Doors

DoorMUD


Introduction 
~~~~~~~~~~~~
DoorMUD: Land of the Forgotten is a text-based role-playing game of massive
proportions.  In an ancient, war-torn land, the demonic Warmaster of Chaos
lies locked away in a dungeon deep underground. His minions are forming armies
on the surface, preparing for the day when an evil champion will set him free.
Meanwhile, the holy forces of Order have finally forged a weapon capable of
slaying the Warmaster, but first they must find a hero powerful enough to 
wield the mighty blade. Thus, players are presented with a choice: Will they
strive to kill the Warmaster and bring Order to the land? Or shall they free
the Warmaster and doom the world to its destruction?

DoorMUD is an affordable, high-quality MUD (multi-user dungeon) that will run
on any BBS software capable of running doorgames. DoorMUD features fast-paced
real-time combat, excellent multinode interaction, a high-powered command
interface and a huge game world with over 2100+ rooms for players to explore.
It is actively supported, with new versions coming out on a regular basis.  A
World Editor add-on is also now included in the registered version, allowing
Sysops to modify the game world and create your own new dungeons, quests,
artifacts, and more!


WEAPONS 
ITEM DROPPED BY DESCRIPTION 
crimson sickle headless horseman One-handed edged weapon, good criticals and accuracy. 
ebony scythe grim reaper Two-handed edged weapon, randomly casts weakness. 
emerald mace medusa One-handed blunt weapon, raises max SP. 
serpentine staff medusa Excellent mage-only weapon. 
snakeskin gloves medusa Excellent monk-only weapon. 
obsidian halberd ancient prisoner Unique Gladiator quest weapon. Slowly heals the user. 
mithril greataxe ancient prisoner Unique Warrior quest weapon. Can stun an enemy for two rounds. 
celestial broadsword ancient prisoner Unique Paladin quest weapon. Small chance of frying your enemy for extreme damage. 
dragonbone warhammer ancient prisoner Unique Cleric quest weapon. Raises max spellpoints. High stun chance. 
ruby demonblade ancient prisoner Unique Thief quest weapon. Great backstabs. Sometimes inflicts damage on all monsters in the room.  
fang dagger ancient prisoner Unique Bard quest weapon. Small chance of giving the enemy a fatal illness. 
lightning claws ancient prisoner Unique Monk quest weapon. Randomly gets extra attacks. 
bladed staff ancient prisoner Unique Warlock quest weapon. Chance of greatly decreasing enemy's accuracy by stabbing them in the eyes. 
ivory runestaff ancient prisoner Unique Mage quest weapon. Large boost to armor class, also raises max spellpoints. 
shadowsteel naginata ancient prisoner Unique Ninja quest weapon. Small random chance of completely healing you. 
arquebus ancient prisoner Unique Shaman quest weapon. Hits for extremely high damage, but only fires every other round. 
nature's hand ancient prisoner Unique Druid quest weapon. Can drain hitpoints from the enemy. 
titanic warhammer two-headed giant One-handed blunt weapon, good accuracy and can stun. 
executioner axe infernal denizen Two-handed edged weapon, good accuracy and criticals. 
shadow dagger vampire lord Low damage, but can give the enemy a disease. Usable by mages. Good backstab damage for thieves. 
dragonblade dragon queen Two-handed edged weapon. Small chance of elemental blast. Limited to 1 per game. 
infernal longsword angel of death Usable by evil-aligned Thieves, Bards, Shamans, Paladins, and Warlocks. Can drain hitpoints from an enemy. Limited to 1 per game. 
shimmering claymore angel of death Usable by good- and neutral-aligned Thieves, Bards, Shamans, Paladins, and Warlocks. Does damage to all monsters in room. Limited to 1 per game. 
hydra tail rock hydra Two-handed blunt weapon. Extremely high damage and capable of long stunning, but somewhat inaccurate. 
sapphire rod high imperial magus Light weapon (usable by all classes) -- good damage for Mages and Druids. Large bonus to AC and max SP. 
netherworld scepter demon king One-handed blunt weapon -- good damage for Clerics, and good backstabs for Thieves. Very accurate, and raises max SP. 
bone sword demon king One-handed edged weapon. Fast, and hits for good damage. 
hellblade avatar of chaos Usable by evil-aligned characters.  
blade of destiny quest Usable by good-aligned characters.  
Note about weapon damage: You can determine the amount of damage a weapon inflicts by looking at it in the game ("look "). This will show the exact damage range for the weapon at your level. 

 

 

 

ARMOR 
ITEM DROPPED BY WORN ON DESCRIPTION 
mystical robes demon prince torso Good light-class armor; increases intellect. Only usable by mages, clerics, druids, monks, and ninjas. 
elven chainmail master of the hunt torso Good medium-class armor; increases dexterity. Very light-weight. Only usable by thieves, gladiators, bards, and shamans. 
centaurhide tunic quest torso Good medium-class armor; increases health. Available through the Ancalador Armory Shopkeeper's quest to most classes. 
blackened platemail deathknight torso Good heavy-class armor; increases strength. Only usable by warriors, paladins, and warlocks. 
golden robes shop torso Excellent light-class armor. 
golden chainmail shop torso Excellent medium-class armor. 
golden platemail shop torso Excellent heavy-class armor. 
ethereal robes burningman torso The best light-class armor in the game; raises max hitpoints. 
demon hide bloodthirster torso The best medium-class armor in the game; raises accuracy. 
leviathan scale leviathan torso The best heavy-class armor in the game; raises magic resistance. 
emerald ring orc chieftain finger +1 AC. Limited to 3 per game. 
ring of warlords thunderlord titan finger +1 strength, +1 health. 
ruby-studded ring infernal champion finger +1 intellect, +1 dexterity. 
