Terrain Spoilers for Unangband 0.6.3 ==================================== Floors ------ blood-stained floor ------------------- This is a floor that commonly appears on dungeon level 12 and below. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this floor on your overhead map. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. You can burn it to make it burnt floor. You can melt it to make it melted floor. You can poison it to make it poison gas and potentially harm monsters. You can flood it to make it a wave breaking over open floor and potentially harm monsters. slimy trail ----------- This is a floor that commonly appears on dungeon level 12 and below. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this floor on your overhead map. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. You can burn it to make it burnt floor. You can melt it to make it melted floor. You can poison it to make it poison gas and potentially harm monsters. You can flood it to make it a wave breaking over open floor and potentially harm monsters. muddy floor ----------- This is a floor that occasionally appears on dungeon level 12 and below as a 'lake' of terrain. You can walk on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this floor on your overhead map. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. You can flood it to make it wet floor. dusty trail ----------- This is a floor that occasionally appears on dungeon level 12 and below as a 'lake' of terrain. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this floor on your overhead map. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. dusty floor ----------- This is a floor that occasionally appears on dungeon level 15 and below as a 'lake' of terrain. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. You can disturb it to make it dusty trail. You can flood it to make it open floor. broken floor ------------ This is a floor that occasionally appears on dungeon level 15 and below as a 'lake' of terrain. You can run and climb on this floor taking an extra turn to enter the grid and can see, cast spells and fire missiles through it without impediment. This floor lets monsters that can fly, climb and bore through walls pass over without impediment and hides monsters that can dig. You can drop objects here. You will remember this floor on your overhead map. You can get stuck inside this floor should it appear around you. You can melee huge monsters more easily from here. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. You can burn it to make it smoke over a broken floor and potentially harm monsters. You can melt it to make it acidic vapour over a broken floor and potentially harm monsters. You can poison it to make it poison gas over broken floor and potentially harm monsters. You can flood it to make it the crest of a wave over hidden deep water and expose the surrounding grids to daylight and potentially harm monsters. You can boil or steam it to make it steam over a broken floor and potentially harm monsters. You can gather it to find a Rounded Pebble. earth floor ----------- This is a floor that occasionally appears on dungeon level 16 and below as a 'lake' of terrain. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This floor hides monsters that can dig. You can drop objects here . You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. You can magically destroy it to make it pile of rubble and expose the surrounding grids to daylight. You can flood it to make it mud and expose the surrounding grids to daylight and potentially harm monsters. wet floor --------- This is a floor that occasionally appears on dungeon level 18 and below as a 'lake' of terrain. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this floor on your overhead map. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. burnt floor ----------- This is a floor that occasionally appears on dungeon level 18 and below as a 'lake' of terrain. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this floor on your overhead map. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. You can burn it to make it smoke and potentially harm monsters. You can melt it to make it melted floor. You can poison it to make it poison gas and potentially harm monsters. You can flood it to make it a wave breaking over open floor and potentially harm monsters. melted floor ------------ This is a floor that occasionally appears on dungeon level 18 and below as a 'lake' of terrain. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this floor on your overhead map. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. You can burn it to make it burnt floor. You can melt it to make it acidic vapour and potentially harm monsters. You can poison it to make it poison gas and potentially harm monsters. You can flood it to make it a wave breaking over open floor and potentially harm monsters. open floor ---------- This is a floor that commonly appears on dungeon level 24 and below as a 'lake' of terrain. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. You can burn it to make it smoke and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can poison it to make it poison gas and potentially harm monsters. You can flood it to make it a wave breaking over open floor and potentially harm monsters. open sliding wall ----------------- This is a floor that commonly appears on dungeon level 24 and below. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You can close it to make it closing sliding wall and potentially harm monsters. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. tiled floor ----------- This is a floor that rarely appears on dungeon level 24 and below. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this floor on your overhead map. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. You can burn it to make it open floor. writing-covered floor --------------------- This is a floor that rarely appears on dungeon level 24 and below. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this floor on your overhead map. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. You can burn it to make it open floor. Secrets ------- vine-covered granite wall ------------------------- This is a wall that commonly appears throughout the dungeon. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find vines and expose the surrounding grids to daylight. You can tunnel it to make it vines and expose the surrounding grids to daylight . You can magically remove rock from it to make it open floor. You can burn it to make it open floor. painting on a granite wall -------------------------- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find granite wall. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. vine-covered granite wall ------------------------- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find vine-covered granite wall . You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. writing on a granite wall ------------------------- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find granite wall. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. trapped wall (multiple traps) ----------------------------- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find trapped wall (multiple traps). You can tunnel it to suffer its effects and make it open floor. You can stumble on it to suffer its effects and make it open floor. You can magically remove rock from it to make it open floor. shelf ----- This is a wall that commonly appears throughout the dungeon as part of the inner wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty shelf. You can bash it to make it granite wall. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. lit fireplace ------------- This is a glowing wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty fireplace and darken the surrounding grids. You can bash it to take 4d6 damage and make it pile of rubble and darken the surrounding grids and expose the surrounding grids to daylight. You can tunnel it to take 4d6 damage and make it empty fireplace and darken the surrounding grids. You can stumble on it to take 4d6 damage and make it lit fireplace. You can magically remove rock from it to make it empty fireplace and darken the surrounding grids. You can flood it to make it empty fireplace and darken the surrounding grids. lit fireplace ------------- This is a glowing wall that commonly appears throughout the dungeon. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find closed valve and darken the surrounding grids. You can bash it to take 4d6 damage and make it pile of rubble and darken the surrounding grids and expose the surrounding grids to daylight. You can tunnel it to take 4d6 damage and make it closed valve and darken the surrounding grids. You can stumble on it to take 4d6 damage and make it lit fireplace. You can magically remove rock from it to make it closed valve and darken the surrounding grids. You can flood it to make it closed valve and darken the surrounding grids. basin ----- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty basin. You can bash it to make it pile of rubble and expose the surrounding grids to daylight . You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. basin ----- This is a wall that commonly appears throughout the dungeon. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find closed valve. You can bash it to make it pile of rubble and expose the surrounding grids to daylight. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. midden ------ This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty midden. You can bash it to take 0d0 damage and make it pile of rubble and expose the surrounding grids to daylight. You can tunnel it to take 0d0 damage and make it pile of rubble and expose the surrounding grids to daylight. You can stumble on it to take 0d0 damage and make it midden. You can magically remove rock from it to make it pile of rubble and expose the surrounding grids to daylight. You can flood it to make it pile of rubble and expose the surrounding grids to daylight. midden ------ This is a wall that commonly appears throughout the dungeon. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find closed valve. You can bash it to take 0d0 damage and make it pile of rubble and expose the surrounding grids to daylight. You can tunnel it to take 0d0 damage and make it pile of rubble and expose the surrounding grids to daylight. You can stumble on it to take 0d0 damage and make it midden. You can magically remove rock from it to make it pile of rubble and expose the surrounding grids to daylight. You can flood it to make it pile of rubble and expose the surrounding grids to daylight. coffers ------- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty coffers. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. coffers ------- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty coffers and find an object. You can tunnel it to make it granite wall and find an object. You can magically remove rock from it to make it granite wall and find an object. cupboard -------- This is a wall that commonly appears throughout the dungeon. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can search it to find empty cupboard. You can open or bash it to make it empty cupboard. You can bash it to make it pile of wood. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. shelf ----- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty shelf. You can bash it to make it granite wall. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. painting on a granite wall -------------------------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find granite wall. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. weapon rack ----------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty shelf. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. You can melt it to make it acid-marked granite wall. midden ------ This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls . You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty midden. You can bash it to take 0d0 damage and make it pile of rubble and expose the surrounding grids to daylight. You can tunnel it to take 0d0 damage and make it pile of rubble and expose the surrounding grids to daylight. You can stumble on it to take 0d0 damage. You can magically remove rock from it to make it pile of rubble and expose the surrounding grids to daylight. You can flood it to make it pile of rubble and expose the surrounding grids to daylight . coffers ------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty coffers. You can bash it to make it granite wall. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. writing on a granite wall ------------------------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find granite wall. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. trapped wall (multiple traps) ----------------------------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find trapped wall (multiple traps). You can tunnel it to suffer its effects and make it open floor. You can stumble on it to suffer its effects and make it open floor. You can magically remove rock from it to make it open floor. stone furnishings ----------------- This is a ground that commonly appears throughout the dungeon. You can see, cast spells, fire missiles and climb through this ground taking an extra turn to enter the grid. This ground lets monsters that can fly, climb, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You can drop objects here. You will remember this ground on your overhead map. You can get stuck inside this ground should it appear around you. You can melee huge monsters more easily from here. You can search it to find empty stone furnishings. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. wooden furniture ---------------- This is a feature that commonly appears throughout the dungeon. You can see, cast spells, fire missiles, run and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You can drop objects here. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can search it to find empty wooden furniture. You can bash it to make it pile of wood. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. painting on a granite wall -------------------------- This is a wall that commonly appears throughout the dungeon as part of the inner wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find granite wall. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. open lever on a granite wall ---------------------------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find closing lever on a granite wall and potentially harm monsters. You can close it to make it open floor. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. closed lever on a granite wall ------------------------------ This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find opening lever on a granite wall and potentially harm monsters. You can open it to make it open floor. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. shelf ----- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty shelf. You can bash it to make it granite wall. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. weapon rack ----------- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty shelf. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. You can melt it to make it acid-marked granite wall. weapon rack ----------- This is a wall that commonly appears throughout the dungeon as part of the inner wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty shelf. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. You can melt it to make it acid-marked granite wall. metal framework --------------- This is a feature that commonly appears throughout the dungeon. You can see, cast spells, fire missiles, run and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You can drop objects here. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can search it to find empty metal framework. You can melt it to make it fire and light up the surrounding grids and potentially harm monsters. coffers ------- This is a wall that occasionally appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty coffers and find an object. You can bash it to make it a pile of wood containing something. You can tunnel it to make it granite wall and find an object. You can magically remove rock from it to make it granite wall and find an object. metal framework --------------- This is a feature that occasionally appears throughout the dungeon. You can see, cast spells, fire missiles, run and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You can drop objects here. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can search it to find empty metal framework and find an object. You can melt it to make it fire and light up the surrounding grids and find an object and potentially harm monsters. locked cupboard --------------- This is a wall that occasionally appears throughout the dungeon. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can search it to find locked cupboard. You can open or bash it to make it locked cupboard. You can bash it to make it a pile of wood containing something. You can tunnel it to make it open floor and find an object. You can magically remove rock from it to make it open floor and find an object. You can burn it to make it fire and light up the surrounding grids and find an object and potentially harm monsters. shelf ----- This is a wall that occasionally appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty shelf and find an object. You can bash it to make it a pile of wood containing something. You can tunnel it to make it a pile of wood containing something. You can magically remove rock from it to make it a pile of wood containing something. You can burn it to make it fire and light up the surrounding grids and find an object and potentially harm monsters. locked cupboard --------------- This is a wall that occasionally appears throughout the dungeon. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can search it to find open floor and find an object. You can open or bash it to make it empty cupboard and find an object. You can bash it to make it a pile of wood containing something. You can tunnel it to make it open floor and find an object. You can magically remove rock from it to make it open floor and find an object. You can burn it to make it fire and light up the surrounding grids and find an object and potentially harm monsters . shelf ----- This is a wall that occasionally appears throughout the dungeon as part of the inner wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty shelf and find an object. You can bash it to make it a pile of wood containing something. You can tunnel it to make it a pile of wood containing something. You can magically remove rock from it to make it a pile of wood containing something. You can burn it to make it fire and light up the surrounding grids and find an object and potentially harm monsters. weapon rack ----------- This is a wall that rarely appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight , casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty shelf and find an object. You can tunnel it to make it a pile of wood containing something. You can magically remove rock from it to make it a pile of wood containing something. You can melt it to make it acid-marked granite wall and find an object. weapon rack ----------- This is a wall that rarely appears throughout the dungeon as part of the inner wall of a room. This wall blocks you from moving through it and line of sight , casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty shelf and find an object. You can bash it to make it a pile of wood containing something. You can tunnel it to make it a pile of wood containing something. You can magically remove rock from it to make it a pile of wood containing something. You can melt it to make it a pile of wood containing something. wooden furniture ---------------- This is a feature that rarely appears throughout the dungeon. You can see, cast spells, fire missiles, run and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You can drop objects here. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can search it to find empty wooden furniture and find an object. You can bash it to make it pile of wood and find an object. You can burn it to make it fire and light up the surrounding grids and find an object and potentially harm monsters. midden ------ This is a wall that rarely appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight , casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find a midden containing something. You can bash it to take 0d0 damage and make it a pile of rubble containing something and expose the surrounding grids to daylight. You can tunnel it to take 0d0 damage and make it a pile of rubble containing something and expose the surrounding grids to daylight. You can stumble on it to take 0d0 damage and make it midden and find an object. You can magically remove rock from it to make it a pile of rubble containing something and expose the surrounding grids to daylight. You can flood it to make it empty midden and find an object. lit fireplace ------------- This is a glowing wall that rarely appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls . You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find a lit fireplace containing something. You can bash it to take 4d6 damage and make it a pile of rubble containing something and darken the surrounding grids and expose the surrounding grids to daylight. You can tunnel it to take 4d6 damage and make it empty fireplace and darken the surrounding grids and find an object. You can stumble on it to take 4d6 damage. You can magically remove rock from it to make it empty fireplace and darken the surrounding grids and find an object. You can flood it to make it empty fireplace and darken the surrounding grids and find an object. basin ----- This is a wall that rarely appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight , casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty basin and find an object. You can bash it to make it a pile of rubble containing something and expose the surrounding grids to daylight. You can tunnel it to make it open floor and find an object. You can magically remove rock from it to make it open floor and find an object. stone furnishings ----------------- This is a ground that rarely appears throughout the dungeon. You can see, cast spells, fire missiles and climb through this ground taking an extra turn to enter the grid. This ground lets monsters that can fly, climb, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You can drop objects here. You will remember this ground on your overhead map. You can get stuck inside this ground should it appear around you. You can melee huge monsters more easily from here. You can search it to find empty stone furnishings and find an object. You can tunnel it to make it open floor and find an object. You can magically remove rock from it to make it open floor and find an object. painting on a granite wall -------------------------- This is a wall that rarely appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight , casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find a weak granite wall containing something. You can tunnel it to make it open floor and find an object. You can magically remove rock from it to make it open floor and find an object. basin ----- This is a wall that commonly appears on dungeon level 10 and below as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find empty basin. You can bash it to make it pile of rubble and expose the surrounding grids to daylight. