Delusions of Grandeur

Help Topics :: map

.: Help for map (skill)

The in-game ASCII map:

The map command draws a text map of the area centred on your
character. Each room appears as a glyph; connecting exits are drawn
as lines between them.

Your position and what you can see scale with your Perception stat.
Higher Perception expands the visible range and reveals more detail.
Biome glyphs mark terrain types (forest, dungeon, road, etc.), and
any room with a custom map symbol uses that symbol instead. A legend
below the map explains every glyph that appears.

Hidden areas and secret passages may not appear on the map.

Map symbols:

  @   You (your current room)
     A player, party member, or non-hostile NPC
     A hostile or actively fighting mob
     A friend (a charmed mob travelling with
      a party member)

Usage:

  map        Display a map of the nearby area.
  map wide   Display a zoomed-out overview
                 (requires advanced mapping skill /
                 high Perception).

The web client map:

Players using the browser-based web client also have a graphical
"leather map" panel — an aged-parchment map that fills in as you
explore the world (fog of war). Rooms you have not yet visited are
hidden; rooms further from you appear slightly dimmed.

Your position:
  Your current room is the raised tile at the centre of the map.
  The view follows you as you move. Hover any visible room tile
  to see its name in a tooltip.

Markers on rooms:
  $   Bank — deposit/withdraw gold here
  S   Shop — a merchant or vendor
  T   Trainer — a skill instructor or master
     Storage — a storeroom or money-pouch
  A small figure on a room means a party member is standing there.

Vertical connections (stairs):
     Stairs up to the floor above
     Stairs down to the floor below
  The map shows one floor (Z-level) at a time. Walk to a staircase
  and use it to change levels; the map will update to show the
  new floor.

Paths between rooms:
  The lines connecting rooms change style to show terrain type:
  - Solid line       — paved road or corridor
  - Dashed line      — forest trail, marsh path, or open ground
  - Dashed blue line — river, waterway, or canal
  - Rocky/jagged     — mountain ridge or cliff path
  - Long dashed      — highway or long-distance connection

Special exits:
  A small door icon (with the path turning red beyond it) means a
  locked exit — you need a key or the right skill to pass.

  A faint dotted path ending in a ? is a secret passage — it
  appears only once you have discovered it.

  An arrowhead on a path marks a one-way passage: you can travel
  in one direction only.

  A small archway indicates a gate or zone threshold.

  A short dashed stub pointing off the edge of a room tile is an
  unexplored exit — the area exists but you have not been there
  yet. When the exit leads to a different zone it is labelled
  with an arrow and the zone name (e.g. "→ Ironwind Steppe").

Map controls (bottom-left corner of the panel):
  fit   Zoom to fit the entire known map in the panel.
  ctr   Re-centre the view on your current room.
   / +  Zoom out / zoom in one step.

Related:
  help map-examples
  help perception