ring of necromancy lich finger Can cast animate dead up to 3 times per day. 
imperial ring deranged templar finger Raises AC, accuracy, critical hit chance, and max SP. 
onyx ring quest (finger) Raises AC, accuracy, magic res, and movement rate. Extremely rare (usually only one per game). 
golden bracers quest, or deranged templar arms Increases hitpoint regen rate. 
serpent bracers dragon queen arms +1 AC. Large increase to hitpoint regen rate. Only usable by Monks. Limited to 1 per game. 
elven cloak quest, or crazed sheriff back Increases magic resistance. 
imperial cloak deranged templar back Increases health and intellect. 
dwarven boots quest feet Increases movement rate. 
imperial boots deranged templar feet Increases dexterity and strength. 
jewelled belt quest, or dark djinni waist Increases max hitpoints. Only available to non-magic-users. 
silver belt shop waist +2 AC. 
amulet of healing shop (neck) Can heal the user up to 3 times per day. 
malachite necklace quest, or dark djinni neck Increases max spellpoints. Only available to magic-users. 
sacred ankh  greater mummy neck Use to negate invulnerability spells that some monsters cast. 
platinum necklace shop neck +2 AC. 
glowing pendant dragon queen neck +1 AC. Increases max spellpoints. Only usable by Mages, Clerics, and Druids. Limited to 1 per game. 
chaos charm gypsy tribeleader (forehead) May be used once per day to teleport to the Courts of Chaos. 
rune of power high imperial kingpriest, or dark demigod forehead Increases movement rate. May be used one time per day to drain a high number of hitpoints from all monsters in the room. Limited to 2 per game.  
mithril crown quest forehead +1 AC. Raises max hitpoints.  
rune of legends ancient master forehead Greatly increases max hitpoints. Limited to 3 per game.  
crescent earring quest ear +2 AC. Good-aligned characters only. 
mark of order quest ear Raises several stats. Good-aligned characters only. Limited to 1 per game. 
black nosering quest nose +2 AC. Evil-aligned characters only. 
mark of chaos quest nose Raises several stats. Evil-aligned characters only. Limited to 1 per game. 
gauntlets of might shop hands Increases max encumbrance. Use up to 3 times per day to temporarily increase damage and strength. 
gauntlets of annihilation shop hands Can inflict heavy damage on the room up to 3 times per day. Neutral-aligned characters only. 
shimmering rod shop off-hand Casts a party healing spell up to 3 times per day. Cannot be used in combat. Good-aligned characters only. 
diamond bracelet shop wrist Increases accuracy and crit chance. 
ivory bracelet shop wrist Can cast Charm up to 3 times per day. Evil-aligned characters only. 
mark of heroes quest wrist Raises several stats and casts a powerful spell once per day. 
Note about armor class: To see how much a piece of armor will raise your armor class, look at it in the game ("look "). 
Note about armor locations: Some armor does not fill up its location; for example, you can wear an onyx ring and one other ring at the same time. Armor like this has its location listed in parentheses. 

 

 

 

QUEST ITEMS 
ITEM DESCRIPTION 
sasquatch foot Trade to the King of the Elves for a reward. 
zombie master head Trade to the Mayor in Ancalador for a reward. 
mad dwarf crown Trade to the Dwarven Emperor for a reward. 
stolen artifacts Trade to the Gnome Nobleman for a reward. 
huge centaur hide Trade to the shopkeeper in the Ancalador armor shop, along with 50 gold, to get a centaurhide tunic. 
golden talisman For the Onyx Ring quest. 
crystal of sss'ra For the Onyx Ring quest. 
emerald chalice For the Onyx Ring quest. 
avatar's head Trade to the Dark Priest for a reward. Must be evil-aligned. 
flaming demon skull Trade to the Captain of the Guard for a reward. Must be good-aligned. 
arm of Grendel Trade to the Dwarven Lord for a reward. 
great dragon fang Needed for the Ancient Master's blessing. 
monstrous horn Needed for the Ancient Master's blessing. 
aspect of chaos Trade to the Champion of Order  (must be good-aligned) 
champion of order's head Trade to the Warmaster of Chaos (must be evil-aligned). 
warmaster's head Trade to the Champion of Order (must be good-aligned). 

 

 

 

KEYS 
ITEM DROPPED BY  DESCRIPTION 
skull key abomination Opens door to Halls of the Dead. You must be at least level 5+ to use this.  
cell key werewolf Opens the door to the cell of the elven messenger.  
runic key granite golem Opens door to the quest weapons. Limited to 12 per game. 
gate pass imperial patrolman Allows entrance to Arcadia. 
stone key minotaur Opens the door to the Thunderlord Titan.  
crimson key dragon ogre Opens the door to the Infernal Champion. 
obsidian key hobgoblin slumlord Opens the door to the Greater Demon.  
shimmering key high bishop Opens the door to the Avatar of Light.  
dragonbone key silver dragon Opens the door to the lower level of the Dragon Cave, and also opens the door to the Dungeon of the Damned. You must be level 18+ to use this. 

