Keys: Difference between revisions
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Latest revision as of 12:04, 22 October 2022
Keys are items used to unlock exits (i.e. doors, gates, portcullis) that are usually impassable by a player without one. To add further difficulty to discovering some of these keys, there are non-standard exit names, and locked, hidden exits as well, such as "reef" in Glades.
General Information[edit]
Keys were an inclusion to the game since the beginning. They have undergone slight tweaking in their implementation, though. "Update 5/13/2003" introduced code that automatically dropped keys upon logging out, to prevent players from losing keys in cases where they accidentally left Nodeka, like in losing a connection. "Update 6/5/2004" introduced unsavable items as a "concrete item type." This update declared that keys fell into this category. In "Update 7/11/2004," most keys were adjusted to have a 7-day real-life lifetime, and also save to your player, staying live and in your inventory through game sessions, reboots, and crashes.
- Note: The "Times ID'd %ile" column describes a relative rarity of they keys based on independent statistical analysis of in-game identifies. This gives a general idea (read: probably inaccurate) of the rarity of such keys. There are some keys that have only been identified once, for instance. Another example that brings usability of this method to light is the Ruushi Invasion Vl'lak jail keys. There are relatively few identifies in the database, but the drop rate is high and they are very well known.
Key Notes and Trivia[edit]
Here are some specific things to note about certain keys:
- Zangolin: the humming silver key is useless; it loads on Desyl and players assume it was supposed to unlock the door to Eluminus. In-game, the glowing white key unlocks both the rooms to Desyl and Eluminus.