a key off to use it.

Getting a Key Ring

Lydia in Cameron rewards a Key Ring for completing her potion quest. If thou hadst already finished that quest before rings existed, simply ask her for a keyring and she will hand one over. (If thou already ownest a ring — even one parked in the depot — she gives a potion instead.)

Using the ring

The /keyring commands all require the ring to be on thy cursor — pick it up first. Looking at the ring shows its first few keys; /keyring lists everything.

Command Effect
/keyring Lists every key on the ring, numbered, each with a description of what it opens. The same descriptions appear when looking at the ring.
/keyring auto Toggles automatic collection. Auto-add is on by default while a ring is carried.
/keyring addall Sweeps every eligible key from thy inventory onto the ring.
/keyring remove <n> Takes key number <n> (as numbered by /keyring) off the ring and back into thy inventory. The numbering is stable, so the list and the command always agree. A few keys can only be removed in the region where they were found.

To add a single key by hand, simply use the key on the ring — put the key on thy cursor and click the ring.

Well over 150 keys across the realm are registered with proper "opens …" descriptions — from Cameron's robber hideouts to Caligar, Arkhata, the Sunken Tower, Grimroot and the Exkordon library. The four Arkhata fortress doors, which could never be opened before, open now.

Chest and pedestal keys used from the ring are never consumed — the lock merely checks that the ring carries them. The rare key that a door or quest genuinely devours vanishes from the ring with a message saying so.

Keys that refuse the ring

A few kinds of key deliberately never join the ring, so the puzzles they belong to keep working:

  • Melting keys (such as Ice Keys) — their timers only run while they sit in thy bag; the ring would make them last forever. They are refused with "…would not survive on the keyring."
  • Labyrinth keys and lab items — lab items are wiped when thou leavest the labyrinth by design; the ring would defeat that containment.
  • Assembly parts — pieces that must be merged into a finished key (staff key parts, Arkhata orange key parts, palace chest key parts) stay physical items; the assembled keys themselves go on the ring just fine.
  • A handful of items that merely look like keys to the game (they share a key identity with another item) stay off the ring so nothing breaks.

Repeatable quests play fair: when a quest that once gave thee a key is re-opened, its old key is removed from the ring as well — thou canst not hoard duplicates across repeats.

Tips

  • Leave auto-add on. Every lock checks the ring as well as thy inventory, so there is no downside to keys living on it — and the exceptions above are handled for thee.
  • Check /keyring before a dungeon run: the descriptions tell thee whether thou already carriest the key for the door ahead.
  • The ring's look tells its fullness at a glance — an empty ring looks bare, a well-travelled one bristles with keys.

See also