 

 

 

OTHER ITEMS 
ITEM DROPPED BY DESCRIPTION 
throwing knife orc scout
brigand leader Hits for a small amount of damage in-between the round. Has 3 uses. 
healing potion brigand leader Heals a small amount of hitpoints. 
orc battle potion orc chieftain Heals you slightly, and for a short period of time increases your damage and your crit rate, but also makes you confused. 
potion of restoration medusa
(Also for sale in several shops) Heals you slightly; also cures paralysis, disease, confusion, blindness, and other harmful conditions.  
scroll of return demon prince Teleports you to the Temple of Ancalador. 
divine potion  high imperial kingpriest
(Also for sale in several shops) Raises accuracy, crits, and damage; negates harmful effects of several spells; heals you; and allows you to see invisible creatures. 
invisibility potion shop Greatly increases armor class and makes you invisible to other players. 
anti-magic potion shop Greatly increases magic resistance. 
illegal narcotics drug dealer Gives a long-lasting bonus to critical hits and max spellpoints, but also makes you confused and hurts you a little upon drinking it. Gives extra attacks for the round after it is used. Has 3 uses. 
magic lamp quest Teleports you to the Dark Djinni's room. 
dark crystal dark djinni Inflicts heavy damage on the room, but also greatly injures the user. Neutral and Evil characters only. Limited to 3 per game. 
lump of coal quest Negates an enemy's chance of getting critical hits. 

 

 

Notes about obtaining magical items:
Most magical items will only drop for characters that can use the item. For example, a serpentine staff will only ever drop from the Medusa if a Mage helped in the killing.

Some items are level-restricted.  Most items which are level-restricted won't drop until you are high enough level to use them (for example, Elven Chainmail won't drop until level 5+).

Most magical items will only drop from a given monster once per day.
 

  
Mage & Warlock Spells 
SPELL LEVEL SKILL NEEDED SP COST EFFECT 
Frost Blast 1 Mage [1] 2 Hits for minor damage. 
Slow 2 Mage [1] 1 Decreases target's armor class, accuracy, and chance of following you. 
Mage Shield 3 Mage [2] 6 Increases your armor class by 8 for four minutes. 
Incinerate 5 Mage [1] 4 Hits for moderate damage. 
Drain Life 7 Mage [1] 6 Drains a moderate amount of hit points from the target and gives them to you.  
Lightning Bolt 9 Mage [1] 1 Hits for moderate damage, but can miss just like a standard attack. 
Weakness 11 Mage [2] 3 Reduces enemy's damage and accuracy. 
Cardiac Arrest 12 Mage [1] 5 Hits for heavy damage; high stun chance. 
Levitation 13 Mage [1] 4 Increases dexterity and movement rate, and also negates paralysis-type effects. Affects everyone in your party. 
Confusion 14 Mage [3] 4 Makes all monsters in the room Confused, and decreases their accuracy. 
Fireball 16 Mage [1] 7 Very heavy damage to the room.  
Invisibility 18 Mage [3] 8 Makes you invisible and gives +18 AC for four minutes. Cannot be used at the same time as mage shield, though. 
Charm 21 Mage [3] 12 Enslaves a monster for a short period of time. Does not affect some bosses. 
Astral Projection 24 Mage/Cler [3] 10 Reduces your maximum SP, but causes you to regen all of your SPs every 10 rounds.  Also allows you to see invisible monsters. 

 


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Cleric & Paladin Spells 
SPELL LEVEL SKILL NEEDED SP COST EFFECT 
Cure Wounds 1 Cler [1] 2 Restores a small number of hit points. 
Curse 2 Cler [1] 1 Decreases target's armor class and accuracy. If cast on a player, he or she will be unable to Recall for a short period of time. 
Bless 3 Cler [2] 6 Greatly increases accuracy for four minutes. 
Holy Force 5 Cler [1] 5 Hits for moderate damage. 
Greater Healing 7 Cler [1] 4 Restores a moderate number of hit points. 
Flame Strike 9 Cler [1] 3 Hits for moderate damage. Unlike most damage spells, it is cast in-between a round (doesn't count as your round action). 
Blind 11 Cler [2] 3 Reduces the enemy's accuracy and blinds them. 
Wrath of God 12 Cler [1] 8 Inflicts heavy damage on the room. 
Cleanse 13 Cler [1] 5 Restores a moderate number of hit points and negates weakness- and disease-type effects.  Affects everyone in your party. 
Contagion 14 Cler [3] 4 Inflicts light damage on the room, and continues to inflict light damage every subsequent round. 
Divine Healing 16 Cler [1] 6 Restores a great number of hit points. Usable unlimited times per round, as long as you have enough spell points. 
Holy Armor 18 Cler [3] 8 Increases armor class, accuracy, and damage per hit for four minutes. Cannot be used at the same time as Bless, though. 
Animate Dead 21 Cler [3] 12 Resurrects dead creatures in the room and enslaves them for a short period of time. Does not affect some bosses. 
Astral Projection 24 Mage/Cler [3] 10 Reduces your maximum SP, but causes you to regen all of your SPs every 10 rounds.  Also allows you to see invisible monsters. 

 


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Shaman & Bard Spells 
SPELL LEVEL SKILL NEEDED SP COST EFFECT 
Soulstrike 1 Mys [1] 2 Drains a small amount of hit points from the target and gives them to you. 
Berserk 3 Mys [1] 7 Increases your weapon damage by two on every hit for the next three minutes. 
Hold Person 5 Mys [2] 5 Renders the target unable to move, and considerably reduces their armor class and magic resistance. 
Resist Magic 7 Mys [1] 4 Greatly increases magic resistance. 
Moonbeam 9 Mys [2] 9 Hits for heavy damage. Any creature hit by this spell will be blinded for three rounds, reducing their accuracy. 
Mystical Fury 12 Mys [1] 14 Hits for random damage. Also confuses the enemy for 3 rounds. Cast in-between the round (doesn't count as your round action). 
Hands of Quickness 14 Mys [1] 8 Gives all members of your party an extra swing (and increased accuracy) on the next round of combat. 
Shadowform 16 Mys [2] 20 Increases your damage, armor class, and max hitpoints for seven minutes. Cannot be used at the same time as Berserk, though. 
Teleport 18 Mys [1] 1 Teleports you to the Hall of Mirrors. Can be used in the middle of combat; however, this spell has a high failure rate. 
