Also see Help KEYS
Do not hold onto, sacrifice, or otherwise dispose of keys in order to
DENY other players entrance to a zone. The ONLY reason to get keys is
to run the zone in the immediate future. If you have keys that you will NOT
use, use UNKEY Do NOT drop it, do not sac it, do not discard of it any other
way. You can give the key to another player in the zone if they ask for
it, but that is the only exception. Use UNKEY anytime that you are not going
to use a key you are carrying. (Also see HELP KEYS Bending these rules will
be dealt with accordingly. Keep in mind, THE ONLY REASON TO GET A KEY IS TO
USE THAT KEY IN THE IMMEDIATE FUTURE. Keys are a very touchy subject, and
difficult to deal with. Abuse of keys will not be tolerated.
Banking zones is part of life on Medievia but is restricted as follows:
If you have the only copy of a key in the game, you have to either
run the zone or give it up. You can't just unlock, wait for people to
go in, and bank. If you have one of several copies of a key (for example,
you have a grappling hook for condemned arena, and another player also
has one) they can't force you to give it up so they can run "safely."
This rule mainly has to do with keys that can be used more than once
(once to unlock, and again to lock). Single-use keys you can either give
up or unlock, whichever.
A note from Ozy:
The intent of this rule is to prevent people from doing lame things to
make zones unrunable, like sitting in link with keys, sitting around
the zone doing nothing for hours with keys, etc. As long as people are
actively doing stuff in the zone, the keys are theirs to do with what
they will. Doing stuff means killing mobs, pking, and other such. As
usual, people will use this statement to try to justify more lame things,
like killing little mobs repeatedly then claiming that they're "doing
something".-As usual, they'll end up getting zonebanned, frozen, or dealt
with as we deem appropriate.
This rule is not intended so that lame people can sit in a door room and
force the legal key collector to unlock it so they can rush past and steal
whatever is inside. Noone will be forced to use a key if there are people
waiting to bank them in that room. They must be at least one room away from
the entry before the key holder will be forced to unlock.
A note from Damonius on keys (05/05/09):
Many people pray for gods to please start a timer on another player who
is holding keys. Please be aware that there is not and has never been a
key timer. There is not a magic 10-minute rule that we enforce. Please
read the above note by Ozy (written years before this note) carefully
and note how it says that as long as a player is actively running the
zone, they have the right to the keys, even if running that part of the
zone takes longer than 10 minutes, as is often the case.
If you notice someone sitting around at the entrance to a zone and
holding a key, refusing to give it up but making no effort to run the
zone, then that would be against the spirit of this rule and could merit
god intervention. But please do not claim that there is a 10-minute
rule; there never has been and there likely never will be.
Do not invis a key when dropping it. Dispel any invisible keys if you must
drop the key (unless the key LOADS by the GAME as invisible). Again, ask a
god for assistance if you are unsure what to do.
Special Key Cases:
For all intents and purposes, Den and Thanos are the same zone. You are
allowed to lock yourself in Den by using the shack key in Thanos to lock the
*Multi-Day Zone Keys
All keys from day 2 and after of any multi-day zone (Bloodstone,
Elysium, Demonforge, Tomb of Oblivion) are exceptions to our key rules.
This DOES NOT include any keys that are normally accessible to anyone
who wants to run the zone (such as the iron key in Bloodstone). But keys
that only load in the zone on day 2 and after are sole property of the
form running that day.
This includes Tomb of Oblivion keys from inside the maze and beyond the
inner crypt doors. This means if someone has an inner crypt key from the
Dark Dragon that they will not be forced to use or give up the key if they
are inside the zone.
This rule also covers the Hunting Ground keys as it is considered day 2 of
Note this means that the person holding the key owns it, not the person who
used the day key to access it. For those that argue that it should belong to
the person that used a day key to access it, that would mean that all day 2+
zones are unbankable as far as their keys, which isn't how the rule is
* Bloodstone Keys
Day 1 keys cannot be held in any manner. This includes, but is not
limited to, the black and white spellbooks and the Guardian Demon's staff.
In the case where one person has the white spellbook and another has the
black one, the person holding the black one has precedence. The person with
the white spellbook must either use the book or unkey.
The Guardians Demon's staff cannot be purposefully disposed of. You cannot
get rid of this staff in any way. This includes purposely dispensing of it
by using it in the wrong room. Ignorance will not be a tolerable excuse.
You cannot, in any way, hold the iron or other initial keys from the zone
without actively running a day of the run. You cannot claim that you will
open the gate for someone because you hold a possible threat of stealing
that person's run.
This brings upon another topic of reimbursements. There will no longer be
reimbursements for people who just go afk and do not make an effort to use
a non-rentable or similar key from a Day of the run. There will no longer be
Day 1 reimburses in any way, fashion, or form. The non-rentable keys from
Day 2 and after were designed to be used in such a way as to not be a
possible stopping point of a run. It is not tolerable for someone to just
hold a key and go afk with it, claiming they will get a reimburse. There are
risks to run the zone and taking those risks, you will win some and lose
some. Read help REIMBURSE for some information on reimbursements.
A note on Zone Resets - Please note that if your run is banked by the zone
full resetting during your run because you and your form left the zone then
this will not be reimbursed.
If you purposely die inside the zone with keys, you will be punished. Yes,
this is a little difficult to prove, but if it is something that a person has
done more than once, it shouldn't be happening. Suiciding inside the zone
with iron and other keys is NOT tolerable and you will be punished if you try
to break this rule.
The entire island Bloodstone is on, including those parts of it that are
technically in the Wilderness, is considered part of the Bloodstone zone
for all rules where this comes into play. The only way to be credited
for 'leaving the zone' is to leave the island and leave the shrine.
* Mellorian Keys
These keys have a special case ruling that follow the inscription in the
beginning of the zone. It is your duty as a player to read it. These
rules can also be found in Help MELLORIANRULES
* DeRah Villadom
For the purposes of key rules, zones 169 and 170 (good/day DeRah and
night/evil DeRah) are treated as the same zone.
* Tower of Reclasta
The red, blue, and green parchments are treated just as if they were
normal keys. You cannot hold them unless you are actively running the
zone, and you cannot purposefully dispose of them. In case multiple
people have parchments, whoever has the blue parchment has precedence.
Whoever has the green and red parchments must give them up immediately
to the holder of the blue parchment.
See Also: ZONERULES KEYS