Zombie (Melzar's Maze, blue key)
Zombie (Melzar's Maze, blue key): rewards, quantities, reference odds, conditions and source notes.
| Category | Monster |
|---|---|
| Documented loot rows | 1 |
| Unconditional priced subtotal | 0 gp per kill |
Explore the rewards declared for Zombie (Melzar's Maze, blue key) in our server source. This is a loot reference, not a claim that every encounter or spawn has been gameplay-tested.
Rates use the source-default reference profile: the configured 1.5 factor and house caps, with no player-specific boost. They are not OSRS rates or a verified quote from the running server. Quest, task, area, equipment and runtime settings can change eligibility or odds. See How our drop tables work.
At a glance
| Detail | Reference |
|---|---|
| NPC bindings | npc.dragonslayer_zombie_1_key |
| Area restrictions | No table-level restriction declared |
| Table identifier | Zombie (Melzar's Maze, blue key) Drops |
| Values | Tracked G.E. price reference; not a current market quote |
| Unpriced/conditional loot | Excluded from the unconditional priced subtotal |
Reading this table
Quantity is per successful award. A semicolon means a discrete choice, not every number in between. Reference chance means at least one positive award for that row under the stated profile. Average quantity/kill counts repeat awards and is different from a probability.
A conditional row only applies when its conditions are met. Several eligible rows may award the same item; their chances cannot simply be added. Priced subtotals are an expectation across many kills, not a guaranteed reward or profit.
Source and verification
Table: server-233/content/drops/src/main/resources/drops/tables/monsters/dragonslayer_zombie_key.toml.
The generator follows the TOML parser, house-cap and multiplier stages, and resolves shared Kotlin tables. The source profile is reproducible; active VPS settings, your account state and live market prices have not been read by this page.
For a missing item or unexpected reward, report the monster, location, task/quest state and relevant equipment. A drop table alone does not establish encounter access or combat mechanics.
Generated from the game data at every release.