Spirit Drain 21 Mys [2] 22 Drains a very high number of hitpoints from all monsters in the room, and gives them to the caster. 

 


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Monk & Gladiator Skills 
SKILL NAME LEVEL SKILL NEEDED EFFECT 
Defensive Stance 1 MA [1] Stance: Increases armor class by 3. 
Natural Stance 1 MA [1] Cancels the user's current stance. 
Forceful Stance 3 MA [1] Stance: Increases user's strength by 3. 
Attack Stance 5 MA [2] Stance: Increases user's weapon damage by 2. 
Meditation 7 MA [1] Increases user's magic resistance by 30, but slightly decreases max hitpoints. 
End Meditation 7 MA [1] Cancels meditation. 
Jumpkick 9 MA [1] Hits the entire room for a decent amount of damage. 
Evasion 10 MA [3] Increases your armor class by 10. Free to use -- does not count as a stance. 
Frenzied Stance 12 MA [1] Stance: Increases user's crit chance by 8. 
Flying Dragon Strike 14 MA [2] Inficts heavy damage, but is rather inaccurate. 
Knife-Hand Strike 16 MA [2] Hits for moderate-heavy damage, and causes the enemy to inflict less damage than usual on their next attack. 
Regenerative Stance 18 MA [1] Stance: Increases user's health by 2 and also increases hitpoint regen/resting rate. 
Unmerciful Beating 21 MA [3] Inflicts heavy damage. Creatures hit by this attack cannot leave the room for one round. 
Rising Heel Kick 24 MA [3] Inflicts moderate-heavy damage, with a very high stun chance.  Very accurate. 


CLASSES 
CLASS WEAPONS ARMOR SKILLS ATTRIBUTE
MAXES 
H // S // I  // D
 
Warrior All All None 22 22 18 18 
Shaman One-handed Medium Mystical Spells [2] 20 20 20 20 
Cleric One-handed blunt Light Priestly Spells [3] 17 19 25 19 
Paladin One-handed All Priestly Spells [1] 20 21 20 19 
Mage Light weapons only Light Wizardly Spells [3] 17 19 25 19 
Warlock One-handed All Wizardly Spells [1] 20 21 20 19 
Thief One-handed Medium Backstab [3], Thievery [3] 19 20 18 23 
Ninja All, plus special Ninja-only weapons Light Backstab [1], +10 critical hits 19 21 18 22 
Bard One-handed Medium Mystical Spells [1], Backstab [2], Thievery [2] 18 20 20 22 
Monk Light weapons, plus special Monk-only weapons Light Martial Arts [3] 21 21 18 20 
Gladiator All Medium Martial Arts [1] 21 21 18 20 
Druid Light weapons only Light Mixed spells [3] 17 19 25 19 

 


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RACES 
RACE HEALTH  STRENGTH INTELLECT DEXTERITY SPECIAL 
Halfling 12 10 8 18 +4 Armor Class 
Goblin 12 13 9 16 Criminal penalties wear off faster 
Elf 8 9 17 15 +2 Armor Class 
Gnome 12 8 18 12 None 
Lizardman 12 14 14 10 +5 Magic Resistance 
Troll 17 14 8 9 Increased rest rate 
Dwarf 14 17 11 8 +5 Magic Resistance 
Human 13 13 13 13 Higher exp table (105%) 
Dark Elf 10 11 14 15 Criminal penalties wear off faster 
Gnoll 15 15 9 9 Head Butt skill (confuses and paralyzes enemy) 
Demon 12 14 14 14 Starting alignment of -100
Cannot use "recall" command 

Q: In the Sand Dunes, I can't seem to find where to take the Hermit.  Where is his home, if it exists? 
A: This quest cannot be completed until level 24.  Before that level, though, there is a hint as to where his home will be.

Q: I found the Champion of Order, but a gate prevents me from entering his room. How do I complete this quest? 
A: You must be level 24, and the quest must currently be "in" (it respawns every two weeks or so), for the door to be open.

Q: Sometimes when I enter an area, I get a message about a chill running down my spine. What does this mean?
A: It's a warning that the level you are entering is designed for higher level characters. Type "where" to see the exact recommended level range for the area. You can certainly try it at lower levels if you want, but be careful, the monsters may be harder than what you're used to.

Q: I heard there's a way to use the arrow keys for movement. How does this work?
A: Type "preferences" and then select the option to allow number-pad movement. As long as NUM LOCK on your keyboard is ON, you will now be able to use the numeric keypad for movement, ie "8" for north, "6" for east, etc. You can also now use "+" for up, "-" for down, and "5" (the center key) for attack. 

Q: I want to do the gnome nobleman's quest but I can't find the cloaked figure. Where is he? 
A: The cloaked figure is in a room that you must be level 5+ to enter, so don't start looking until then. He also only respawns every 5 days, so keep that in mind. 

Q: My terminal program acts very strangely in DoorMUD, any idea what is happening?
A: You may be using a terminal or telnet client such as MegaMUD that has automatic triggers/macros that are tuned to another specific MUD. This is confusing your terminal; try disabling these triggers.

Q: When I try to create a character, the game won't let me enter a name! Why does this happen?
A: Your terminal program uses nonstandard carriage return / line feed settings. Please try a different terminal program when playing DoorMUD.

Q: All the money I was carrying vanished! What happened?
A: Another on-line player probably robbed you. 

Q: I keep dying a lot. How do I regain lost hitpoints?
A: Type "rest" to put your character into resting mode. While resting, you regain hitpoints every round. However, you cannot rest in combat.

Q: Why doesn't the "map" command work in most areas?
A: The map command only works in towns and in the Forest. This is so that the sense of exploration in the game is not ruined. For maps of every area, please see the area maps page on this site.

