Doom
Doom was added with the Age of Shadows expansion in February 2003. It was the largest and most dangerous dungeon to date.
Several creatures spawn here which are very rarely seen anyplace else (if ever), including Devourers of Souls and Bone Daemons. Certain other more conventional monsters spawn here as well.
Doom is a two-level dungeon. Level Two, detailed below, is known as the Doom Gauntlet. The primary purpose of Level One, aside from the uniqueness of the dungeon and its inhabitants, is to obtain the key to the Doom Gauntlet. At the Gauntlet, several artifacts can be obtained.
Every creature on Level One spawns with Daemon Bones as loot. These are used in the quest of Victoria the Sorceress, in order to obtain the key to the Doom Gauntlet.
Both levels of Doom also spawn certain artifacts that are obtainable using the stealing skill. These range in value from approximately 5,000 gold pieces to several million. The highest-end of the stealable artifacts are the Blade of the Righteous (which spawns in the Gauntlet, in the healer's room), the Inquisitors Resolution (which spawns in level one), and the Ruined Painting (which spawns in the Gauntlet, in the hidden mage shop). The Zyronic Claw has been highly prized on some occasions, but appears to be primarily seen as a "show piece" of late.
Gauntlet
Also known as Doom level 2, the Gauntlet was designed to be a grueling test of player strength. As a reward, adventurers could receive Rarity 11 artifacts for slaying its inhabitants.
Crossing
The Doom Gauntlet is the area of the Dungeon Doom (which is located in Malas) across Lake Mortis, the body of water at the southern end of that dungeon. You get across the Lake by summoning Chyloth the Ferryman. Locate the Bell of the Dead on the shore line and double-click it to summon Chyloth. Before you summon him however, you should put everyone crossing into a single party. Everyone in the same party may cross together.
He may or may not appear a few seconds later. If Chyloth appears, he will ask for a Golden Skull as payment to cross the lake. You must take the Golden Skull and place it on his avatar. You and your party will then recieve a confirmation menu asking if you wish to cross. Select OK to be teleported onto the ferry. Walk on the teleporter tile to cross.
If you fail to give Cythloth a Golden Skull, he will get very angry for wasting his time. After a few moments of waiting, he will cast Flamestrike and summon a Skeletal Dragon upon you. This can mean instant death some of the time. The dragon must be killed before he can be summoned again. If you ring the bell and he does not appear, find and kill the Skeletal Dragon.
Layout
Proceed south from the beach, through a wide corridor. On the eastern wall, if you look close enough, about midway through you can find a secret door to the “hidden mage shop.” This shop is sometimes a (relatively) safe place to log out and is a convenient (if expensive) way to replenish many, but not all, of your supplies if you run low.
You will eventually come to a large room. There are several smaller rooms attached to the large room. The series of rooms each contains a different kind of monster. You must defeat each group of monster in sequence. Proceed due east for “Room One.” Then, you proceed clockwise from room to room.
Also please note that to the west, north of “Room Five,” there is an ankh, right near a locked room. As a ghost, you can pass through this room into the “hidden healer shop.” Therein, you can be resurrected for 5,000 gold pieces.
Lesser Bosses
The various creatures in the rooms do not have too much in common, but they all cast necromancers spells and they all hit hard.
Using slayer weapons is not really necessary. Often, a “standard” powerful weapon will do just as well as using a slayer.
Room One: Darknight Creepers Undead slayer type Vulnerable to physical Immune to cold
Room Two: Flesh Renderers No slayer type Very fast Vulnerable to cold and fire They dismount players
Room Three: Impalers Demon slayer type Not vulnerable to physical (low damage) Susceptible to being poisoned Very dependent upon their special moves; they can mortal strike, bleed, and poison
Room Four: Shadow Knights Undead slayer type Vulnerable to energy They stealth; be sure to have a pet “follow” them to make sure you don't lose track of them; their stealthing is nowhere near as annoying or reliable (for them) as it used to be
Room Five: Abysmal Horrors Demon slayer type VERY vulnerable to physical damage (Earthquake spells for the win) VERY powerful magic spells They adore casting revenants They can, and do, mortal strike
After the 5 rooms are done, the Dark Fathers spawn in the center of the large room.
The Dark Father
The Dark Fathers are a demon slayer type, and have roughly even resists (mid-40s; so unless someone casts corpse skin on them, consecrate weapon does no good at all). Using slayer weapons is not really necessary. Often, a “standard” powerful weapon will do just as well as using a slayer. In fact, there are occasions (when the Dark Fathers cast Blood Oath) where using a slayer is a bad idea, because the “damage reflect” from the Blood Oath can easily kill you.
They spam necromancer spells. They are particularly fond of casting Blood Oath (which means that if you are carrying a slayer weapon and hit them you will take massive damage from your own hit) and summoning Revenants. Even without Blood Oath, they will reflect back upon you about 10% of all direct damage that you do. Mages should therefore stick to summons, such as energy vortexes and earth elementals, rather than doing direct damage. (Warriors of course have no such option.) Tamers can also be of great use here, as can bards (especially when dealing with the Dark Fathers' summoned undead minions.)
Sometimes they will throw “Unholy Bones” at their targets. Unless cut up three times with an edged weapon (like you were cutting off hides), these bones will grow into a powerful Undead creature (generally lich lords and rotting corpses).
Though the so-called “Gate Technique” is no longer as reliable as it once was, it is still the best way to kill the Dark Fathers.
This involves luring one Dark Father at a time to the beach. Warriors stand directly on the gate (simply refuse when you are asked if you wish to leave the Gauntlet, then you can just stand there on the gate without leaving), or to the West and East of the Gate. Archers stand to the north of the gate. Warriors and archers cross heal one another. Pets and summons generally close in from behind, attacking the Dark Father from the south, though sometimes it's beneficial to have a pet right on the gate. (Mages should be standing off to the side, summoning creatures, taking care of Undead spawn, and healing and resurrecting.)
Getting Artifacts
This Section was based on the Doom artifact spawn rate prior to Publish 48.
This material is being left in for the time being, reflecting the fact that we know much more about the "old" system than the "new" one, and further do not know for sure what aspects of the old system remain and which are no longer valid.
Publish 48 System
The Publish 48 system added a "persistence" bonus to one's artifact chances, and also increased the overall drop rate.
Being one of the "top damagers" of any boss monster in the Doom Gauntlet causes the character to accumulate "points." Accumulation of points leads to the attacker having an increasing likelihood of getting an artifact.
Pre-Publish 48 System
Lesser Bosses have a .1% chance of spawning an artifact. The Dark Fathers have about a 1% chance to do so. If the individual or party doing the most damage to the creature is wearing high luck, chances can increase to 1% and 3% respectively.
If you, or anyone in your party, gets looting rights, you have a chance to get an artifact. Thus, there is no penalty at all for not doing direct damage to the Dark Father.
Once an artifact spawns, it is simply random among characters with looting rights as to who gets it.
Artifacts spawn directly into your backpack. You get a message: “For your valor in combating the fallen creature, a special artifact has been bestowed upon you” (or something very close to that). Look for the artifact in your backpack and immediately insure it. Artifacts range in value from about 500 thousand to 35 million gold pieces, and thus should be insured immediately, even before helping a guildmate or party member.