Alamayo World Wiki

Your key

Every player has one key: a dungeon, drawn at random, and a level from 1 to 30. Whoever presses Start in a crew runs their own key, and only that key moves.

One key each

Yours alone

You have one key: not one for each dungeon, and not one for the crew. It belongs to you, not to a character, so every character you have shares it. Your own key is in the crew window and your character window (C); the crew window lists every member's key, the run card says whose key a run is, and the inspect window shows another player's key.

A dungeon and a level

A key points at one dungeon at a time, drawn at random from the open ones: the Wreck and the Orchard. Its level, from 1 to 30, sets how hard its run is and what it drops.

Your first key

A player with a best when keys arrived got a first key just under it: one level below their best in the key's dungeon (two below in the Orchard from a best of 6), or two below their best in the other dungeon if that is higher. A new player's key starts at level 1. If you played as a guest and log in with a wallet later, your guest key joins the wallet's: the higher one stays (the wallet's on a tie, or while its key is in a run).

Starting a run

Anyone can start

Anyone in the crew can start their own key from the crew window. The first to press Start gets the 3-2-1, and the crew runs that key's dungeon at that key's level, whichever door opened the crew.

Who can start

You need level 10, a key that is not in a run, and no duel under way. Crewmates under level 10, in a duel or away at the Pier stay behind. If the starter leaves the crew or goes offline before the count ends, nothing starts.

Stopping

Anyone in the crew can stop the 3-2-1, each player once every 15 seconds. Then anyone can start again.

Everyone's records count

Only the starter's key moves, but everyone still in the run when it ends keeps their own records from the run's level: their best timed level in each dungeon, the week's first timed clear at or above their own best (the sure piece and the Mastery bonus), the Marks, tempering and rating.

While it runs

A key is busy from its 3-2-1 until its run ends: it can't be started again or lowered. If its owner leaves or drops mid-run, the run plays on, and its end still moves their key. The run card says whose key the run is.

How a run moves a key

When a run ends, the key that started it moves:

The runIts levelIts dungeon
Timed, under 60% of par (9:00)+3drawn again
Timed, under 80% of par (12:00)+2drawn again
Timed, within par (15:00)+1drawn again
Over par−1drawn again
Wiped−1stays
Given up: everyone leaves the run, or it reaches 60 minutes−1stays
Every connection drops, or the server restartsno changestays

Drawn again is a fresh draw from the Wreck and the Orchard, so the same dungeon can come up again. A key stays between 1 and 30. Par is 15:00 in both dungeons. Times are the run's clock, and a twist can add to it: The Sea Keeps Count (every death costs 15 seconds of par).

Lowering your key

Any level below it

Open your crew window or your character window, pick a level under your key's level and confirm. The game asks first: “Lower your key from 12 to 9? It stays in the Wreck. Only timed runs raise it again.” Your crew sees a line in chat when you do.

Never up

You can't raise a key by hand: only timed runs raise it, apart from a higher guest key joining your wallet's. Lowering it leaves it in its dungeon.

Not now

A key can't be lowered while it is starting or in a run, or when it is at level 1.

The dungeons: the Wreck and the Orchard. What a run counts for: Rating and Mastery.