Q: Why won't some of the NPCs talk to me? They keep saying to come back in a couple days.
A: These NPCs have quests for players to do. However, these quests may only be done once every couple days, to prevent the quest reward items from becoming too common.

Q: Are the official maps on this website complete?  Do they show all of the secret rooms?
A: No. Secret rooms have intentionally been left off the maps on this site. This is to add a sense of discovery to the game. Also, some of the maps on this site were submitted by players, and might not show every single room.

Q: Where are the quest weapon located?
A: You will have to discover this for yourself. You will have to do some searching in the mid-level areas (ie, levels 8 to 15). Use common sense to figure out where to search -- there are clues.  Try talking to the Bartender in Arcadia repeatedly to hear all of his gossip, and also try looking at the maps to determine where "secret" rooms might be.

Q: How do I cross the ocean near Arcadia or enter the Arcadia Slums?
A: Once you reach level 12, talk to the Captain of the Guard in Arcadia. You will then be allowed to enter these new areas.

Q: The spells "charm" and "raise dead", along with the Ring of Necromancy spell, do not seem to affect some monsters. Is this a bug?
A: No. Bosses that take a day or more to regenerate are immune to charm- and raisedead-type effects.

Q: I have ideas regarding how to improve the game. Can I send them to you?
A: You can send any ideas that involve changes to game mechanics, but please do not send ideas for new areas, spells, classes, etc. Instead, you can send area ideas directly to your sysop, and they can add them with the World Editor.

Q: I'm paralyzed in a room and there are no monsters here. How can I get un-paralyzed?
A: Wait a while for the effect to wear off naturally in real-time.

Q: When do you reach "heavy" encumbrance? What about "medium"?
A: You become "heavy" when you have 50% of your maximum encumbrance. When you are heavy, your armor class is reduced, your stealth is decreased, you have a harder time outrunning monsters, and you cannot move quickly. As for "medium", this is just a warning that your encumbrance is getting high; the only actual effect is a slight decrease in stealth.

Q: How do I complete the Elven Messenger's quest?
A: The Elven Messenger doesn't really have a quest. If you notice, he dies before he gives you any sort of message to deliver.

Q: On the web page area list, I see an area called "The Courts of Chaos" but I can't seem to find this area. Where is it?
A: The only way to enter the Courts is to get a Chaos Charm, WEAR it, and then USE it. You may do this once per day to teleport to the Courts of Chaos, but you must be level 5 or higher. The charm is dropped by the Gypsy Tribeleader.

Q: How do I enter Elder Havenwood Forest?
A: In the one-room cave that is located south of Ancalador, the exit will be visible only if you have talked to a certain NPC first.

Q: On the web page's boss list, there is a boss called the High Imperial Kingpriest. How do I find him?
A: You will have to discover this for yourself. Hint: You can't even see the exit into his room unless you meet certain requirements



DOORMUD v0.96 TEXT MAPS
-----------------------

For maps in hypertext form that link together, please see the maps page on
the official DoorMUD web site -- http://dmud.thebbs.org/area.htm


==============================================================================

Tolaria:

    T              T = Temple
    |              A = Armory
    #              S = Spells and Martial Arts tomes
    |              R = Trainer
  A-#-S
    |              
    #              
    |
  R-#
    |
    #
    |
The Forest

==============================================================================

The Forest:

    To                                    B = Bridge Troll
  Tolaria                                     (lvl 2+ to pass)
(Lvl 1 town)   #-#-#                 
     |        /     \               
     #     #-#       #            
    /     /           \
   #     #             #-B-#
   |    /             /     \
   #-#-#             #       #
     |               |        \
     #   #-#         #         #-#-#-> To Ancalador (lvl 2-7 town)
      \ /   \        |
       #     #       #       #-#-#
       |      \     / \     /     \
       #       #-#-#   #-#-#       #
      / \                         /
     #   #                   #-#-#
     |    \                      |
     #     #   #-L     #-#-#     #
      \    |   | |    /     \   /
       #   #   #-# #-#       #-#
       |    \  |  /
     #-#-#   #-#-#
    /    |\
   #-# O # #
   |   |   |   L = Brigand Leader
   # # # #-#   O = Orc Chieftain
    \| |  /
     #-#-#


==============================================================================

Ancalador:


            #-#-#-#-#-#-#-#-#                   F = To Forest Map
            |   |           |                   T = Temple
            # D-#   T       #                   A = Armor
            |       |       |                   W = Weapons
            #     A-#-W     #                   R = Trainer
            |       |       |                   B = Bank
            #     R-#-B     #                   S = Spells, amulets, potions
            |       |       |                   P = To Dusty Path (lvl 8+)
      F <-#-#-#-#-#-#-#-#-#-#-#+> P             Z = Tavern (lvl 5+)
            |       |   |   |                   C = City Hall
            #     S-#-S V   #                   D = Graveyard / Down to Catacombs
            |       |       |                   V = PvP Arena
            #-C     #       #                                                     
            |       |       |                                                     
            #       #-Z+Z   #                                                     
            |       |       |                   * = Wooded Path                 
            #-#-#-#-#-#-#-#-#                   g = Gnome Mansion                
                    |                           c = Cave (To Elder Havenwood)
                    #                           d = Down to Murky Caverns
                    |                           h = To Havenwood       
                    *                                 
                    |                                                         
                    *                                 
                    |                                 
h <-*     g         *         *-*-d                  
     \    |        /         /                        
      *   *   *-*-*         *                         
       \  |  /     \       /                         
        *-*-*       *-*-*-*                           
                          |                           
                          c                           

==============================================================================

Havenwood Forest

                #-> To Wooded Path                               
               /                                
              #                                 
             /                                  
            #                               # = Forest Road
           /                                % = Forest Path
      #-#-#                                 & = Gypsy Encampment
      |                                     E = Elven Fortress
      #   %-%-%-%-%-%-%-%   %-%             
     /   /    | | | | | |  /   \            G = Gypsy Tribeleader
  #-#   %     %-%-%-S-%-% %     %           S = Sasquatch   
 /       \    | | | | | | |    /           
#         %   %-%-%-%-%-% %   %            
 \        |          \   /    |            
  #-#-#-#-#-#-#       %-%   #-#-#          
            |  \           /    |          
            %   #     #-#-#     %          
             \   \   /          |          
    & &   %-%-%   #-#   %-%     %          
     \|  /     \       /   \    |          
    G-&-&       %-%-%-%     %   %          
     /|              \       \  |     
    & &               E       %-%                                               


==============================================================================

Elder Havenwood Forest

