At a glance
Quick facts
- Classification
- Keys and access objects
- Identifiers
- 1 across 1 XML definitions
- Item ID reference
- 31133
- Defined attributes
- 0
- TFS loot sources
- 0
- Official loot mentions
- 0
- Source profile
- TFS 1.6
Eye key in the hands of a player
An item name is only the surface. Beneath Eye key sit item ID 31133, a keys and access objects classification, and 0 declared attribute families: no extra items.xml attributes.
Eye key is a small object with an unusually large consequence: access. The number in the item registry identifies the object, while door action IDs, map placement, and quest storage determine what it actually opens.
No indexed monster definition names Eye key as direct corpse loot. The silence is useful because it narrows the next search to quests, NPC trades, map rewards, crafting, events, stores, and action scripts instead of encouraging an invented hunting route.
Eye key identity and identifiers
Eye key appears in the pinned item registry under 1 concrete identifier value. This page groups definitions that share the exact source name so readers can compare alternate graphics, transformation states, map variants, or legacy identifiers without treating each numeric ID as a different search topic. The identifiers are engine references, not proof that every Open Tibia server exposes every variant to players.
| Item ID or range | Article | Variant attributes |
|---|---|---|
| 31133 | an | No XML attributes on this variant |
Attributes and mechanical meaning
Eye key is classified here as keys and access objects from its name and declared XML attributes. The XML entry establishes the identifiers and attributes shown here, while interaction behavior can also come from the binary item registry, movement events, actions, and server scripts. Exact behavior can be supplemented or overridden by the server binary, the OTB item registry, Lua actions, movement events, decay handlers, imbuement systems, or custom upgrade code.
Acquisition and recorded loot sources
No monster XML file in the pinned profile lists Eye key as direct loot. That does not establish that the item is unobtainable. It may be awarded by a quest, NPC trade, map placement, reward chest, crafting system, action script, event, store, or custom content module. A server-specific guide should name one of those primary acquisition sources before presenting a method as verified.
Progression, use, and comparison
Evaluate Eye key against alternatives in the same keys and access objects class by comparing only attributes that the active server actually implements. For combat equipment, attack, defense, armor, elemental protection, skill modifiers, vocation restrictions, level requirements, charges, and weight can all change the practical result. For world objects and general items, the decisive behavior is more often an action, movement event, unique ID, or map placement that cannot be inferred from the display name alone.
- Confirm the live item identifier before importing Eye key into an editor, script, reward, or shop.
- Compare XML attributes with the deployed OTB registry and any upgrade, tier, imbuement, or rarity layer.
- Trace acquisition through monster files, NPC scripts, quest scripts, reward containers, and map placements.
- Test equip, use, decay, trade, loss, and persistence behavior on the target server profile.
Reference boundary and change control
A correction to this entry should cite the exact deployed item definition, commit, server documentation, or reproducible live test. Screenshots can show appearance or a tooltip, but they do not independently prove hidden chance values, script branches, or database state. Keeping those evidence layers separate prevents a historical item ID or one server's custom value from being mislabeled as universal Eye key behavior.
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Server names, protocol labels, and map labels do not guarantee matching mechanics. Use these filters to find candidates, then verify the listing, owner documentation, and deployed ruleset.
