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This key unlocks the entrance to Vex Thal.
Once activated this key unlocks the achievement, The Scepter of Shadows, removing the need for you to store the physical key.
This item is the result of a quest.
Expansion List - Premium only.
Crafted: This item is crafted by players.
Yield: 1 x The Scepter of Shadows
DropsThis item is found on creatures.
This is the key to Vex Thal.
Uploaded December 22nd, 2021 by nytmare
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i have the sceptre. clicked on the door behind Rumble. nothing...
what am i doing wrong? :(
Just the wording of your post made it sound like you had to do 1 raid per person, so I thought I'd clarify that while there is a raid involved, it yields many pieces for the key. However, some of the parts aren't easily soloable, such as the emp key and lucinite, which do only drop one piece per kill and those can be a sink.
The other items need I will get over the next few weeks, most likely with the help of a single group, since there are 4-5 of us all collecting shards together.
Most of the VT quest can be done by a single group.
You will need a raid force to get the drop from the Emp in Ssra, though and an Emp key to even get to him to loot.
So you'll have to complete the Ssra Emp key quest first, to even have a chance of completing your VT key.
People say it's a long quest and not worth it, but I am having a blast doing these two key quests. I don't care if it takes a few weeks, I'm making new friends, getting to know my future Guildies (Hail White Wind on Drinal) and it's a change from the normal exp grind.
If I get a "key" and it is "soulbound", if I use the key once, Thus adding it to my keyring... can I destroy it afterwards?
Thus, SOE came up with the keyring idea and previously soulbound keys plus a number of others became keyring keys when next used (e.g. they got added to a flag list, and you no longer needed the
key). So soulbound keys keyring keys are very different, but have a relationship to each other.
Soulbound was out before the keyring was ever encoded. Once the keyring came into the game, all you had to do was use the key once and then bank or destroy it. Personally, I banked mine. That way if ever they have a bug that wipes keyrings....like they've had before.
Kunark introduced the concept of soulbound keys (actually, keyed zones in general). It's one thing to have a key to a door in a zone. If you wipe on the other side, you can summon your corpse. But if you wipe inside a zone that requires a key, you can't get back. Bad news. Soulbound keys was the solution initially. There were three keyed zones in Kunark (CS, HS, and VP). All had a soulbound key. They added more keys with the Velious release, including soulbound "keys" required to port past IC (unique in that you didn't need them to enter a zone, but it was much more difficult to get there if you didn't have the key).
When they came out with Luclin they realized the whole soulbound keys thing was a problem. There's only 8 main slots, so you can only have 8 keys. They started tooling around with the idea of a keyring, but the early implementations didn't work too well. Their interium solution was to remove the requirement for keys to the dragon portals in Velious. You no longer need them.
Adding the keyring basically allows you to have a number of "soulbound" keys greater then 8. It fills the exact same need: Keys that are on your character even if you die. Even this has been phased out though with character flags introduced in PoP.
They are most certainly related items. They represent a progression of solutions to the same problem. I believe that soulbound keys still technically work. At least I know for a fact that some of my old keys continued to appear in my main slots after death well after the keyring was introduced. They are still in the game, you just don't need them.
As far as I know, 'soulbound keys' are a thing of the past and no keys stay on you upon death.
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