To Wooded Path
      |                                                                       
      %               %-%               % = Forest Path                        
      |              /   \              # = Forest Road                        
      %-%-%         %     %             @ = Centaur Village                 
           \        |     |             & = Cave                              
      #-#   %-%     %     @                                                   
     /   \     \   /      |             L = Large Centaur                    
#-#-#     H-#   %-%   @ @-@-@ L         M = Master of the Hunt               
|    \       \        |   |   |         H = Headless Horseman             
%     &       #     @-@-@-@-@-@-@                                             
 \            |       |   |   |                                               
  %-%-%-%-%   #-#-#   @ @-@-@ @                                               
  | | | | |     |  \      |                                                   
  %-%-M-%-% &   & & #     #                                                   
  | | | | |  \  | |  \   /                                                    
  %-%-%-%-%   &-&-&-& #-#    

==============================================================================

The Catacombs

    #-#-#     Z         #-#-#                                                  
    |    \    |        /     \                                                 
    #     #-#-#     #-#       #        U = Up to Ancalador Graveyard         
     \         \   /          |        D = Down to Halls of the Dead           
      #         #-#   #-#     #                                                
       \             /  |     |        Z = Zombie Master                       
#       #           #   #     #        W = Werewolf                            
|       |           |    \   /         M = Elven Messenger                     
#     #-#-#       #-#     #-#                                                  
 \   /  |  \     /   \                                                         
  #-#   #   #-#-#     #                                                        
       /        |     |                                                        
      #       #-#-#   #                                                        
      |      /    |  /                                                         
    #-#     #     # #                                                          
   /        |     | |                                                          
  #         #     # W                                                          
  |        /     /  +                                                          
  #       #     #   M                                                          
  |        \    |                                                              
  #         #   #                                                              
   \        |   |                                                              
    #     #-#   #                                                              
     \   /     /                                                               
      #-#     #                                                                
              |                                                                
          D-#+#                                                                
              |                                                                
              U                                                                

==============================================================================

Halls of the Dead
   First level:          |    Second level:         |    Third Level:
                         |                          |                           
        #-#-#-#-#        |      #-#   #-#           |      #   #            
        | |   | |        |      | |   | |           |     / \ / \           
#-#-#-#-# #   # #        |      # #-#-# #           |    #-U # K-#          
|               |        |      |       |           |     \ / \ /           
#               #        |    D-#       #-U         |      #   #            
|               |        |      |       |           |                        
#-G-#-D         #-U      |      # #-#-# #           |  U = Up to 2nd level   
|               |        |      | |   | |           |  K = Deathknight      
#               #        |      #-#   #-#           |                       
|               |        |                          |                           
#-#-#-#-# #   # #        |                          |                           
        | |   | |        |  U = Up to 1st level     |                           
        #-#-#-#-#        |  D = Down to 3rd level   |                           
                         |                          |
U = Up to Catacombs      |                          |
D = Down to 2nd level    |                          |
G = Grim Reaper          |                          |

==============================================================================

Murky Caverns
                                                                               
                                  #                                            
                                  |                                            
            U                   #-#-#                
            |                     |                                            
            #                 #-#-#           # = Murky Caverns             
           / \               /    |                      
        #-#   #-#-#-#       #   #-#-#         U = Up to Wooded Path            
       /             \     /      |           C = Dwarven Castle               
      #               #-#-#       #                                            
     /                     \                  L = Mad Dwarf Leader             
    #                       #                 A = Abomination                  
    |                      /                                                   
    #-#       L           #                                                    
    |         |           |                                                    
    #         #           #                   B = Up to Gloomy Bayou       
   /          |           |                                                    
  #       #-#-#-#-#       #         C                                          
 / \          |            \        |                                          
#   #         #             #-#     #                                          
|             |            /   \    |                                          
#-#           #           #     #-#-#                                          
|             |          /          |                                         
#             #     #-#-#           #                                          
 \           / \   /                |                                          
  #-#     #-#   #-#                 #                                          
     \   /                          |                                          
      #-#                           B                                          
     /                                                                         
    A                                                                          

==============================================================================

Black Road / The Courts of Chaos   
                                                                               
                                                                               
    #-#-#-#                                   S = Starting room
   /       \                                  D = One-way down                
  #         #-#-#-#                           d = One-way down to Demon Prince  
   \               \                               
    #               #   #-#-#                                               
    |                \  | | |                 M = Medusa                       
  S-#                 #-#-#-#                   
