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Information on this page is fully updated to the latest official version of the game: 180.12

Keymaster is the final boss of the Mines (floor 1).

Overview Overview icon[]

Keymaster info
"The keys in his possession granted this man great purpose. For a bribe and a favor, he was willing to carry missives, arrange fights and allow gangs of criminals to quietly murder their competition while they slept. He saw himself as a king and the keys were his crown…as long as they were needed, he was needed.

But the undead care not for the jingling metal — and for the man himself, they will have no need at all…"

Abilities Enemy ability icon 1[]

Enemy ability icon 1

Skill info gold dotSkill info gold dotSkill info gold dotSkill info gold dot
Ally back 1
Reversed four minions

Physical Attack. Deals Attack80% damage.
Keymaster strike

Enemy ability icon 2

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Physical Attack. Deals Attack100% damage.

- Stuns target for 1 turn.*

Debuffs for 2 turns:
- Target receives Armour-4 (6,8)^ Armor.

* On Good Always Wins difficulty
^ On More Pain! and Good Always Wins respectively
Keymaster stun

Enemy ability icon 3

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Ally back 1
Buff. All allies restore Sanity icon5 (10,15)* Sanity.

Buffs all allies until the end of battle:
- Target receives Attack+3 (5,8)* Attack.

* On More Pain! and Good Always Wins respectively
Keymaster ring

Enemy ability icon 4

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Ally back 1
Support. Summons a Conscript, Hunky, or Miner.

- The summoned character receives Attack+4 Attack.
Keymaster summon one

Enemy ability icon 5

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Support. Summons up to three Conscripts, Hunkies, or Miners.
Keyamaster summon three

Counter Strategy icon[]

Roles: Physical damage dealer Attack - Summoner Summon icon - Sanity Sanity icon Healer - BuffIcon buff stat pos support - DebuffIcon buff stat neg support - Stunner Icon buff skip

Most effective in positions: Any positions

Behavior[]

When one or all of his henchmen are killed, Keymaster will have a chance (or be guaranteed for the latter) to summon more to fill blank positions. If his henchmen are at low Sanity Sanity icon, he may attempt to heal their Sanity Sanity icon and BuffIcon buff stat pos their Attack Attack. If all three of his henchmen are alive and at high Sanity Sanity icon, he is almost guaranteed to use his offensive moves, with high priority for AOE attack. Unlike other bosses, Keymaster's summoning ability is not a free action and thus costs his turn when he uses it.

Approach[]

Vampire buff

The best opportunity to land hits on the Keymaster is when he only has 1-2 henchmen left. Try to kill an enemy before the Keymaster's turn. The more henchmen killed, the more likely it is for Keymaster to waste his turn summoning instead of attacking. Keep in mind that killing all of his henchmen at once will force the Keymaster to summon 3 more. For stress builds, minions that can quickly spread stress among enemies are recommended (Wraith Wraith icon, Banshee Banshee icon, etc). All enemies summoned by Keymaster have a chance to get Betrayal InsanityIcon buff insanity effect, which can be quite advantageous for stress-focused squads. Since the amount of targets that can go insaneIcon buff insanity is unlimited, Vampires Vampire icon can benefit a lot from this fight. Equipped with Tear of Blood, a Vampire Vampire icon can stack a huge load of Evasion Evasion, Luck Luck and Accuracy Accuracy in addition to Attack Attack, up until the point she can dodge most attacks and one-shot targets. Similarly, a Ghoul Ghoul icon can use Lunch Break on low-Vigor Vigor targets to stack offensive BuffsIcon buff stat pos on herself.

Dialogue Dialogue icon[]

  • Ally is killed: "Hey! Who's going to act as my meat-shield now?!"
  • Receiving a critical hit: "Ughhh...that...hurt..."
  • Using first ability: "Three corpses with one bolt!"
  • Using third ability: "Fight and I'll be sure you get out of this prison a free man! ...Maybe."
  • Using fourth ability: "Hear this? That's what freedom sounds like!"
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