    |                /  | | |                                                  
  #-#-#             #   #-#-#                                                  
  | | |            /                                                           
  #-#-#     #-#-#-#                                                            
  | | |     |                                                                  
  #-#-#     #                                                                  
           /                                                                   
          #         #-#-#-#-#                                                 
         /         /         \                                                
      #-#         #   #-#-#   #                                               
     /            |  /     \  |                                               
  #-#             # # #-#-# # #                                               
 /         D      | | |   | | |                                               
#       M --> #   # # # d-# # #                                              
 \     /       \  | |  \    | |                                               
  #-#-#         # # #   #-#-# #                                               
                |  \ \       /                                                
                #-#-# #-#-#-#                                                  


==============================================================================


Gloomy Bayou


       D           D = Down to Murky Caverns
       |
       #
       |
     #-#-#-#                +---------+
    /       \               | Fortess |
   #         #              |2nd Floor|
   |          \             |         |
   #   %-%     #-#-#        |   %-%   |
   |   | |          \       |   | |   |
   #   s %-#         #      |   d L   |     L = Dwarven Lord
  /    | |  \        |      |   | |   |
 #     %-%   #       #      |   %-%   |
 |           |       |      |         |     % = Stone Fortress
 #           #-#     #      +---------+     u = exit up
 |          /   \   /       |         |     d = exit down
 #-#       #     #-#        | Dungeon |     s = exits up and down
    \      |                |         |
     #     #                |    %    |
      \   /                 |    |    |
       #-#         #-> C    |  u-%-%  |
       |  \       /         |    |    |
 #-#   #   #-#   #          |    %    |
 |  \ /      |   |          +---------+
 #   #       #   #
 |           |   |
 #       #-#-#   #
  \      |   |  /
   #     #   #-#            C = Dark Cave  (In Reg'd version, leads to
   |    /    |                              Southern Road / Inf. Keep)
   #   #     #
   |  /       \
   #-# #-#     #
   |  /   \     \           G = Grendel's Lair
   # #   G #     #
    \ \  | |    /
     # #-# #   #
      \    |  /
       #-#-#-#


==============================================================================

Dusty Path and Central Empires

                                   #
                                   |       Halfling
                               #   #   #   Village
                               |   |   |
   A = To Ancalador          #-#-#-#-#-#-#
                               |   |   |
                               #   #   #
                                   |                  #
A -#                               #                  |
    \                             /                   #-#
     #-#-#                       #                   /  |
          \                     /                   #   #     Lower Level:
           #-#-#               #                   /   /      Lizardmen
                \              |                  #   #-#-#
                 #             #                   \     /
G = Guardpost    |              \                   #-#-#
    (Deranged    #               #                  |
    Templar)     |               |                  U
                 #               #                             R = To Arcadia
                / \              |
           G-#-#   #-#-#         #
           |            \       /
           G             #-#-#-#                   D           #- R
                                \                 /           /
                                 #-#-#           #           #
              U                       \         /            |
             / \                       #-#-#-#-#             #
          #-#   #-#                      |      \           /
         /         \                     #       #-#-P-#-#-#
        #           #-#-#               /
        |                \             #
        #                 #            |              P = Imperial Patrolman
        |  Lower Level:  /             #
      #-#  Dark Elves   #             /
     /      & Goblins  /           #-#
#-#-#                 #           /
                      |          D
                      #
                      |
                      G       G = Goblin King



==============================================================================

Arcadia (and Slums)

                    N
                     
                    |
                    #
                    |
            #-#-#-#-#-#-#-#-#                        P = To Dusty Path
            |       |       |                        T = Temple
            #       #       #                        A = Armor
            |       |       |                        W = Weapons
            #-J   W-#-A     #                        R = Trainer
            |       |       |                        B = Bank
            #   Z   #   R   #                        S = Spells, amulets, potions
            |   |   |   |   |                        J = Jail
       P -#-#-#-#-#-#-#-#-#-#-#-D                    Z = Tavern
            |     | |       |                        O = To Southern Road
            #     B #       #                        N = To Northern Road
            |       |       +                        D = Docks (To Desert if level 12+)
            #-V   S-#-S   p-s                        V = PvP Arena
            |       |       |                        s = Slums (lvl 12+)
            #       T       s                        p = Dark Priest (evil only)
            |               |                        h = up (leads towards Hobgoblin Slumlord)
            #-#-#-#+s-s-s-s-s-s-s-s-s-s              g = up (leads towards Greater Demon)
                |   |   |     +   |   |                                       
                #   s   s     s   s   s                                          
                |   |         |       |                                           
                    s s       g   s-s-s              Note: The Ferryman can be bribed to allow
                O   | |               |              passage before level 12.  You must be level
                    s-s-s   s     h s s              10+ to bribe him in hard mode, or level 11+
                    | |     |     | | |              for standard mode (v0.96c)
                    s s-s s-s-s   s-s-s             
                    |  \    |         |          
                    s   s s-s-s   s   s             
                    |       |     |   |          
                    s-s-s-s-s-s-s-s-s-s 
            


==============================================================================

Northern Road and Ancient Cave

t
        %-%-D    U-#
|      /            \                             % = Northern Road
%     %              #-#-# #-#-#-#-#              # = Ancient Cave
 \   /                  /  |    /| |\             t = To Tundra
  %-%                  # #-# #+# # # #
     \                / /   /    |    \           
      %              # #-# # T #-#   # #          C = Cyclops
      |              |  /  | |  \    |\|          G = Two-Headed Giant
      %              # # #-# # #-#   # #          M = Minotaur
      |              | | |  /   \    |            T = Thunderlord Titan
      %            #-# # #-# #-#-# #-#-#          
       \           |  /      |  / \   /
        %          # #-# G-# # # #-# #
         \          \   \  | |  \    |           
          %          #-# # #-#-# M C-#
           \            \ \   /     /
            %-%-%        # #-# #-#-#
                 \        \    |
                  %        #-#-#
                   \
                    %
                    |

          Arcadia Northern Gates

 


==============================================================================

Southern Road and Infernal Keep

                       Arcadia Southern Gates

                                 |
                                 r
                                 |
                                 r                  r = Southen Road
                                 |                  c = Crimson Path
                               r-r
                              /
                             r
                             |
                             r
                             |
                             r
                             |
                             r
                             |
                             r
                            /
                           r              INFERNAL KEEP
                          /
                   r-r-r-r
                  /                               |            |
                 r                Level 1         |  Level 2   |  Level 3
                /                                 |            |
               r               u #-#-#-#-#-#-#    |  s #-#-#   | D
              /                 \|     |     |    |   \|       |
             r                 #-#     #     #-#  |  #-#       |
             |                 |       |       |  |  |         |
             r                 #-#     #       #  |  #         |
             |                 |               |  |  |         |
             r-c-c-c           #               #  |  #         |
             |      \          |               |  |            |
             r       c-c-c-c+#-#-#+#-#-u       #  |          s |         I
            /                  |               |  |            |
           r                   #               #  |            |
          /                    |               |  |            |
-G+A-r   r                     #-#             #  |            |
      \ /                      |               |  |            |
       r                       #-#     #     #-#  |    #       |
       |   A = Dark Cave        /|     |     |\   |   /        |
       r       (search)        u #-#-#-#-#-#-# d  |  s         | B
      /                                           |            |
     r     G = To Gloomy      --------------------------------------------
     |         Bayou                                           |
     r                         u = exit up                     |   Dungeon   
     |                         d = exit down                   |
     k                         s = exits up and down           |      #      
                               O = Dragon Ogre                 |      |
k = Spirit Keeper              B = Banshee                     |    #-O-#
    (If level 16+,             D = Infernal Denizen            |      |
     sends to Hades)           I = Infernal Champion           |      #-U


==============================================================================

Desert Road and Great Pyramid

O-%-%-%
       \
        %
         \
          %
           \
            %-%-%-%-%-%
                  |    \
                  %     %-%-%                                         O = Docks (To Arcadia)
                 /           \                                       
                %             %                                      
                |              \                                     
                %               % --> Towards Sand Temple                 
                |                                                      
                #                                                        
                |                                                        
            #-#-#-#-#-#                                                         
            |   |     |                  
          # #-# # #-#-#        #-#-#-#-#   
          | | | | |            |   |   |                              B = Bone Dragon     
          #-# #-# #-#-#        # M-# #-#       D #-#                  V = Vampire Lord 
          |           |        |     |         | | |                  M = Greater Mummy  
          #-#-# U #-#-#        #-# D #-V       # U #        L         L = Lich         
              | + |   |          | | |         |   |                                   
          #-#-# B #-#-#        #-# # #-#       #-#-#      Fourth                             
          | |   |   |            | |   |                  Floor
          # #-#-# #-#-#          #-#-#-#       Third
          |     | |   |                        Floor
          #-#-#-#-#-#-#       Second Floor                                     
                                                                
           First Floor        

==============================================================================

Desert Road and Sand Temple

        First Floor               

       #-#-#-#-#-#-#
      /      |      \
     #       #       #          Second Floor
     |       |       |
     # #-# #-#-# #-# #         A-#       #-B
     | | | | | | | | |           |       |
     #-# # #-#-# # #-#           #       #-#
     | | | | | | | | |           |       |
     # #-# #-#-# #-# #         #-#       #-#
     |               |           |       |
     #   U       U   #           D       D
      \  +       |  /
       #-#-#-#-#-#-#
             |
             #                  B = High Bishop
             |                  A = Avatar of Light
             %
             |                  % = Desert Road
             %                  # = Sand Temple
             |
P -%         %                
    \         \               
     %         %
      \        |              P = Towards Great Pyramid
       %       %              C = To Cursed Village
        \      |              D = To Sand Dunes
         %     %              
          \    |
           %-%-%-%-%   C
                    \ /
                     %
                      \
                       %
                        \
                         %
                         |
                         %
                         |

                         D

==============================================================================

Hades

         #-# M #-#                  H = Hellmouth (Down 1x to Holy Items and
        /   \|/   \                     Spells; Down 2x to Temple; if lvl 21+,
       #     #     #                    down 3x to Eye of Chaos)
      /      |      \               
     # B     #     W #              W = Weapons
      \ \    |    / /               A = Armor
     C-# #-#-H-#-# #+F              S = Spells
      / /    |    \ \               T = Trainer
     # T     #     A #              B = Bank
      \      |      /               M = Mirror of Teleportation
       #     #     #                
        \   /|\   /                 C = Down to Dragon Cave
         #-# S #-#                  F = Down to Dungeon of the Damned


These keywords work at the Mirror of Teleportation ("look mirror"):
Tolaria, Ancalador, Arcadia, Desert, Tundra


==============================================================================

Dragon Cave

Upper Level
                #-#-#-#                      
               /       \                     
          #-#-#   #-#-# #-#
         /  |    /     \   \                 
    #-#-# #-#-#-#       #   #   D            S = Silver Dragon
   /     /              |    \ +             H = Hydra
  #   #-# #-#       #-#-#-#   #
 /   /   /   \     /     / \   \             D = Down to lower level 
#   #   #     #   #     #   #   #-#-U        U = Up to Hades
|   |   |     |    \    |  / \
#   #   #     S     # H-# #   #
|   |  /           /     /   /
#   # #       #-#-# #-#-# #-#                
 \   \ \     /     /     /
  #   # #-#-#     #     #
   \   \         /     /
    #   #-#-#-#-#     #
     \       /        |
      #-#-#-#         #
             \       /
              #-#-#-#




















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