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. vine-covered granite wall ------------------------- This is a wall that rarely appears on dungeon level 10 and below as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find a weak granite wall containing something. You can tunnel it to make it open floor and find an object. You can magically remove rock from it to make it open floor and find an object. cracked granite wall -------------------- This is a wall that rarely appears on dungeon level 10 and below next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can search it to find a weak granite wall containing something. You can bash it to make it pile of rubble and expose the surrounding grids to daylight and find an object. You can tunnel it to make it open floor and find an object. You can magically remove rock from it to make it open floor and find an object. You can flood it to make it pile of rubble and expose the surrounding grids to daylight and find an object. impassable thorns ----------------- This is a tree that commonly appears on dungeon level 30 and below as a 'lake' of terrain. This tree blocks you from moving through it and monsters that pass through walls, climb, line of sight, casting spells and firing missiles. This tree lets monsters that can bore through walls pass through without impediment provided they resist and hides monsters that can sneak. You will remember this tree on your overhead map. You can get stuck inside this tree should it appear around you. You can search it to find impassable poisonous thorns. You can bash it to take 2d4 damage and make it poisonous thorns and cover the surrounding grids with branches and expose the surrounding grids to daylight. You can tunnel it to take 2d4 damage and make it poisonous thorns and cover the surrounding grids with branches and expose the surrounding grids to daylight. You can stumble on it to take 2d4 damage and make it poisonous thorns and cover the surrounding grids with branches and expose the surrounding grids to daylight. You can burn it to make it wall of fire and light up the surrounding grids and cover the surrounding grids with branches. thorns ------ This is a feature that commonly appears on dungeon level 30 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid but it blocks monsters that must fly, must swim and line of sight. This feature lets monsters that can bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can search it to find thorns. You can stumble on it to take 1d4 damage. You can burn it to make it bush fire and light up the surrounding grids. impassable tree trunk --------------------- This is a tree that commonly appears on dungeon level 30 and below as a 'lake' of terrain. This tree blocks you from moving through it and monsters that pass through walls, climb, line of sight, casting spells and firing missiles. This tree lets monsters that can bore through walls pass through without impediment and hides monsters that can sneak. You will remember this tree on your overhead map. You can get stuck inside this tree should it appear around you. You can search it to find impassable tree trunk. You can bash it to make it tree trunk and cover the surrounding grids with branches and expose the surrounding grids to daylight. You can tunnel it to make it tree trunk and cover the surrounding grids with branches and expose the surrounding grids to daylight. You can burn it to make it wall of fire and light up the surrounding grids and cover the surrounding grids with branches and potentially harm monsters. poisonous thorns ---------------- This is a feature that commonly appears on dungeon level 35 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must fly, must swim and line of sight. This feature lets monsters that can bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can search it to find poisonous thorns. You can stumble on it to take 2d4 damage. You can burn it to make it bush fire and light up the surrounding grids. impassable thicket ------------------ This is a ground that commonly appears on dungeon level 35 and below as a 'lake' of terrain. This ground blocks you from moving through it and monsters that pass through walls, climb, line of sight, casting spells and firing missiles. This ground lets monsters that can fly and bore through walls pass through without impediment and hides monsters that can sneak. You will remember this ground on your overhead map. You can get stuck inside this ground should it appear around you. You can search it to find impassable thicket. You can bash it to make it thicket. You can tunnel it to make it thicket. You can burn it to make it wall of fire and light up the surrounding grids and potentially harm monsters. Traps ----- invisible trap -------------- This is a trap that commonly appears throughout the dungeon as a specially placed item with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. pit --- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles and walk through this trap taking an extra turn to leave the grid but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can stay still. You will remember this trap on your overhead map. You stop running next to this trap. You can spike it to make it spiked pit. You can disarm it to make it open floor. You can tunnel it to take 2d6 damage and make it deep pit. You can stumble on it to take 2d6 damage. You can flood it to make it deep water and expose the surrounding grids to daylight. spring-loaded trap ------------------ This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find a Dart. You can stumble on it to take 1d4 damage. gas trap -------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 0d0 damage. loose rock ---------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find an object. You can stumble on it to make it open floor and find an object. You can disturb it to make it open floor and find an object. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. invisible trap -------------- This is a trap that commonly appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. deadfall -------- This is a trap that occasionally appears throughout the dungeon with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 0d0 damage and make it open floor. shimmering portal ----------------- This is a trap that commonly appears on dungeon level 2 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. spring-loaded trap ------------------ This is a trap that commonly appears on dungeon level 2 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find a Dart. You can stumble on it to take 1d4 damage. gas trap -------- This is a trap that commonly appears on dungeon level 2 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 0d0 damage. murder hole ----------- This is a trap that commonly appears on dungeon level 2 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find an Arrow. You can stumble on it to take 1d6 damage. silent watcher -------------- This is a glowing trap that occasionally appears on dungeon level 2 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 0d0 damage. tripwire -------- This is a trap that occasionally appears on dungeon level 2 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 0d0 damage. deadfall -------- This is a trap that occasionally appears on dungeon level 2 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 1d6 damage and make it open floor. magic symbol ------------ This is a trap that occasionally appears on dungeon level 2 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 0d0 damage. shaft of light -------------- This is a trap that occasionally appears on dungeon level 2 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. spiked pit ---------- This is a trap that commonly appears on dungeon level 3 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap taking an extra turn to leave the grid but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can stay still. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find an Iron Spike. You can tunnel it to take 4d6 damage and make it deep spiked pit. You can stumble on it to take 4d6 damage. You can poison it to make it poisoned spiked pit. You can flood it to make it deep water and expose the surrounding grids to daylight. spring-loaded trap ------------------ This is a trap that commonly appears on dungeon level 3 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find a Dart. You can stumble on it to take 1d4 damage. gas trap -------- This is a trap that commonly appears on dungeon level 3 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 0d0 damage. loose rock ---------- This is a trap that commonly appears on dungeon level 3 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 0d0 damage and make it open floor. loose rock ---------- This is a trap that commonly appears on dungeon level 3 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 0d0 damage and make it loose rock. loose rock ---------- This is a trap that commonly appears on dungeon level 3 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 0d0 damage and make it loose rock. silent watcher -------------- This is a glowing trap that occasionally appears on dungeon level 3 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 0d0 damage. magic symbol ------------ This is a trap that occasionally appears on dungeon level 3 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 0d0 damage. poisoned spiked pit ------------------- This is a trap that commonly appears on dungeon level 4 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap taking an extra turn to leave the grid but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can stay still. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find an Iron Spike. You can tunnel it to take 4d6 damage and make it deep poisoned spiked pit. You can stumble on it to take 4d6 damage. You can flood it to make it deep water and expose the surrounding grids to daylight. discolored spot --------------- This is a trap that commonly appears on dungeon level 4 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find a Flask of Oil. You can stumble on it to take 4d6 damage. discolored spot --------------- This is a trap that commonly appears on dungeon level 4 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find a Flask of Acid. You can stumble on it to take 4d6 damage. spring-loaded trap ------------------ This is a trap that commonly appears on dungeon level 4 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find a Dart. You can stumble on it to take 1d4 damage. gas trap -------- This is a trap that commonly appears on dungeon level 4 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 0d0 damage. gas trap -------- This is a trap that commonly appears on dungeon level 4 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 4d6 damage. silent watcher -------------- This is a glowing trap that occasionally appears on dungeon level 4 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 0d0 damage. tripwire -------- This is a trap that occasionally appears on dungeon level 4 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 4d6 damage. deadfall -------- This is a trap that occasionally appears on dungeon level 4 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 3d6 damage and make it open floor. ancient hex ----------- This is a trap that occasionally appears on dungeon level 4 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. trap door --------- This is a trap that commonly appears on dungeon level 5 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can stay still. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 6d6 damage. murder hole ----------- This is a trap that commonly appears on dungeon level 5 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find a Bolt. You can stumble on it to take 3d6 damage. deep pit -------- This is a trap that occasionally appears on dungeon level 5 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap taking an extra turn to leave the grid but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can stay still. You will remember this trap on your overhead map. You stop running next to this trap. You can spike it to make it deep spiked pit. You can disarm it to make it open floor. You can stumble on it to take 5d6 damage . You can flood it to make it deep water and expose the surrounding grids to daylight. silent watcher -------------- This is a glowing trap that occasionally appears on dungeon level 5 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 0d0 damage. upwards draft ------------- This is a trap that occasionally appears on dungeon level 5 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to no effect. magic symbol ------------ This is a trap that occasionally appears on dungeon level 5 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 0d0 damage. strange rune ------------ This is a trap that commonly appears on dungeon level 6 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects and make it open floor. loose rock ---------- This is a trap that commonly appears on dungeon level 6 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find a large Rock. You can stumble on it to take 4d6 damage and make it open floor. strange rune ------------ This is a trap that occasionally appears on dungeon level 6 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects and make it open floor. magic symbol ------------ This is a trap that occasionally appears on dungeon level 6 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 0d0 damage. magic symbol ------------ This is a trap that occasionally appears on dungeon level 6 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 0d0 damage. surreal painting ---------------- This is a trap that occasionally appears on dungeon level 6 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. murder hole ----------- This is a trap that commonly appears on dungeon level 8 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find a Seeker Arrow. You can stumble on it to take 5d6 damage. ever burning eye ---------------- This is a glowing trap that occasionally appears on dungeon level 8 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 0d0 damage. deadfall -------- This is a trap that occasionally appears on dungeon level 8 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 9d6 damage and make it open floor. magic symbol ------------ This is a trap that occasionally appears on dungeon level 8 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 20d1 damage. magic symbol ------------ This is a trap that occasionally appears on dungeon level 8 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. invisible trap -------------- This is a trap that commonly appears on dungeon level 10 and below with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. mark of a white hand -------------------- This is a trap that commonly appears on dungeon level 10 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects and make it open floor. explosive trap -------------- This is a trap that commonly appears on dungeon level 10 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find a Potion of Detonations. You can stumble on it to suffer its effects and make it open floor. silent watcher -------------- This is a glowing trap that occasionally appears on dungeon level 10 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 0d0 damage. stone visage ------------ This is a trap that occasionally appears on dungeon level 10 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. siege engine ------------ This is a trap that occasionally appears on dungeon level 10 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can open it to take 5d6 damage. You can disarm it to make it open floor. You can stumble on it to take 5d6 damage. clockwork mechanism ------------------- This is a trap that occasionally appears on dungeon level 10 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 4d6 damage. murder hole ----------- This is a trap that commonly appears on dungeon level 11 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find a Seeker Bolt. You can stumble on it to take 7d6 damage. deep spiked pit --------------- This is a trap that occasionally appears on dungeon level 11 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap taking an extra turn to leave the grid but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can stay still. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find an Iron Spike. You can stumble on it to take 12d6 damage. You can poison it to make it deep poisoned spiked pit. You can flood it to make it deep water and expose the surrounding grids to daylight. loose rock ---------- This is a trap that commonly appears on dungeon level 12 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects and make it open floor. invisible trap -------------- This is a trap that commonly appears on dungeon level 12 and below with a hidden trap. You can see, cast spells, fire missiles, walk and run through this trap without impediment but it blocks monsters that must swim. You can search it to find a random trap. You can stumble on it to make it a random trap. strange rune ------------ This is a trap that occasionally appears on dungeon level 12 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects and make it open floor. surreal painting ---------------- This is a trap that occasionally appears on dungeon level 12 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. glowing glyph ------------- This is a glowing trap that occasionally appears on dungeon level 12 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 8d6 damage. deep poisoned spiked pit ------------------------ This is a trap that occasionally appears on dungeon level 13 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap taking an extra turn to leave the grid but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can stay still. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find an Iron Spike. You can stumble on it to take 12d6 damage. You can flood it to make it deep water and expose the surrounding grids to daylight. pit --- This is a trap that occasionally appears on dungeon level 13 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap taking an extra turn to leave the grid but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can stay still. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 6d6 damage and make it deep water and expose the surrounding grids to daylight. You can flood it to make it deep water and expose the surrounding grids to daylight. pit --- This is a trap that occasionally appears on dungeon level 14 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap taking an extra turn to leave the grid but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can stay still. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 6d6 damage and make it deep burning oil and light up the surrounding grids and expose the surrounding grids to daylight. You can flood it to make it deep water and expose the surrounding grids to daylight. silent watcher -------------- This is a glowing trap that occasionally appears on dungeon level 15 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 0d0 damage. stone visage ------------ This is a trap that occasionally appears on dungeon level 15 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. pit --- This is a trap that occasionally appears on dungeon level 15 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap taking an extra turn to leave the grid but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can stay still. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 6d6 damage and make it boiling water and expose the surrounding grids to daylight. You can flood it to make it deep water and expose the surrounding grids to daylight. siege engine ------------ This is a trap that occasionally appears on dungeon level 15 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can open it to take 15d6 damage . You can disarm it to make it open floor. You can stumble on it to take 15d6 damage. glowing glyph ------------- This is a glowing trap that occasionally appears on dungeon level 15 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 8d6 damage. ever burning eye ---------------- This is a glowing trap that occasionally appears on dungeon level 16 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 0d0 damage. pit --- This is a trap that occasionally appears on dungeon level 16 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap taking an extra turn to leave the grid but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can stay still. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 6d6 damage and make it deep acid. You can flood it to make it deep water and expose the surrounding grids to daylight. deadfall -------- This is a trap that occasionally appears on dungeon level 16 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 27d6 damage and make it open floor. ancient hex ----------- This is a trap that occasionally appears on dungeon level 16 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. Radagast's snare ---------------- This is a trap that commonly appears on dungeon level 18 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to make it wooden cage. strange rune ------------ This is a trap that occasionally appears on dungeon level 18 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects and make it open floor. surreal painting ---------------- This is a trap that occasionally appears on dungeon level 18 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. silent watcher -------------- This is a glowing trap that occasionally appears on dungeon level 20 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 0d0 damage. stone visage ------------ This is a trap that occasionally appears on dungeon level 20 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. shaft of light -------------- This is a trap that occasionally appears on dungeon level 20 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. siege engine ------------ This is a trap that occasionally appears on dungeon level 20 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can open it to take 25d6 damage . You can disarm it to make it open floor. You can stumble on it to take 25d6 damage. ancient hex ----------- This is a trap that occasionally appears on dungeon level 21 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 8d6 damage. loose rock ---------- This is a trap that commonly appears on dungeon level 24 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and find a large Rock. You can stumble on it to take 16d6 damage and make it open floor. strange rune ------------ This is a trap that occasionally appears on dungeon level 24 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects and make it open floor. surreal painting ---------------- This is a trap that occasionally appears on dungeon level 24 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. glowing glyph ------------- This is a glowing trap that occasionally appears on dungeon level 24 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 8d6 damage. stone visage ------------ This is a trap that occasionally appears on dungeon level 25 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. demonic sign ------------ This is a trap that occasionally appears on dungeon level 25 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. pulsing pile of rubble ---------------------- This is a trap that occasionally appears on dungeon level 25 and below with a hidden trap. You can climb through this trap taking an extra turn to enter the grid but it blocks line of sight, casting spells and firing missiles. This trap lets monsters that can climb, dig, ooze, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this trap on your overhead map. You can get stuck inside this trap should it appear around you. Whilst in this trap you take 0d0 damage continuously. You can melee huge monsters more easily from here. You can dig it to make it open floor and hide the surrounding grids from the sun. You can magically remove rock from it to make it open floor and hide the surrounding grids from the sun. You can gather it to make it open floor and hide the surrounding grids from the sun and find a Rounded Pebble. ancient hex ----------- This is a glowing trap that occasionally appears on dungeon level 27 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 8d6 damage. glowing glyph ------------- This is a glowing trap that occasionally appears on dungeon level 28 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 8d6 damage. stone visage ------------ This is a trap that occasionally appears on dungeon level 30 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. siege engine ------------ This is a trap that occasionally appears on dungeon level 30 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can open it to take 50d6 damage . You can disarm it to make it open floor. You can stumble on it to take 50d6 damage. glowing glyph ------------- This is a glowing trap that occasionally appears on dungeon level 30 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 8d6 damage. Radagast's snare ---------------- This is a trap that commonly appears on dungeon level 31 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to make it iron cage. glowing glyph ------------- This is a glowing trap that occasionally appears on dungeon level 31 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 8d6 damage. glowing glyph ------------- This is a glowing trap that occasionally appears on dungeon level 32 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 8d6 damage. glowing glyph ------------- This is a glowing trap that occasionally appears on dungeon level 33 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor and darken the surrounding grids. You can stumble on it to take 8d6 damage. ancient hex ----------- This is a trap that occasionally appears on dungeon level 45 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. strange rune ------------ This is a trap that occasionally appears on dungeon level 45 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects and make it open floor. shaft of light -------------- This is a trap that occasionally appears on dungeon level 50 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to take 0d0 damage and suffer its effects. strange rune ------------ This is a trap that occasionally appears on dungeon level 50 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects and make it open floor. demonic sign ------------ This is a trap that occasionally appears on dungeon level 50 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. siege engine ------------ This is a trap that occasionally appears on dungeon level 50 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this trap on your overhead map. You stop running next to this trap. You can open it to take 75d6 damage and make it open floor. You can disarm it to make it open floor. You can stumble on it to take 75d6 damage. magic symbol ------------ This is a trap that occasionally appears on dungeon level 55 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects. strange rune ------------ This is a trap that occasionally appears on dungeon level 55 and below with a hidden trap. You can see, cast spells, fire missiles and walk through this trap without impediment but it blocks monsters that must swim. This trap lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this trap on your overhead map. You stop running next to this trap. You can disarm it to make it open floor. You can stumble on it to suffer its effects and make it open floor. Doors ----- curtain ------- This is a door that commonly appears in both the town and dungeon placed in a doorway. You can cast spells, fire missiles and walk through this door without impediment but it blocks monsters that must swim and line of sight. You can drop objects here but they will disappear from view. You will remember this door on your overhead map. You stop running next to this door. You can open it to make it open curtain. You can burn it to make it smoke and potentially harm monsters. You can flood it to make it a wave breaking through an open door and potentially harm monsters. open curtain ------------ This is a door that commonly appears in both the town and dungeon placed in a doorway. You can see, cast spells, fire missiles and walk through this door without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this door on your overhead map. You stop running next to this door. You can close it to make it curtain. You can burn it to make it smoke and potentially harm monsters. You can flood it to make it a wave breaking through an open door and potentially harm monsters. painting on a granite wall -------------------------- This is a door that commonly appears throughout the dungeon placed in a doorway . This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can't breath in this. You can search it to find door. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. writing on granite wall ----------------------- This is a door that commonly appears throughout the dungeon placed in a doorway . This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can't breath in this. You can search it to find door. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. burning torch on a granite wall ------------------------------- This is a glowing door that commonly appears throughout the dungeon placed in a doorway. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You can get stuck inside this door should it appear around you. You can't breath in this. You can search it to find door and darken the surrounding grids. You can tunnel it to make it open floor and darken the surrounding grids. You can magically remove rock from it to make it granite wall and darken the surrounding grids. You can burn it to make it granite wall and darken the surrounding grids. You can flood it to make it granite wall and darken the surrounding grids. You can gather it to make it granite wall and darken the surrounding grids and find a Wooden Torch. open door --------- This is a door that commonly appears throughout the dungeon placed in a doorway . You can see, cast spells, fire missiles, walk and run through this door without impediment but it blocks monsters that must swim. You will remember this door on your overhead map. You stop running next to this door. You can bash it to make it open floor. You can close it to make it door. You can bash it to make it broken door. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can flood it to make it water through an open door. broken door ----------- This is a door that commonly appears throughout the dungeon placed in a doorway . You can see, cast spells, fire missiles and walk through this door without impediment but it blocks monsters that must swim. You will remember this door on your overhead map. You stop running next to this door. You can close it to no effect. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can flood it to make it wet floor. door ---- This is a door that commonly appears throughout the dungeon placed in a doorway . This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it open door. You can bash it to make it broken door. You can spike it to make it jammed door. You can tunnel it to make it broken door. You can magically remove rock from it to make it broken door. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can flood it to make it a random door. open door --------- This is a door that commonly appears throughout the dungeon placed in a doorway . You can see, cast spells, fire missiles and walk through this door without impediment but it blocks monsters that must swim. You will remember this door on your overhead map. You stop running next to this door. You can close it to make it door. You can bash it to make it broken door. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can flood it to make it water through an open door. open door --------- This is a door that commonly appears throughout the dungeon placed in a doorway . You can see, cast spells, fire missiles and walk through this door without impediment but it blocks monsters that must swim. You will remember this door on your overhead map. You stop running next to this door. You can close it to make it locked door. You can bash it to make it broken door. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can flood it to make it water through an open door. open door --------- This is a door that commonly appears throughout the dungeon placed in a doorway . You can see, cast spells, fire missiles and walk through this door without impediment but it blocks monsters that must swim. You will remember this door on your overhead map. You stop running next to this door. You can close it to make it locked door. You can bash it to make it broken door. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can flood it to make it water through an open door. open door --------- This is a door that commonly appears throughout the dungeon placed in a doorway . You can see, cast spells, fire missiles and walk through this door without impediment but it blocks monsters that must swim. You will remember this door on your overhead map. You stop running next to this door. You can close it to make it locked door. You can bash it to make it broken door. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can flood it to make it water through an open door. open door --------- This is a door that commonly appears throughout the dungeon placed in a doorway . You can see, cast spells, fire missiles and walk through this door without impediment but it blocks monsters that must swim. You will remember this door on your overhead map. You stop running next to this door. You can close it to make it locked door. You can bash it to make it broken door. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can flood it to make it water through an open door. open door --------- This is a door that commonly appears throughout the dungeon placed in a doorway . You can see, cast spells, fire missiles and walk through this door without impediment but it blocks monsters that must swim. You will remember this door on your overhead map. You stop running next to this door. You can close it to make it locked door. You can bash it to make it broken door. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can flood it to make it water through an open door. open door --------- This is a door that commonly appears throughout the dungeon placed in a doorway . You can see, cast spells, fire missiles and walk through this door without impediment but it blocks monsters that must swim. You will remember this door on your overhead map. You stop running next to this door. You can close it to make it locked door. You can bash it to make it broken door. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can flood it to make it water through an open door. window ------ This is a door that commonly appears throughout the dungeon placed in a doorway . You can see through this door without impediment but it blocks you from moving through it and casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it open window. You can bash it to make it broken window. You can tunnel it to make it broken window. You can magically remove rock from it to make it broken window. You can magically destroy it to make it broken window. open window ----------- This is a door that commonly appears throughout the dungeon placed in a doorway . You can see, cast spells, fire missiles, run and climb through this door taking an extra turn to enter and leave the grid. This door lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can melee huge monsters more easily from here. You can close it to make it window. You can bash it to make it broken window. You can magically destroy it to make it broken window. broken window ------------- This is a door that commonly appears throughout the dungeon placed in a doorway . You can see, cast spells, fire missiles and climb through this door taking an extra turn to enter and leave the grid. This door lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can melee huge monsters more easily from here. You can close it to no effect. open gate --------- This is a door that commonly appears throughout the dungeon placed in a doorway . You can see, cast spells, fire missiles, walk and run through this door without impediment but it blocks monsters that must swim. You will remember this door on your overhead map. You stop running next to this door. You can close it to make it closing gate and potentially harm monsters. You can bash it to no effect. You can magically destroy it to no effect. opening gate ------------ This is a door that commonly appears throughout the dungeon placed in a doorway . You can see, cast spells, fire missiles and walk through this door without impediment but it blocks monsters that must fly and must swim. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. Whilst in this door you take 0d0 damage continuously. You can open it to no effect. You can tunnel it to make it broken bars. You can magically remove rock from it to make it broken bars. You can magically destroy it to make it broken bars. closing gate ------------ This is a door that commonly appears throughout the dungeon placed in a doorway . You can see, cast spells, fire missiles, walk and run through this door without impediment but it blocks monsters that must swim. This door lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this door on your overhead map. You stop running next to this door. Whilst in this door you take 0d0 damage continuously. You can close it to no effect. You can magically destroy it to make it broken bars. shelf ----- This is a door that commonly appears throughout the dungeon placed in a doorway . This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can't breath in this. You can search it to find door. You can bash it to make it granite wall. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. weapon rack ----------- This is a door that commonly appears throughout the dungeon placed in a doorway . This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can't breath in this. You can search it to find door. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. You can melt it to make it door. locked door ----------- This is a door that commonly appears on dungeon level 2 and below placed in a doorway. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it open door. You can bash it to make it broken door. You can spike it to make it jammed door. You can tunnel it to make it broken door. You can magically remove rock from it to make it broken door. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can flood it to make it a random door. secret door ----------- This is a door that commonly appears on dungeon level 2 and below placed in a doorway. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You can get stuck inside this door should it appear around you. You can search it to find door. You can tunnel it to make it open floor . You can magically remove rock from it to make it open floor. jammed door ----------- This is a door that commonly appears on dungeon level 3 and below placed in a doorway. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can search it to find a random door. You can open or bash it to make it a random door. You can bash it to make it a random door. You can spike it to make it jammed door. You can tunnel it to make it broken door. You can magically remove rock from it to make it broken door. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. locked door ----------- This is a door that commonly appears on dungeon level 4 and below placed in a doorway. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it open door. You can bash it to make it broken door. You can spike it to make it jammed door. You can tunnel it to make it broken door. You can magically remove rock from it to make it broken door. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can flood it to make it a random door. jammed door ----------- This is a door that commonly appears on dungeon level 6 and below placed in a doorway. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can bash it to make it open door. You can bash it to make it broken door. You can spike it to make it jammed door. You can tunnel it to make it broken door. You can magically remove rock from it to make it broken door. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. locked door ----------- This is a door that commonly appears on dungeon level 8 and below placed in a doorway. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it open door. You can bash it to make it broken door. You can spike it to make it jammed door. You can tunnel it to make it broken door. You can magically remove rock from it to make it broken door. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can flood it to make it a random door. trapped door (spring-loaded trap) --------------------------------- This is a door that commonly appears on dungeon level 11 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door ------------ This is a door that occasionally appears on dungeon level 11 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can search it to find a random door. You can open or bash it to make it a random door. You can bash it to make it a random door. You can spike it to make it jammed door. You can disarm it to make it open floor. You can tunnel it to make it a random door. You can stumble on it to make it a random door. You can magically remove rock from it to make it open floor. trapped door (pit) ------------------ This is a door that occasionally appears on dungeon level 11 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door (explosive trap) ----------------------------- This is a door that occasionally appears on dungeon level 11 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to suffer its effects and make it open floor. You can bash it to suffer its effects and make it broken door. You can spike it to make it jammed door. You can disarm it to make it open door and find a Potion of Detonations. You can tunnel it to suffer its effects and make it open floor . You can stumble on it to suffer its effects and make it broken door. You can magically remove rock from it to make it open floor. locked door ----------- This is a door that commonly appears on dungeon level 12 and below placed in a doorway. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it open door. You can bash it to make it broken door. You can spike it to make it jammed door. You can tunnel it to make it broken door. You can magically remove rock from it to make it broken door. You can burn it to make it wall of fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can flood it to make it a random door. jammed door ----------- This is a door that commonly appears on dungeon level 12 and below placed in a doorway. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can bash it to make it open door. You can bash it to make it broken door. You can spike it to make it jammed door. You can tunnel it to make it broken door. You can magically remove rock from it to make it broken door. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. trapped door (murder hole) -------------------------- This is a door that rarely appears on dungeon level 12 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door (loose rock) ------------------------- This is a door that rarely appears on dungeon level 13 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door (gas trap) ----------------------- This is a door that rarely appears on dungeon level 13 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door (tripwire) ----------------------- This is a door that rarely appears on dungeon level 13 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door (magic symbol) --------------------------- This is a door that rarely appears on dungeon level 14 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door (trap door) ------------------------ This is a door that rarely appears on dungeon level 15 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door (silent watcher) ----------------------------- This is a door that rarely appears on dungeon level 15 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door (surreal painting) ------------------------------- This is a door that rarely appears on dungeon level 15 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door (ever burning eye) ------------------------------- This is a glowing door that rarely appears on dungeon level 15 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door and darken the surrounding grids. You can disarm it to make it open door and darken the surrounding grids. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor and darken the surrounding grids. trapped door (upwards draft) ---------------------------- This is a door that rarely appears on dungeon level 15 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door (deadfall) ----------------------- This is a door that rarely appears on dungeon level 15 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door (shaft of light) ----------------------------- This is a door that rarely appears on dungeon level 15 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls . You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to take 0d0 damage and make it a random trap. You can bash it to take 0d0 damage and make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to take 0d0 damage and make it a random trap. You can stumble on it to take 0d0 damage and make it a random trap. You can magically remove rock from it to make it open floor. trapped door (glowing glyph) ---------------------------- This is a glowing door that rarely appears on dungeon level 15 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door and darken the surrounding grids. You can disarm it to make it open door and darken the surrounding grids. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor and darken the surrounding grids. trapped door (demonic sign) --------------------------- This is a door that rarely appears on dungeon level 15 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door (Radagast's snare) ------------------------------- This is a door that rarely appears on dungeon level 15 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door (siege engine) --------------------------- This is a door that rarely appears on dungeon level 15 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door (clockwork mechanism) ---------------------------------- This is a door that rarely appears on dungeon level 15 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door (mark of a white hand) ----------------------------------- This is a door that rarely appears on dungeon level 15 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door (shimmering portal) -------------------------------- This is a door that rarely appears on dungeon level 15 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. locked door ----------- This is a door that commonly appears on dungeon level 16 and below placed in a doorway. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it open door. You can bash it to make it broken door. You can spike it to make it jammed door. You can tunnel it to make it broken door. You can magically remove rock from it to make it broken door. You can burn it to make it wall of fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can flood it to make it a random door. jammed door ----------- This is a door that commonly appears on dungeon level 16 and below placed in a doorway. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can bash it to make it open door. You can bash it to make it broken door. You can spike it to make it jammed door. You can tunnel it to make it broken door. You can magically remove rock from it to make it broken door. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. trapped door (strange rune) --------------------------- This is a door that occasionally appears on dungeon level 16 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. trapped door (ancient hex) -------------------------- This is a door that rarely appears on dungeon level 18 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. locked door ----------- This is a door that commonly appears on dungeon level 20 and below placed in a doorway. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it open door. You can bash it to make it broken door. You can spike it to make it jammed door. You can tunnel it to make it broken door. You can magically remove rock from it to make it broken door. You can burn it to make it wall of fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can flood it to make it a random door. jammed door ----------- This is a door that commonly appears on dungeon level 20 and below placed in a doorway. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can bash it to make it open door. You can bash it to make it broken door. You can spike it to make it jammed door. You can tunnel it to make it broken door. You can magically remove rock from it to make it broken door. You can burn it to make it wall of fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. trapped door (stone visage) --------------------------- This is a door that rarely appears on dungeon level 22 and below placed in a doorway with a hidden trap. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can spike it to make it jammed door. You can disarm it to make it open door. You can tunnel it to make it a random trap. You can stumble on it to make it a random trap. You can magically remove rock from it to make it open floor. locked door ----------- This is a door that commonly appears on dungeon level 24 and below placed in a doorway. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open or bash it to make it open door. You can bash it to make it broken door. You can spike it to make it jammed door. You can tunnel it to make it broken door. You can magically remove rock from it to make it broken door. You can burn it to make it wall of fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. You can flood it to make it a random door. jammed door ----------- This is a door that commonly appears on dungeon level 24 and below placed in a doorway. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can bash it to make it open door. You can bash it to make it broken door. You can spike it to make it jammed door. You can tunnel it to make it broken door. You can magically remove rock from it to make it broken door. You can burn it to make it wall of fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. jammed door ----------- This is a door that commonly appears on dungeon level 28 and below placed in a doorway. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can bash it to make it open door. You can bash it to make it broken door. You can spike it to make it jammed door. You can tunnel it to make it broken door. You can magically remove rock from it to make it broken door. You can burn it to make it wall of fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. locked gate ----------- This is a door that commonly appears on dungeon level 30 and below placed in a doorway. You can see, cast spells and fire missiles through this door without impediment but it blocks you from moving through it. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can open it to make it opening gate and potentially harm monsters. You can tunnel it to make it broken bars. You can magically remove rock from it to make it broken bars. You can magically destroy it to make it broken bars. jammed door ----------- This is a door that commonly appears on dungeon level 31 and below placed in a doorway. This door blocks you from moving through it and line of sight, casting spells and firing missiles. This door lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this door on your overhead map. You stop running next to this door. You can get stuck inside this door should it appear around you. You can bash it to make it open door. You can bash it to make it broken door. You can tunnel it to make it broken door. You can magically remove rock from it to make it broken door. You can burn it to make it wall of fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. Stairs ------ down staircase -------------- This is a staircase that commonly appears in both the town and dungeon. You can see, cast spells, fire missiles and walk through this staircase without impediment but it blocks monsters that must swim. You will remember this staircase on your overhead map. You stop running next to this staircase unless you have the ignore_stairs option on. dungeon entrance ---------------- This is a staircase that commonly appears in both the town and dungeon. You can see, cast spells, fire missiles and walk through this staircase without impediment but it blocks monsters that must swim. You will remember this staircase on your overhead map. You stop running next to this staircase unless you have the ignore_stairs option on. stone well ---------- This is a staircase that commonly appears in both the town and dungeon as a specially placed item. You can see, cast spells, fire missiles and walk through this staircase taking an extra turn to leave the grid but it blocks monsters that must swim. This staircase hides monsters that can sneak and pass through walls. You will remember this staircase on your overhead map. You stop running next to this staircase unless you have the ignore_stairs option on. You can search it to find empty well. You can magically remove rock from it to make it open floor. empty well ---------- This is a staircase that commonly appears in both the town and dungeon as a specially placed item. You can see, cast spells, fire missiles and climb through this staircase taking an extra turn to enter and leave the grid. This staircase lets monsters that can fly, climb, pass through walls and bore through walls pass through without impediment and hides monsters that can sneak and pass through walls. You will remember this staircase on your overhead map. You stop running next to this staircase unless you have the ignore_stairs option on. You can get stuck inside this staircase should it appear around you. You can melee huge monsters more easily from here. You can magically remove rock from it to make it open floor. up staircase ------------ This is a staircase that commonly appears throughout the dungeon. You can see, cast spells, fire missiles and walk through this staircase without impediment but it blocks monsters that must swim. You will remember this staircase on your overhead map. You stop running next to this staircase unless you have the ignore_stairs option on. rope hanging over a chasm ------------------------- This is a staircase that commonly appears on dungeon level 48 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, run and climb through this staircase taking an extra turn to enter and leave the grid. This staircase lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this staircase on your overhead map. You can get stuck inside this staircase should it appear around you. You can melee huge monsters more easily from here. You can spike it to make it rope bridge. You can burn it to make it falling rope. You can melt it to make it falling rope. You can magically destroy it to make it rope swinging over a chasm. You can disturb it to make it rope swinging over a chasm. You can gather it to make it falling rope and find 10 feet of Rope. chain hanging over a chasm -------------------------- This is a staircase that commonly appears on dungeon level 48 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, run and climb through this staircase taking an extra turn to enter and leave the grid. This staircase lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this staircase on your overhead map. You can get stuck inside this staircase should it appear around you. You can melee huge monsters more easily from here. You can spike it to make it chain bridge. You can melt it to make it falling chain. You can magically destroy it to make it chain swinging over a chasm. You can disturb it to make it chain swinging over a chasm. You can gather it to make it falling chain and find 10 feet of Chain. vine hanging over a chasm ------------------------- This is a staircase that commonly appears on dungeon level 48 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, run and climb through this staircase taking an extra turn to enter and leave the grid. This staircase lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this staircase on your overhead map. You can get stuck inside this staircase should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it falling vine. You can melt it to make it falling vine. You can magically destroy it to make it vine swinging over a chasm. You can disturb it to make it vine swinging over a chasm. rope swinging over a chasm -------------------------- This is a staircase that commonly appears on dungeon level 48 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, run and climb through this staircase taking an extra turn to enter and leave the grid. This staircase lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this staircase on your overhead map. You can get stuck inside this staircase should it appear around you. You can melee huge monsters more easily from here. You can spike it to make it rope bridge. You can burn it to make it falling rope. You can melt it to make it falling rope. You can gather it to make it falling rope and find 10 feet of Rope. chain swinging over a chasm --------------------------- This is a staircase that commonly appears on dungeon level 48 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, walk and run through this staircase without impediment but it blocks monsters that lie underneath from surfacing and must swim. You will remember this staircase on your overhead map. You can spike it to make it chain bridge. You can melt it to make it falling chain. You can gather it to make it falling chain and find 10 feet of Chain. vine swinging over a chasm -------------------------- This is a staircase that commonly appears on dungeon level 48 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, walk and run through this staircase without impediment but it blocks monsters that lie underneath from surfacing and must swim. You will remember this staircase on your overhead map. You can burn it to make it falling vine. You can melt it to make it falling vine. Walls ----- permanent wall -------------- This is a wall that commonly appears in both the town and dungeon. This wall blocks you from moving through it and monsters that pass through walls, bore through walls, line of sight, casting spells and firing missiles. This wall lets monsters that can climb pass through without impediment. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. permanent wall -------------- This is a wall that commonly appears in both the town and dungeon as part of the inner wall of a room. This wall blocks you from moving through it and monsters that pass through walls, bore through walls, line of sight, casting spells and firing missiles. This wall lets monsters that can climb pass through without impediment. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. permanent wall -------------- This is a wall that commonly appears in both the town and dungeon as part of the outer wall of a room. This wall blocks you from moving through it and monsters that pass through walls, bore through walls, line of sight, casting spells and firing missiles. This wall lets monsters that can climb pass through without impediment. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. permanent wall -------------- This is a wall that commonly appears in both the town and dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and monsters that pass through walls, bore through walls, line of sight, casting spells and firing missiles. This wall lets monsters that can climb pass through without impediment. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. granite wall ------------ This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. You can burn it to make it burnt granite wall. You can melt it to make it acid-marked granite wall. burning torch on a granite wall ------------------------------- This is a glowing wall that commonly appears throughout the dungeon as part of the inner wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor and darken the surrounding grids. You can magically remove rock from it to make it granite wall and darken the surrounding grids. You can burn it to make it granite wall and darken the surrounding grids. You can flood it to make it granite wall and darken the surrounding grids. You can gather it to make it granite wall and darken the surrounding grids and find a Wooden Torch. acid-marked granite wall ------------------------ This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. burning torch on a granite wall ------------------------------- This is a glowing wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor and darken the surrounding grids. You can magically remove rock from it to make it granite wall and darken the surrounding grids. You can burn it to make it granite wall and darken the surrounding grids. You can flood it to make it granite wall and darken the surrounding grids. You can gather it to make it granite wall and darken the surrounding grids and find a Wooden Torch. burnt granite wall ------------------ This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. web-covered granite wall ------------------------ This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. scratched granite wall ---------------------- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. roughly-hewn granite wall ------------------------- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. empty shelf ----------- This is a wall that commonly appears throughout the dungeon as part of the inner wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can bash it to make it granite wall. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. empty shelf ----------- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can bash it to make it granite wall. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. empty fireplace --------------- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can bash it to make it pile of rubble and expose the surrounding grids to daylight . You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. You can burn it to make it lit fireplace and light up the surrounding grids and potentially harm monsters. empty basin ----------- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can bash it to make it pile of rubble and expose the surrounding grids to daylight . You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. You can flood it to make it basin. empty midden ------------ This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can bash it to make it pile of rubble and expose the surrounding grids to daylight . You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. a weak granite wall containing something ---------------------------------------- This is a wall that commonly appears throughout the dungeon. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can bash it to make it a pile of rubble containing something and expose the surrounding grids to daylight. You can tunnel it to make it open floor and find an object. You can magically remove rock from it to make it open floor and find an object. You can flood it to make it a pile of rubble containing something and expose the surrounding grids to daylight. empty coffers ------------- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. granite wall ------------ This is a wall that commonly appears throughout the dungeon as part of the inner wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. You can burn it to make it burnt granite wall. You can melt it to make it acid-marked granite wall. granite wall ------------ This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. You can burn it to make it burnt granite wall. You can melt it to make it acid-marked granite wall. acid-marked granite wall ------------------------ This is a wall that commonly appears throughout the dungeon as a 'lake' of terrain or as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls . You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. burnt granite wall ------------------ This is a wall that commonly appears throughout the dungeon as a 'lake' of terrain or as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls . You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. lit fireplace ------------- This is a glowing wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls . You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can bash it to take 4d6 damage and make it pile of rubble and darken the surrounding grids and expose the surrounding grids to daylight. You can tunnel it to take 4d6 damage and make it empty fireplace and darken the surrounding grids. You can stumble on it to take 4d6 damage. You can magically remove rock from it to make it empty fireplace and darken the surrounding grids. You can flood it to make it empty fireplace and darken the surrounding grids. burning torch on a granite wall ------------------------------- This is a glowing wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor and darken the surrounding grids. You can magically remove rock from it to make it granite wall and darken the surrounding grids. You can burn it to make it granite wall and darken the surrounding grids. You can flood it to make it granite wall and darken the surrounding grids. You can gather it to make it granite wall and darken the surrounding grids and find a Wooden Torch. open lever on a granite wall ---------------------------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can close it to make it closing lever on a granite wall and potentially harm monsters. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. closed lever on a granite wall ------------------------------ This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can open it to make it opening lever on a granite wall and potentially harm monsters. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. a lit fireplace containing something ------------------------------------ This is a glowing wall that commonly appears throughout the dungeon. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can bash it to take 4d6 damage and make it a pile of rubble containing something and darken the surrounding grids and expose the surrounding grids to daylight. You can tunnel it to take 4d6 damage and make it open floor and darken the surrounding grids and find an object. You can stumble on it to take 4d6 damage. You can magically remove rock from it to make it open floor and darken the surrounding grids and find an object. You can flood it to make it empty fireplace and darken the surrounding grids and find an object. trapped wall (multiple traps) ----------------------------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to suffer its effects and make it open floor. You can stumble on it to suffer its effects and make it granite wall. You can magically remove rock from it to make it open floor. empty shelf ----------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can bash it to make it granite wall. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. empty fireplace --------------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can bash it to make it pile of rubble and expose the surrounding grids to daylight. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. You can burn it to make it lit fireplace and light up the surrounding grids and potentially harm monsters. empty weapon rack ----------------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. You can melt it to make it acid-marked granite wall. empty basin ----------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can bash it to make it pile of rubble and expose the surrounding grids to daylight. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. You can flood it to make it basin. empty midden ------------ This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can bash it to make it pile of rubble and expose the surrounding grids to daylight. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. a midden containing something ----------------------------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls . You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can bash it to take 0d0 damage and make it a pile of rubble containing something and expose the surrounding grids to daylight. You can tunnel it to take 0d0 damage and make it empty midden and find an object. You can stumble on it to take 0d0 damage. You can magically remove rock from it to make it empty midden and find an object. You can flood it to make it empty midden and find an object. empty coffers ------------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. empty cupboard -------------- This is a wall that commonly appears throughout the dungeon. You can see, cast spells, fire missiles and walk through this wall without impediment but it blocks monsters that must fly and must swim. This wall hides monsters that can pass through walls. You can drop objects here. You will remember this wall on your overhead map. You can close it to make it cupboard. You can bash it to make it pile of wood. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. scratched granite wall ---------------------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. mechanism in a granite wall --------------------------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can open it to make it closing mechanism in a granite wall and potentially harm monsters. You can close it to make it opening mechanism in a granite wall and potentially harm monsters. You can tunnel it to make it linked chain. You can magically remove rock from it to make it linked chain. sliding granite wall -------------------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can open it to make it opening sliding wall and potentially harm monsters. You can tunnel it to make it linked chain. You can magically remove rock from it to make it linked chain . empty weapon rack ----------------- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can bash it to make it granite wall. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. You can melt it to make it acid-marked granite wall. empty weapon rack ----------------- This is a wall that commonly appears throughout the dungeon as part of the inner wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can bash it to make it granite wall. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. You can melt it to make it acid-marked granite wall. granite wall ------------ This is a wall that occasionally appears throughout the dungeon as a 'lake' of terrain. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. You can burn it to make it burnt granite wall. You can melt it to make it acid-marked granite wall. web-covered granite wall ------------------------ This is a wall that rarely appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight , casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. limestone features ------------------ This is a wall that occasionally appears on dungeon level 12 and below as a 'lake' of terrain. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. open vent --------- This is a wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it fiery vent and potentially harm monsters. You can melt it to make it acid-filled vent and potentially harm monsters. You can poison it to make it gas-filled vent and potentially harm monsters. You can flood it to make it water-filled vent and potentially harm monsters. You can boil or steam it to make it steam-filled vent and potentially harm monsters. open valve ---------- This is a wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can melee huge monsters more easily from here. You can bash it to no effect. You can close it to make it closing valve and potentially harm monsters. You can bash it to make it open vent. You can burn it to make it fiery valve and potentially harm monsters. You can melt it to make it acid-filled valve and potentially harm monsters. You can poison it to make it gas-filled valve and potentially harm monsters. You can flood it to make it water-filled valve and potentially harm monsters. You can boil or steam it to make it steam-filled valve and potentially harm monsters. closed valve ------------ This is a wall that commonly appears on dungeon level 40 and below. This wall blocks you from moving through it and monsters that pass through walls, climb, line of sight, casting spells and firing missiles. This wall lets monsters that can bore through walls pass through without impediment. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can open or bash it to make it opening valve and potentially harm monsters. You can bash it to make it open vent. You can spike it to make it jammed valve. jammed valve ------------ This is a wall that commonly appears on dungeon level 40 and below. This wall blocks you from moving through it and monsters that pass through walls, climb, line of sight, casting spells and firing missiles. This wall lets monsters that can bore through walls pass through without impediment. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can bash it to make it opening valve and potentially harm monsters. You can bash it to make it open vent. ice-filled vent --------------- This is a wall that commonly appears on dungeon level 40 and below. This wall blocks you from moving through it and monsters that pass through walls, climb, line of sight, casting spells and firing missiles. This wall lets monsters that can bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can stumble on it to take 4d4 damage. You can burn it to make it open vent. Streamers --------- impassable tree trunk --------------------- This is a tree that commonly appears in both the town and dungeon as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. You can see through this tree without impediment but it blocks you from moving through it and monsters that pass through walls, climb, casting spells and firing missiles. This tree lets monsters that can bore through walls pass through without impediment and hides monsters that can sneak. You will remember this tree on your overhead map. You stop running next to this tree. You can get stuck inside this tree should it appear around you. You can search it to find impassable tree trunk. You can bash it to make it tree trunk and cover the surrounding grids with branches and expose the surrounding grids to daylight. You can burn it to make it wall of fire and light up the surrounding grids and cover the surrounding grids with branches and potentially harm monsters. impassable tree trunk --------------------- This is a tree that commonly appears in both the town and dungeon as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. You can see through this tree without impediment but it blocks you from moving through it and monsters that pass through walls, climb, casting spells and firing missiles. This tree lets monsters that can bore through walls pass through without impediment and hides monsters that can sneak. You will remember this tree on your overhead map. You stop running next to this tree. You can get stuck inside this tree should it appear around you. You can bash it to make it tree trunk and cover the surrounding grids with branches and expose the surrounding grids to daylight. You can burn it to make it wall of fire and light up the surrounding grids and cover the surrounding grids with branches and potentially harm monsters. impassable tree trunk --------------------- This is a feature that commonly appears in both the town and dungeon as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. You can see through this feature without impediment but it blocks you from moving through it and monsters that pass through walls, climb, casting spells and firing missiles. This feature lets monsters that can bore through walls pass through without impediment. You will remember this feature on your overhead map. You stop running next to this feature. You can get stuck inside this feature should it appear around you. You can search it to find impassable tree trunk. You can bash it to make it tree trunk and expose the surrounding grids to daylight. You can burn it to make it wall of fire and light up the surrounding grids and potentially harm monsters. impassable tree trunk --------------------- This is a feature that commonly appears in both the town and dungeon as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. You can see through this feature without impediment but it blocks you from moving through it and monsters that pass through walls, climb, casting spells and firing missiles. This feature lets monsters that can bore through walls pass through without impediment. You will remember this feature on your overhead map. You stop running next to this feature. You can get stuck inside this feature should it appear around you. You can bash it to make it tree trunk and expose the surrounding grids to daylight. You can burn it to make it wall of fire and light up the surrounding grids and potentially harm monsters. slime-covered wall ------------------ This is a wall that commonly appears throughout the dungeon as a 'streams' of terrain through the dungeon walls or next to the entrance of a corridor in a room. This wall blocks you from moving through it and monsters that climb, line of sight, casting spells and firing missiles. This wall lets monsters that can pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it slimy trail. You can magically remove rock from it to make it slimy trail. slime-covered wall ------------------ This is a wall that commonly appears throughout the dungeon as a 'streams' of terrain through the dungeon walls or as part of the outer wall of a room. This wall blocks you from moving through it and monsters that climb, line of sight, casting spells and firing missiles. This wall lets monsters that can pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it slimy trail. You can magically remove rock from it to make it slimy trail. mossy granite wall ------------------ This is a wall that commonly appears throughout the dungeon as a 'streams' of terrain through the dungeon walls or as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. roughly-hewn granite wall ------------------------- This is a wall that commonly appears throughout the dungeon as a 'streams' of terrain through the dungeon walls or as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. sandstone --------- This is a wall that commonly appears on dungeon level 3 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. quartz vein ----------- This is a wall that occasionally appears on dungeon level 3 and below as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls . You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. quartz vein with treasure ------------------------- This is a wall that rarely appears on dungeon level 3 and below as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor and find a treasure. You can magically remove rock from it to make it open floor and find a treasure. quartz vein ----------- This is a wall that rarely appears on dungeon level 4 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. magma vein ---------- This is a wall that commonly appears on dungeon level 5 and below as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls . You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. magma vein with treasure ------------------------ This is a wall that rarely appears on dungeon level 5 and below as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor and find a treasure. You can magically remove rock from it to make it open floor and find a treasure. vine-covered granite wall ------------------------- This is a wall that commonly appears on dungeon level 10 and below as a 'lake' of terrain, as a 'streams' of terrain through the dungeon walls or as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find vine-covered granite wall. You can tunnel it to make it vines and expose the surrounding grids to daylight. You can magically remove rock from it to make it granite wall. You can burn it to make it granite wall. vine-covered granite wall ------------------------- This is a wall that commonly appears on dungeon level 10 and below as a 'lake' of terrain, as a 'streams' of terrain through the dungeon walls or as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it vines and expose the surrounding grids to daylight. You can magically remove rock from it to make it granite wall. You can burn it to make it granite wall . cracked granite wall -------------------- This is a wall that rarely appears on dungeon level 10 and below as a 'lake' of terrain, as a 'streams' of terrain through the dungeon walls or next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can search it to find weak granite wall. You can bash it to make it pile of rubble and expose the surrounding grids to daylight. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. You can flood it to make it pile of rubble and expose the surrounding grids to daylight. water-filled cracked granite wall --------------------------------- This is a wall that occasionally appears on dungeon level 13 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and monsters that climb, line of sight, casting spells and firing missiles. This wall lets monsters that can ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor . You can magically remove rock from it to make it open floor. You can freeze it to make it weak granite wall. You can flood it to make it water-filled cracked granite wall and potentially harm monsters. impassable pile of rubble ------------------------- This is a ground that occasionally appears on dungeon level 15 and below as a 'streams' of terrain through the dungeon walls. This ground blocks you from moving through it and line of sight, casting spells and firing missiles. This ground lets monsters that can climb, dig, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this ground on your overhead map. You stop running next to this ground. You can get stuck inside this ground should it appear around you. You can search it to find impassable pile of rubble. You can dig it to make it open floor and hide the surrounding grids from the sun. You can magically remove rock from it to make it open floor and hide the surrounding grids from the sun. You can gather it to make it open floor and hide the surrounding grids from the sun and find a Rounded Pebble. impassable pile of rubble ------------------------- This is a ground that occasionally appears on dungeon level 15 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. This ground blocks you from moving through it and line of sight, casting spells and firing missiles. This ground lets monsters that can climb, dig, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this ground on your overhead map. You stop running next to this ground. You can get stuck inside this ground should it appear around you. You can dig it to make it open floor and hide the surrounding grids from the sun. You can magically remove rock from it to make it open floor and hide the surrounding grids from the sun. You can gather it to make it open floor and hide the surrounding grids from the sun and find a Rounded Pebble. magma vein ---------- This is a wall that rarely appears on dungeon level 15 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. vine-covered granite wall ------------------------- This is a wall that rarely appears on dungeon level 15 and below as a 'lake' of terrain, as a 'streams' of terrain through the dungeon walls or as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can search it to find vine-covered weak granite wall. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. vine-covered weak granite wall ------------------------------ This is a wall that rarely appears on dungeon level 15 and below as a 'lake' of terrain, as a 'streams' of terrain through the dungeon walls or as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can bash it to make it a pile of rubble containing something and expose the surrounding grids to daylight. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. wet granite wall ---------------- This is a water wall that commonly appears on dungeon level 20 and below as a 'streams' of terrain through the dungeon walls or as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it wet floor. You can magically remove rock from it to make it wet floor. You can freeze it to make it icy granite wall. weak granite wall ----------------- This is a wall that occasionally appears on dungeon level 20 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can bash it to make it pile of rubble and expose the surrounding grids to daylight. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. You can flood it to make it pile of rubble and expose the surrounding grids to daylight. cracked granite wall -------------------- This is a wall that occasionally appears on dungeon level 21 and below as a 'lake' of terrain, as a 'streams' of terrain through the dungeon walls or as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can tunnel it to make it open floor . You can magically remove rock from it to make it open floor. You can flood it to make it water-filled cracked granite wall. water-filled cracked granite wall --------------------------------- This is a wall that occasionally appears on dungeon level 23 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and monsters that climb, line of sight, casting spells and firing missiles. This wall lets monsters that can ooze, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d6 damage continuously. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. You can freeze it to make it weak granite wall. water-filled cracked granite wall --------------------------------- This is a wall that rarely appears on dungeon level 23 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. You can freeze it to make it weak granite wall. water-filled cracked granite wall --------------------------------- This is a wall that rarely appears on dungeon level 23 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and monsters that climb, line of sight, casting spells and firing missiles. This wall lets monsters that can ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. You can freeze it to make it weak granite wall. earth wall ---------- This is a wall that occasionally appears on dungeon level 30 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, dig, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can dig it to make it earth floor. You can magically remove rock from it to make it earth floor. ice wall -------- This is a icy wall that occasionally appears on dungeon level 30 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. You can see through this wall making your equipment significantly heavier but it blocks you from moving through it and monsters that climb, casting spells and firing missiles. This wall lets monsters that can pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to take 4d4 damage and make it ice and expose the surrounding grids to daylight. You can stumble on it to take 4d4 damage and make it ice and expose the surrounding grids to daylight. You can magically destroy it to make it cracked ice wall. cracked ice wall ---------------- This is a icy wall that rarely appears on dungeon level 30 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. You can cast spells and fire missiles through this wall without impediment but it blocks you from moving through it and monsters that climb and line of sight. This wall lets monsters that can ooze, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can search it to find weak ice wall. You can bash it to take 4d4 damage and make it pile of ice rubble and expose the surrounding grids to daylight. You can tunnel it to take 4d4 damage and make it ice and expose the surrounding grids to daylight. You can stumble on it to take 4d4 damage and make it ice and expose the surrounding grids to daylight. You can burn it to make it ice and expose the surrounding grids to daylight. weak ice wall ------------- This is a icy wall that rarely appears on dungeon level 30 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. You can cast spells and fire missiles through this wall without impediment but it blocks you from moving through it and monsters that climb and line of sight. This wall lets monsters that can ooze, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can bash it to take 4d4 damage and make it pile of ice rubble and expose the surrounding grids to daylight. You can tunnel it to take 4d4 damage and make it ice and expose the surrounding grids to daylight. You can stumble on it to take 4d4 damage and make it ice and expose the surrounding grids to daylight. You can burn it to make it ice and expose the surrounding grids to daylight. impassable pile of ice rubble ----------------------------- This is a icy wall that rarely appears on dungeon level 30 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and monsters that climb, line of sight, casting spells and firing missiles. This wall lets monsters that can dig, ooze, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls . You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can search it to find impassable pile of ice rubble. You can dig it to take 2d4 damage and make it ice. You can stumble on it to take 2d4 damage and make it ice. impassable pile of ice rubble ----------------------------- This is a icy wall that rarely appears on dungeon level 30 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and monsters that climb, line of sight, casting spells and firing missiles. This wall lets monsters that can dig, ooze, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls . You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can dig it to take 2d4 damage and make it ice. You can stumble on it to take 2d4 damage and make it ice. cracked ice wall ---------------- This is a icy wall that rarely appears on dungeon level 35 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. You can cast spells and fire missiles through this wall without impediment but it blocks you from moving through it and monsters that climb and line of sight. This wall lets monsters that can ooze, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can tunnel it to take 4d4 damage and make it ice and expose the surrounding grids to daylight. You can stumble on it to take 4d4 damage and make it ice and expose the surrounding grids to daylight. oil shale --------- This is a fuel wall that occasionally appears on dungeon level 38 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it oil. You can magically remove rock from it to make it oil. coal ---- This is a fuel wall that occasionally appears on dungeon level 40 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it coal dust trail. You can magically remove rock from it to make it open floor. You can burn it to make it burning coal and potentially harm monsters. icy granite wall ---------------- This is a icy wall that commonly appears on dungeon level 45 and below as a 'streams' of terrain through the dungeon walls or as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. burning coal ------------ This is a fuel wall that occasionally appears on dungeon level 46 and below as a 'lake' of terrain or as a 'streams' of terrain through the dungeon walls. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 8d6 damage continuously. You can tunnel it to make it deep oil under a stone bridge and expose the surrounding grids to daylight. You can magically remove rock from it to make it open floor. blood-stained wall ------------------ This is a wall that commonly appears on dungeon level 55 and below as a 'streams' of terrain through the dungeon walls or next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it blood-stained floor. You can magically remove rock from it to make it blood-stained floor. blood-stained wall ------------------ This is a wall that commonly appears on dungeon level 55 and below as a 'streams' of terrain through the dungeon walls or as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it blood-stained floor. You can magically remove rock from it to make it blood-stained floor. You can flood it to make it granite wall. Stores ------ General Store ------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Armoury ------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Weapon Smiths ------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Temple ------ This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Alchemy Shop ------------ This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Magic Shop ---------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Home ---- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. 'Bag End' --------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. House of Elrond --------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. House of Beorn -------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Farmhouse --------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Bilbo's House ------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. House of Tom Bombadil --------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Small Goods Store ----------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. the hut of Radagast the Brown ----------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Farmer Maggot's Mushroom Store ------------------------------ This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Gandalf's Firework Shop ----------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Inn of the Green Dragon ----------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Inn of the Prancing Pony ------------------------ This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. the Brandywine Barge House -------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. an Inn on the East Road ----------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Inn --- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Goldberry's Pool ---------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Frodo's House ------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Mill ---- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Marketplace ----------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Festhall -------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Fletcher -------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Barracks -------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. tomb of Balin ------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. grey slab of stone ------------------ This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Ranger's cache -------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Music hall ---------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Jewelers -------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Library ------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Shrine ------ This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Heavy Armoury ------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Heavy Weapon Smith ------------------ This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Runesmith --------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Chemist ------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Chart Scribe ------------ This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Storeroom --------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Storeroom --------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Storeroom --------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Storeroom --------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. vault of the dwarven city of Erebor ----------------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. vault of the dwarven city of Erebor ----------------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. vault of the dwarven city of Erebor ----------------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. vault of the dwarven city of Erebor ----------------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. vault of the dwarven city of Erebor ----------------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. vault of the dwarven city of Erebor ----------------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Black Market ------------ This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. mossy ent at the Ent Moot ------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. leafy ent at the Ent Moot ------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. twiggy ent at the Ent Moot -------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. stumpy ent at the Ent Moot -------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. lichen-covered ent at the Ent Moot ---------------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. newly erected statue in your honor ---------------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Mirror of Galadriel ------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. pavilion of the Army of the West -------------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. pavilion of the Army of the West -------------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. pavilion of the Army of the West -------------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. pavilion of the Army of the West -------------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. White Tree ---------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. tree with a banner 'Happy Eleventy-One' --------------------------------------- This is a well-lit shop entrance that is found in the town. You can see, cast spells, fire missiles and walk through this shop entrance without impediment but it blocks monsters that must swim. You will remember this shop entrance on your overhead map. You stop running next to this shop entrance. Chests ------ broken chest ------------ This is a chest that commonly appears throughout the dungeon as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this chest on your overhead map. You stop running next to this chest. You can bash it to make it open floor. You can bash it to no effect. You can burn it to make it open floor. You can melt it to make it open floor. small wooden chest (multiple traps) ----------------------------------- This is a chest that commonly appears throughout the dungeon as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. This chest lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to suffer its effects and make it small wooden chest (open) and find up to 3 treasures. You can bash it to suffer its effects and make it broken chest and find up to 3 treasures. You can disarm it to make it small wooden chest (locked). You can stumble on it to suffer its effects and make it small wooden chest (open) and find up to 3 treasures. You can burn it to make it open floor and find up to 3 treasures. You can melt it to make it open floor and find up to 3 treasures. large wooden chest (multiple traps) ----------------------------------- This is a chest that commonly appears throughout the dungeon as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. This chest lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to suffer its effects and make it large wooden chest (open) and find up to 5 objects. You can bash it to suffer its effects and make it broken chest and find up to 5 objects. You can disarm it to make it large wooden chest (locked) . You can stumble on it to suffer its effects and make it large wooden chest (open) and find up to 5 objects. You can burn it to make it open floor and find up to 5 objects. You can melt it to make it open floor and find up to 5 objects. small iron chest (multiple traps) --------------------------------- This is a chest that commonly appears throughout the dungeon as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. This chest lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to suffer its effects and make it small iron chest (open) and find up to 3 treasures. You can bash it to suffer its effects and make it broken chest and find up to 3 treasures. You can disarm it to make it small iron chest (locked) . You can stumble on it to suffer its effects and make it small iron chest (open) and find up to 3 treasures. You can melt it to make it open floor and find up to 3 treasures. large iron chest (multiple traps) --------------------------------- This is a chest that commonly appears throughout the dungeon as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. This chest lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to suffer its effects and make it a random trap. You can bash it to suffer its effects and make it a random trap. You can disarm it to make it large iron chest (locked). You can stumble on it to suffer its effects and make it a random trap. You can melt it to make it open floor and find up to 5 objects. small steel chest (multiple traps) ---------------------------------- This is a chest that commonly appears throughout the dungeon as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. This chest lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to suffer its effects and make it a random trap. You can bash it to suffer its effects and make it a random trap. You can disarm it to make it small steel chest (locked). You can stumble on it to suffer its effects and make it a random trap. You can melt it to make it open floor and find up to 3 treasures . large steel chest (multiple traps) ---------------------------------- This is a chest that commonly appears throughout the dungeon as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. This chest lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to suffer its effects and make it a random trap. You can bash it to suffer its effects and make it a random trap. You can disarm it to make it large steel chest (locked). You can stumble on it to suffer its effects and make it a random trap. You can melt it to make it open floor and find up to 5 objects. small wooden chest ------------------ This is a chest that commonly appears on dungeon level 5 and below as a specially placed item or as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can search it to find small wooden chest (locked). You can open or bash it to make it small wooden chest (open) and find up to 3 treasures. You can bash it to make it broken chest and find up to 3 treasures. You can burn it to make it broken chest and find up to 3 treasures. You can melt it to make it broken chest and find up to 3 treasures. small wooden chest (locked) --------------------------- This is a chest that commonly appears on dungeon level 5 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest . You can open or bash it to make it small wooden chest (open) and find up to 3 treasures. You can bash it to make it broken chest and find up to 3 treasures. You can burn it to make it open floor and find up to 3 treasures. You can melt it to make it open floor and find up to 3 treasures. small wooden chest (open) ------------------------- This is a chest that commonly appears on dungeon level 5 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this chest on your overhead map. You stop running next to this chest. You can bash it to make it open floor. You can close it to make it small wooden chest (locked). You can bash it to make it broken chest. You can burn it to make it open floor. You can melt it to make it open floor. small wooden chest (murder hole) -------------------------------- This is a chest that commonly appears on dungeon level 5 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it small wooden chest (locked). You can stumble on it to make it a random trap. You can burn it to make it open floor and find up to 3 treasures. You can melt it to make it open floor and find up to 3 treasures. small wooden chest (spring-loaded trap) --------------------------------------- This is a chest that commonly appears on dungeon level 5 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it small wooden chest (locked). You can stumble on it to make it a random trap. You can burn it to make it open floor and find up to 3 treasures. You can melt it to make it open floor and find up to 3 treasures. small wooden chest (gas trap) ----------------------------- This is a chest that commonly appears on dungeon level 5 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it small wooden chest (locked). You can stumble on it to make it a random trap. You can burn it to make it open floor and find up to 3 treasures. You can melt it to make it open floor and find up to 3 treasures. small wooden chest (explosive trap) ----------------------------------- This is a chest that commonly appears on dungeon level 5 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. This chest lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to suffer its effects and make it small wooden chest (open) and find up to 3 treasures. You can bash it to suffer its effects and make it broken chest and find up to 3 treasures. You can disarm it to make it small wooden chest (locked) and find up to 3 Potions of Detonationstreasures. You can stumble on it to suffer its effects and make it broken chest and find up to 3 treasures. You can burn it to make it open floor and find up to 3 treasures. You can melt it to make it open floor and find up to 3 treasures. small wooden chest (locked) --------------------------- This is a chest that commonly appears on dungeon level 5 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest . You can open or bash it to make it small wooden chest (open). You can bash it to make it broken chest. You can burn it to make it open floor. You can melt it to make it open floor. small wooden chest ------------------ This is a chest that rarely appears on dungeon level 5 and below as a specially placed item or as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can search it to find a random trap. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can stumble on it to make it a random trap. You can burn it to make it open floor and find up to 3 treasures. You can melt it to make it open floor and find up to 3 treasures. large wooden chest ------------------ This is a chest that commonly appears on dungeon level 15 and below as a specially placed item or as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can search it to find large wooden chest (locked). You can open or bash it to make it large wooden chest (open) and find up to 5 objects. You can bash it to make it broken chest and find up to 5 objects. You can burn it to make it open floor and find up to 5 objects. You can melt it to make it open floor and find up to 5 objects. large wooden chest (locked) --------------------------- This is a chest that commonly appears on dungeon level 15 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest . You can open or bash it to make it large wooden chest (open) and find up to 5 objects. You can bash it to make it broken chest and find up to 5 objects. You can burn it to make it open floor and find up to 5 objects. You can melt it to make it open floor and find up to 5 objects. large wooden chest (open) ------------------------- This is a chest that commonly appears on dungeon level 15 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this chest on your overhead map. You stop running next to this chest. You can bash it to make it open floor. You can close it to make it large wooden chest (locked). You can bash it to make it broken chest. You can burn it to make it open floor. You can melt it to make it open floor. large wooden chest (murder hole) -------------------------------- This is a chest that commonly appears on dungeon level 15 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it large wooden chest (locked). You can stumble on it to make it a random trap. You can burn it to make it open floor and find up to 5 objects. You can melt it to make it open floor and find up to 5 objects. large wooden chest (spring-loaded trap) --------------------------------------- This is a chest that commonly appears on dungeon level 15 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it large wooden chest (locked). You can stumble on it to make it a random trap. You can burn it to make it open floor and find up to 5 objects. You can melt it to make it open floor and find up to 5 objects. large wooden chest (gas trap) ----------------------------- This is a chest that commonly appears on dungeon level 15 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it large wooden chest (locked). You can stumble on it to make it a random trap. You can burn it to make it open floor and find up to 5 objects. You can melt it to make it open floor and find up to 5 objects. large wooden chest (explosive trap) ----------------------------------- This is a chest that commonly appears on dungeon level 15 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. This chest lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to suffer its effects and make it large wooden chest (open) and find up to 5 objects. You can bash it to suffer its effects and make it broken chest and find up to 5 objects. You can disarm it to make it large wooden chest (locked) and find up to 5 Potions of Detonationsobjects. You can stumble on it to suffer its effects and make it broken chest and find up to 5 objects. You can burn it to make it open floor and find up to 5 objects. You can melt it to make it open floor and find up to 5 objects. large wooden chest (locked) --------------------------- This is a chest that commonly appears on dungeon level 15 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest . You can open or bash it to make it large wooden chest (open). You can bash it to make it broken chest. You can burn it to make it open floor. You can melt it to make it open floor. large wooden chest ------------------ This is a chest that occasionally appears on dungeon level 15 and below as a specially placed item or as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can search it to find a random trap. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can stumble on it to make it a random trap. You can burn it to make it open floor and find up to 5 objects. You can melt it to make it open floor and find up to 5 objects. small iron chest ---------------- This is a chest that commonly appears on dungeon level 25 and below as a specially placed item or as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can search it to find small iron chest (locked). You can open or bash it to make it small iron chest (open) and find up to 3 treasures. You can bash it to make it broken chest and find up to 3 treasures. You can melt it to make it open floor and find up to 3 treasures. small iron chest ---------------- This is a chest that commonly appears on dungeon level 25 and below as a specially placed item or as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can search it to find a random trap. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 3 treasures. small iron chest (locked) ------------------------- This is a chest that commonly appears on dungeon level 25 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest . You can open or bash it to make it small iron chest (open) and find up to 3 treasures. You can bash it to make it broken chest and find up to 3 treasures . You can melt it to make it open floor and find up to 3 treasures. small iron chest (open) ----------------------- This is a chest that commonly appears on dungeon level 25 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this chest on your overhead map. You stop running next to this chest. You can bash it to make it open floor. You can close it to make it small iron chest (locked). You can bash it to make it broken chest. You can melt it to make it open floor. small iron chest (magic symbol) ------------------------------- This is a chest that commonly appears on dungeon level 25 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it small iron chest (locked). You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 3 treasures. small iron chest (tripwire) --------------------------- This is a chest that commonly appears on dungeon level 25 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it small iron chest (locked). You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 3 treasures. small iron chest (ancient hex) ------------------------------ This is a chest that commonly appears on dungeon level 25 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it small iron chest (locked). You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 3 treasures. small iron chest (deadfall) --------------------------- This is a chest that commonly appears on dungeon level 25 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 3 treasures . small iron chest (locked) ------------------------- This is a chest that commonly appears on dungeon level 25 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest . You can open or bash it to make it small iron chest (open). You can bash it to make it broken chest. You can melt it to make it open floor. large iron chest ---------------- This is a chest that commonly appears on dungeon level 32 and below as a specially placed item or as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can search it to find a random trap. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 5 objects. large iron chest (locked) ------------------------- This is a chest that commonly appears on dungeon level 32 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest . You can open or bash it to make it large iron chest (open) and find up to 5 objects. You can bash it to make it broken chest and find up to 5 objects. You can melt it to make it open floor and find up to 5 objects. large iron chest (open) ----------------------- This is a chest that commonly appears on dungeon level 32 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this chest on your overhead map. You stop running next to this chest. You can bash it to make it open floor. You can close it to make it large iron chest (locked). You can bash it to make it broken chest. You can melt it to make it open floor. large iron chest (magic symbol) ------------------------------- This is a chest that commonly appears on dungeon level 32 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it large iron chest (locked). You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 5 objects. large iron chest (tripwire) --------------------------- This is a chest that commonly appears on dungeon level 32 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it large iron chest (locked). You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 5 objects. large iron chest (ancient hex) ------------------------------ This is a chest that commonly appears on dungeon level 32 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it large iron chest (locked). You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 5 objects. large iron chest (deadfall) --------------------------- This is a chest that commonly appears on dungeon level 32 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it large iron chest (locked). You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 5 objects. large iron chest (locked) ------------------------- This is a chest that commonly appears on dungeon level 32 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest . You can open or bash it to make it large iron chest (open). You can bash it to make it broken chest. You can melt it to make it open floor. large iron chest ---------------- This is a chest that occasionally appears on dungeon level 32 and below as a specially placed item or as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can search it to find large iron chest (locked). You can open or bash it to make it large iron chest (open) and find up to 5 objects. You can bash it to make it broken chest and find up to 5 objects. You can melt it to make it open floor and find up to 5 objects. small steel chest ----------------- This is a chest that commonly appears on dungeon level 37 and below as a specially placed item or as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can search it to find small steel chest (locked). You can open or bash it to make it small steel chest (open) and find up to 3 treasures. You can bash it to make it broken chest and find up to 3 treasures. You can melt it to make it open floor and find up to 3 treasures. small steel chest ----------------- This is a chest that commonly appears on dungeon level 37 and below as a specially placed item or as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can search it to find a random trap. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 3 treasures. small steel chest (locked) -------------------------- This is a chest that commonly appears on dungeon level 37 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest . You can open or bash it to make it small steel chest (open) and find up to 3 treasures. You can bash it to make it broken chest and find up to 3 treasures. You can melt it to make it open floor and find up to 3 treasures. small steel chest (open) ------------------------ This is a chest that commonly appears on dungeon level 37 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this chest on your overhead map. You stop running next to this chest. You can bash it to make it open floor. You can close it to make it small steel chest (locked). You can bash it to make it broken chest. You can melt it to make it open floor. small steel chest (demonic sign) -------------------------------- This is a chest that commonly appears on dungeon level 37 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it small steel chest (locked). You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 3 treasures. small steel chest (ever burning eye) ------------------------------------ This is a chest that commonly appears on dungeon level 37 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it small steel chest (locked). You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 3 treasures. small steel chest (glowing glyph) --------------------------------- This is a chest that commonly appears on dungeon level 37 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it small steel chest (locked). You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 3 treasures. small steel chest (strange rune) -------------------------------- This is a chest that commonly appears on dungeon level 37 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it small steel chest (locked). You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 3 treasures. small steel chest (locked) -------------------------- This is a chest that commonly appears on dungeon level 37 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest . You can open or bash it to make it small steel chest (open). You can bash it to make it broken chest. You can melt it to make it open floor. large steel chest ----------------- This is a chest that commonly appears on dungeon level 42 and below as a specially placed item or as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can search it to find a random trap. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 5 objects. large steel chest (locked) -------------------------- This is a chest that commonly appears on dungeon level 42 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest . You can open or bash it to make it large steel chest (open) and find up to 5 objects. You can bash it to make it broken chest and find up to 5 objects. You can melt it to make it open floor and find up to 5 objects. large steel chest (open) ------------------------ This is a chest that commonly appears on dungeon level 42 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this chest on your overhead map. You stop running next to this chest. You can bash it to make it open floor. You can close it to make it large steel chest (locked). You can bash it to make it broken chest. You can melt it to make it open floor. large steel chest (demonic sign) -------------------------------- This is a chest that commonly appears on dungeon level 42 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it large steel chest (locked). You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 5 objects. large steel chest (ever burning eye) ------------------------------------ This is a chest that commonly appears on dungeon level 42 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it large steel chest (locked). You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 5 objects. large steel chest (glowing glyph) --------------------------------- This is a chest that commonly appears on dungeon level 42 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it large steel chest (locked). You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 5 objects. large steel chest (strange rune) -------------------------------- This is a chest that commonly appears on dungeon level 42 and below as a item carried by monsters with a hidden trap. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can open or bash it to make it a random trap. You can bash it to make it a random trap. You can disarm it to make it large steel chest (locked). You can stumble on it to make it a random trap. You can melt it to make it open floor and find up to 5 objects. large steel chest (locked) -------------------------- This is a chest that commonly appears on dungeon level 42 and below as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest . You can open or bash it to make it large steel chest (open). You can bash it to make it broken chest. You can melt it to make it open floor. large steel chest ----------------- This is a chest that rarely appears on dungeon level 42 and below as a specially placed item or as a item carried by monsters. You can see, cast spells, fire missiles and walk through this chest without impediment but it blocks monsters that must swim. You will remember this chest on your overhead map. You stop running next to this chest. You can search it to find large steel chest (locked). You can open or bash it to make it large steel chest (open) and find up to 5 objects. You can bash it to make it broken chest and find up to 5 objects. You can melt it to make it open floor and find up to 5 objects. Furnishings ----------- broken fountain --------------- This is a feature that commonly appears in both the town and dungeon as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can magically remove rock from it to make it open floor. stone well ---------- This is a feature that commonly appears in both the town and dungeon as a specially placed item. You can see, cast spells, fire missiles and climb through this feature taking an extra turn to enter and leave the grid. This feature lets monsters that can fly, swim, climb and bore through walls pass through without impediment and hides monsters that can sneak, swim and survive without breathing. You will remember this feature on your overhead map. You stop running next to this feature. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can search it to find water-filled well. You can magically remove rock from it to make it open floor. You can use it to fill a bottle or flask to get a Potion of Water. water-filled well ----------------- This is a feature that commonly appears in both the town and dungeon as a specially placed item. You can see, cast spells, fire missiles and climb through this feature taking an extra turn to enter and leave the grid. This feature lets monsters that can fly, swim, climb, pass through walls and bore through walls pass through without impediment and hides monsters that can sneak, swim, survive without breathing and pass through walls. You will remember this feature on your overhead map. You stop running next to this feature. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can magically remove rock from it to make it open floor. You can use it to make it stone well and fill a bottle or flask to get a Potion of Water. empty fountain -------------- This is a feature that commonly appears throughout the dungeon as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can magically remove rock from it to make it open floor. You can flood it to make it clear fountain. clear fountain -------------- This is a feature that commonly appears throughout the dungeon as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can bash it to make it broken fountain. You can magically remove rock from it to make it open floor. You can use it to fill a bottle or flask to get a Potion of Water. brazier ------- This is a glowing floor that commonly appears throughout the dungeon as a specially placed item. You can run and climb on this floor taking an extra turn to enter the grid and can see, cast spells and fire missiles through it without impediment. This floor lets monsters that can fly, climb and bore through walls pass over without impediment provided they resist. You will remember this floor on your overhead map. You stop running next to this floor . You can get stuck inside this floor should it appear around you. You can melee huge monsters more easily from here. You can bash it to take 1d6 damage and make it unlit brazier and darken the surrounding grids. You can create glyphs on it to make it glyph of warding and darken the surrounding grids. You can set traps on it to make it a random trap and darken the surrounding grids and potentially harm monsters. You can stumble on it to take 1d6 damage and make it unlit brazier and darken the surrounding grids. You can flood it to make it unlit brazier and darken the surrounding grids. You can use it to make it unlit brazier and darken the surrounding grids and use a Wooden Torch. unlit brazier ------------- This is a feature that commonly appears throughout the dungeon as a specially placed item. You can see, cast spells, fire missiles and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it brazier and light up the surrounding grids and potentially harm monsters. You can gather it to find a Wooden Torch. linked chain ------------ This is a floor that commonly appears throughout the dungeon as a specially placed item. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this floor on your overhead map. You stop running next to this floor. You can open it to make it opening chain and potentially harm monsters. You can close it to make it closing chain and potentially harm monsters. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. You can melt it to make it open floor. You can gather it to make it loose chain and find an Iron Spike. opening chain ------------- This is a floor that commonly appears throughout the dungeon as a specially placed item. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This floor lets monsters that can fly, climb and bore through walls pass over without impediment provided they resist. You can drop objects here. You will remember this floor on your overhead map. You stop running next to this floor. Whilst in this floor you take 0d0 damage continuously. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. You can melt it to make it open floor. You can gather it to make it loose chain and find an Iron Spike . closing chain ------------- This is a floor that commonly appears throughout the dungeon as a specially placed item. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This floor lets monsters that can fly, climb and bore through walls pass over without impediment provided they resist. You can drop objects here. You will remember this floor on your overhead map. You stop running next to this floor. Whilst in this floor you take 0d0 damage continuously. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. You can melt it to make it open floor. You can gather it to make it loose chain and find an Iron Spike . loose chain ----------- This is a floor that commonly appears throughout the dungeon as a specially placed item. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this floor on your overhead map. You stop running next to this floor. You can spike it to make it linked chain. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters . You can melt it to make it open floor. You can gather it to make it open floor and find 10 feet of Chain. clear fountain -------------- This is a feature that rarely appears throughout the dungeon as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can search it to find empty fountain and find an object. You can bash it to make it broken fountain and find an object. You can magically remove rock from it to make it open floor and find an object. You can use it to make it clear fountain and fill a bottle or flask to get or find a Potion of Wateran object. loose chain ----------- This is a floor that rarely appears throughout the dungeon as a specially placed item. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this floor on your overhead map. You stop running next to this floor. You can search it to find loose chain. You can spike it to make it linked chain. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. You can melt it to make it open floor. You can gather it to make it open floor and find 10 feet of Chain. winding chain ------------- This is a floor that rarely appears throughout the dungeon as a specially placed item. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this floor on your overhead map. You stop running next to this floor. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. You can melt it to make it open floor. You can gather it to make it open floor and find 10 feet of Chain. linked chain ------------ This is a floor that rarely appears throughout the dungeon as a specially placed item. You can walk and run on this floor and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this floor on your overhead map. You stop running next to this floor. You can create glyphs on it to make it glyph of warding. You can set traps on it to make it a random trap and potentially harm monsters. You can melt it to make it open floor. You can gather it to make it open floor and find 10 feet of Chain. brazier containing something ---------------------------- This is a glowing floor that rarely appears throughout the dungeon as a specially placed item. You can run and climb on this floor taking an extra turn to enter the grid and can see, cast spells and fire missiles through it without impediment. This floor lets monsters that can fly, climb and bore through walls pass over without impediment provided they resist. You will remember this floor on your overhead map. You stop running next to this floor . You can get stuck inside this floor should it appear around you. You can melee huge monsters more easily from here. You can bash it to take 1d6 damage and make it unlit brazier and darken the surrounding grids and find an object. You can create glyphs on it to make it glyph of warding and darken the surrounding grids and find an object. You can set traps on it to make it a random trap and darken the surrounding grids and find an object and potentially harm monsters. You can stumble on it to take 1d6 damage and make it unlit brazier and darken the surrounding grids and find an object. You can flood it to make it unlit brazier and darken the surrounding grids and find an object. You can use it to make it unlit brazier and darken the surrounding grids and use or find a Wooden Torchan object. shrine ------ This is a ground that commonly appears on dungeon level 5 and below as a specially placed item. You can see, cast spells, fire missiles and climb through this ground taking an extra turn to enter the grid. This ground lets monsters that can fly, climb, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls . You will remember this ground on your overhead map. You can get stuck inside this ground should it appear around you. You can melee huge monsters more easily from here. You can search it to find empty shrine. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. shrine ------ This is a ground that commonly appears on dungeon level 5 and below as a specially placed item. You can see, cast spells, fire missiles and climb through this ground taking an extra turn to enter the grid. This ground lets monsters that can fly, climb, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls . You will remember this ground on your overhead map. You can get stuck inside this ground should it appear around you. You can melee huge monsters more easily from here. You can search it to find open floor and find an object. You can tunnel it to make it open floor and find an object. You can magically remove rock from it to make it open floor and find an object. empty shrine ------------ This is a ground that commonly appears on dungeon level 5 and below as a specially placed item. You can see, cast spells, fire missiles and climb through this ground taking an extra turn to enter the grid. This ground lets monsters that can fly, climb, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls . You will remember this ground on your overhead map. You can get stuck inside this ground should it appear around you. You can melee huge monsters more easily from here. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. shrine dedicated to blood ------------------------- This is a feature that occasionally appears on dungeon level 5 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Blood Runestone. shrine dedicated to doors ------------------------- This is a feature that occasionally appears on dungeon level 5 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Door Runestone. shrine dedicated to flame ------------------------- This is a feature that occasionally appears on dungeon level 5 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Flame Runestone. shrine dedicated to frost ------------------------- This is a feature that occasionally appears on dungeon level 5 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Frost Runestone. shrine dedicated to summoning ----------------------------- This is a feature that occasionally appears on dungeon level 5 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Summoning Runestone. shrine dedicated to the stars ----------------------------- This is a feature that occasionally appears on dungeon level 5 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Star Runestone. shrine dedicated to storms -------------------------- This is a feature that occasionally appears on dungeon level 5 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Storm Runestone. shrine dedicated to the earth ----------------------------- This is a feature that occasionally appears on dungeon level 5 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from an Earth Runestone. shrine dedicated to waves ------------------------- This is a feature that occasionally appears on dungeon level 5 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Wave Runestone. shrine dedicated to the wheel ----------------------------- This is a feature that occasionally appears on dungeon level 5 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Wheel Runestone. wooden cage ----------- This is a ground that commonly appears on dungeon level 10 and below as a specially placed item. You can see, cast spells and fire missiles through this ground without impediment but it blocks you from moving through it. This ground lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls . You can drop objects here. You will remember this ground on your overhead map. You stop running next to this ground. You can get stuck inside this ground should it appear around you. You can open or bash it to make it open cage (wooden). You can bash it to make it broken wood. You can tunnel it to make it broken wood. You can magically remove rock from it to make it broken wood. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. open cage (wooden) ------------------ This is a ground that commonly appears on dungeon level 10 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this ground without impediment but it blocks monsters that must swim. This ground hides monsters that can pass through walls. You can drop objects here. You will remember this ground on your overhead map. You stop running next to this ground. You can close it to make it wooden cage. You can bash it to make it broken wood. You can tunnel it to make it broken wood. You can magically remove rock from it to make it broken wood. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can melt it to make it acidic vapour and potentially harm monsters. shrine dedicated to acid ------------------------ This is a feature that occasionally appears on dungeon level 10 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from an Acid Runestone. cloudy fountain --------------- This is a feature that occasionally appears on dungeon level 10 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can bash it to make it broken fountain. You can magically remove rock from it to make it open floor. You can use it to fill a bottle or flask to get a Potion of Lose Memories. bubbling fountain ----------------- This is a feature that occasionally appears on dungeon level 10 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can bash it to make it broken fountain. You can magically remove rock from it to make it open floor. You can use it to fill a bottle or flask to get a Potion of Cure Critical Wounds. shrine dedicated to the cross ----------------------------- This is a feature that occasionally appears on dungeon level 15 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Cross Runestone. shrine dedicated to demons -------------------------- This is a feature that occasionally appears on dungeon level 15 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Demon Runestone. shrine dedicated to explosives ------------------------------ This is a feature that occasionally appears on dungeon level 15 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from an Explosive Runestone. shrine dedicated to the eye --------------------------- This is a feature that occasionally appears on dungeon level 15 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from an Eye Runestone. shrine dedicated to the hand ---------------------------- This is a feature that occasionally appears on dungeon level 15 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Hand Runestone. shrine dedicated to the mouth ----------------------------- This is a feature that occasionally appears on dungeon level 15 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Mouth Runestone. stone altar ----------- This is a feature that commonly appears on dungeon level 17 and below as a specially placed item. You can walk through this feature but it blocks monsters that must swim, line of sight, casting spells and firing missiles. You will remember this feature on your overhead map. You stop running next to this feature. You can burn it to make it ashen altar. You can use it to make it broken altar and study or cast from a Prayer Book of Abjurations. iron cage --------- This is a ground that commonly appears on dungeon level 20 and below as a specially placed item. You can see, cast spells and fire missiles through this ground without impediment but it blocks you from moving through it. This ground lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls . You can drop objects here. You will remember this ground on your overhead map. You stop running next to this ground. You can get stuck inside this ground should it appear around you. You can open it to make it open cage (iron). You can tunnel it to make it broken bars. You can magically remove rock from it to make it broken bars. You can melt it to make it acidic vapour and potentially harm monsters. broken altar ------------ This is a feature that commonly appears on dungeon level 20 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Prayer Book of Laying of Hands. open cage (iron) ---------------- This is a ground that commonly appears on dungeon level 20 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this ground without impediment but it blocks monsters that must swim. This ground hides monsters that can pass through walls. You can drop objects here. You will remember this ground on your overhead map. You stop running next to this ground. You can close it to make it iron cage. You can tunnel it to make it broken bars. You can magically remove rock from it to make it broken bars. You can melt it to make it acidic vapour and potentially harm monsters. smoky fountain -------------- This is a feature that occasionally appears on dungeon level 20 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can bash it to make it broken fountain. You can magically remove rock from it to make it open floor. You can use it to fill a bottle or flask to get a Potion of Enlightenment. shrine dedicated to dwarves --------------------------- This is a feature that occasionally appears on dungeon level 20 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Dwarven Runestone. shrine dedicated to trees ------------------------- This is a feature that occasionally appears on dungeon level 20 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Tree Runestone. golden altar ------------ This is a feature that commonly appears on dungeon level 22 and below as a specially placed item. You can walk through this feature but it blocks monsters that must swim, line of sight, casting spells and firing missiles. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it broken altar and study or cast from a Prayer Book of Miracles. bone altar ---------- This is a feature that commonly appears on dungeon level 22 and below as a specially placed item. You can walk through this feature but it blocks monsters that must swim, line of sight, casting spells and firing missiles. You will remember this feature on your overhead map. You stop running next to this feature. You can bash it to make it broken altar. You can flood it to make it broken altar. You can use it to make it broken altar and study or cast from a Prayer Book of the Dead. magic circle ------------ This is a feature that commonly appears on dungeon level 23 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Charms. glass altar ----------- This is a feature that commonly appears on dungeon level 25 and below as a specially placed item. You can see and walk through this feature without impediment but it blocks monsters that must swim, casting spells and firing missiles. You will remember this feature on your overhead map. You stop running next to this feature. You can bash it to make it broken altar. You can use it to make it broken altar and study or cast from a Prayer Book of Divine Insights. shrine dedicated to elves ------------------------- This is a feature that occasionally appears on dungeon level 25 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from an Elven Runestone. shrine dedicated to swords -------------------------- This is a feature that occasionally appears on dungeon level 25 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Sword Runestone. magic circle ------------ This is a feature that commonly appears on dungeon level 26 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Life Magic . harpsichord ----------- This is a feature that occasionally appears on dungeon level 26 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can magically destroy it to make it open floor. You can use it to make it open floor and study or cast from a Song Book of Progressions . wooden altar ------------ This is a feature that commonly appears on dungeon level 30 and below as a specially placed item. You can walk through this feature but it blocks monsters that must swim, line of sight, casting spells and firing missiles. You will remember this feature on your overhead map. You stop running next to this feature. You can bash it to make it broken altar. You can use it to make it broken altar and study or cast from a Prayer Book of the Way of God. magic circle ------------ This is a feature that commonly appears on dungeon level 30 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Resistances . magic hexagram -------------- This is a feature that commonly appears on dungeon level 30 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Alchemy. grand harp ---------- This is a feature that occasionally appears on dungeon level 30 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can magically destroy it to make it open floor. You can use it to make it open floor and study or cast from a Song Book of Soothing. misty fountain -------------- This is a feature that occasionally appears on dungeon level 30 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can bash it to make it broken fountain. You can magically remove rock from it to make it open floor. You can use it to fill a bottle or flask to get a Potion of Restore Body. shrine dedicated to clouds -------------------------- This is a feature that occasionally appears on dungeon level 30 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Cloud Runestone. shrine dedicated to shields --------------------------- This is a feature that occasionally appears on dungeon level 30 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Shield Runestone. magic triangle -------------- This is a feature that commonly appears on dungeon level 31 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Celestial Magic. magic circle ------------ This is a feature that occasionally appears on dungeon level 31 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Animal Magic. iron bell --------- This is a feature that occasionally appears on dungeon level 31 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can magically destroy it to make it open floor. You can use it to make it open floor and study or cast from a Song Book of Drills. ashen altar ----------- This is a feature that occasionally appears on dungeon level 32 and below as a specially placed item. You can walk through this feature but it blocks monsters that must swim, line of sight, casting spells and firing missiles. You will remember this feature on your overhead map. You stop running next to this feature. You can flood it to make it stone altar. You can use it to make it broken altar and study or cast from a Prayer Book of Retribution. magic triangle -------------- This is a feature that commonly appears on dungeon level 33 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Earth Magic . magic circle ------------ This is a feature that occasionally appears on dungeon level 33 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Psychic Magic. snake basket ------------ This is a feature that occasionally appears on dungeon level 33 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can magically destroy it to make it open floor. You can use it to make it open floor and study or cast from a Song Book of Snake Charming. blood-stained altar ------------------- This is a feature that commonly appears on dungeon level 35 and below as a specially placed item. You can walk through this feature but it blocks monsters that must swim, line of sight, casting spells and firing missiles. You will remember this feature on your overhead map. You stop running next to this feature. You can burn it to make it ashen altar. You can flood it to make it stone altar. You can use it to make it broken altar and study or cast from a Prayer Book of Accursed Ways. magic triangle -------------- This is a feature that commonly appears on dungeon level 35 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Escapes. magic square ------------ This is a feature that commonly appears on dungeon level 35 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Air Magic. dusty altar ----------- This is a feature that occasionally appears on dungeon level 35 and below as a specially placed item. You can walk through this feature but it blocks monsters that must swim, line of sight, casting spells and firing missiles. You will remember this feature on your overhead map. You stop running next to this feature. You can burn it to make it ashen altar. You can flood it to make it stone altar. You can use it to make it broken altar and study or cast from a Prayer Book of Most Holy Relics. great horn ---------- This is a feature that occasionally appears on dungeon level 35 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can magically destroy it to make it open floor. You can use it to make it open floor and study or cast from a Song Book of Shanties. shrine dedicated to dragons --------------------------- This is a feature that occasionally appears on dungeon level 35 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Dragon Runestone. shrine dedicated to the moon ---------------------------- This is a feature that occasionally appears on dungeon level 35 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Moon Runestone. shrine dedicated to magic ------------------------- This is a feature that rarely appears on dungeon level 35 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from a Mana Runestone. magic square ------------ This is a feature that commonly appears on dungeon level 36 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Water Magic . pipe organ ---------- This is a feature that occasionally appears on dungeon level 36 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can magically destroy it to make it open floor. You can use it to make it open floor and study or cast from a Song Book of Dirges. iron altar ---------- This is a feature that occasionally appears on dungeon level 37 and below as a specially placed item. You can walk through this feature but it blocks monsters that must swim, line of sight, casting spells and firing missiles. You will remember this feature on your overhead map. You stop running next to this feature. You can melt it to make it corroded altar. You can use it to make it broken altar and study or cast from a Prayer Book of Battle Hymns. giant war drum -------------- This is a feature that occasionally appears on dungeon level 38 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can magically destroy it to make it open floor. You can use it to make it open floor and study or cast from a Song Book of Pandemonium . magic square ------------ This is a feature that commonly appears on dungeon level 40 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Destruction . brass gong ---------- This is a feature that occasionally appears on dungeon level 40 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can magically destroy it to make it open floor. You can use it to make it open floor and study or cast from a Song Book of Snake Charming. shrine dedicated to arrows -------------------------- This is a feature that occasionally appears on dungeon level 40 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it empty shrine and apply, study or cast from an Arrow Runestone. corroded altar -------------- This is a feature that rarely appears on dungeon level 40 and below as a specially placed item. You can walk through this feature but it blocks monsters that must swim, line of sight, casting spells and firing missiles. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to make it broken altar and study or cast from a Prayer Book of Holy Wrath. magic square ------------ This is a feature that commonly appears on dungeon level 43 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Fire Magic . magic triangle -------------- This is a feature that commonly appears on dungeon level 45 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Rune Magic . magic pentagram --------------- This is a feature that commonly appears on dungeon level 45 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Frost Magic . magic pentagram --------------- This is a feature that occasionally appears on dungeon level 45 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Transformations. magic hexagram -------------- This is a feature that occasionally appears on dungeon level 45 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Necromancy . grand piano ----------- This is a feature that occasionally appears on dungeon level 45 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can magically destroy it to make it open floor. You can use it to make it open floor and study or cast from a Song Book of Snake Charming. magic pentagram --------------- This is a feature that commonly appears on dungeon level 46 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Acid Magic . magic hexagram -------------- This is a feature that occasionally appears on dungeon level 46 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Artifice. magic pentagram --------------- This is a feature that commonly appears on dungeon level 48 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Storm Magic . magic hexagram -------------- This is a feature that occasionally appears on dungeon level 50 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Power. magic hexagram -------------- This is a feature that occasionally appears on dungeon level 53 and below as a specially placed item. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You will remember this feature on your overhead map. You stop running next to this feature. You can use it to study or cast from a Magic Book of Lore. Bridges ------- acidic vapour around a stone bridge ----------------------------------- This is a acid feature that commonly appears in both the town and dungeon. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that lie underneath from surfacing and line of sight. This feature lets monsters that can fly, swim, climb and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 8d6 damage continuously. You can magically remove rock from it to no effect. steam around a stone bridge --------------------------- This is a feature that commonly appears in both the town and dungeon. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that lie underneath from surfacing and line of sight. This feature lets monsters that can fly, swim, climb and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 3d6 damage continuously. You can magically remove rock from it to no effect. You can burn it to make it boiling water under a stone bridge. You can freeze it to make it boiling water under a stone bridge. falling giant spider web ------------------------ This is a feature that occasionally appears on dungeon level 15 and below. You can cast spells, fire missiles, run and climb through this feature taking an extra turn to enter and leave the grid but it blocks line of sight. This feature lets monsters that can bore through walls pass through without impediment. You will remember this feature on your overhead map. You stop running next to this feature. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it chasm and potentially harm monsters. You can disturb it to make it chasm and potentially harm monsters. You can flood it to make it chasm and potentially harm monsters. deep water under a stone bridge ------------------------------- This is a water feature that commonly appears on dungeon level 27 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing. This feature lets monsters that can fly, swim, climb and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it deep water under ice under a stone bridge. You can poison it to make it deep poisonous water under a stone bridge. You can flood it to make it a wave breaking over a stone bridge. You can use it to fill a bottle or flask to get a Potion of Water. burning oil under a stone bridge -------------------------------- This is a fuel feature that commonly appears on dungeon level 27 and below. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. You can magically remove rock from it to no effect. deep water under ice under a stone bridge ----------------------------------------- This is a icy water feature that commonly appears on dungeon level 33 and below . You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing. This feature lets monsters that can fly, swim, climb and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here. You will remember this feature on your overhead map. Whilst in this feature you take 6d6 damage continuously. You can burn it to make it deep water under a stone bridge. You can magically destroy it to make it deep water under a stone bridge. deep water under ice -------------------- This is a icy water feature that occasionally appears on dungeon level 33 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that lie underneath from surfacing without bashing through. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here. Whilst in this feature you take 4d6 damage continuously. You can bash it to make it deep water. You can burn it to make it hidden deep water. You can magically destroy it to make it deep water. You can gather it to make it deep water. hidden deep water under ice --------------------------- This is a icy water feature that occasionally appears on dungeon level 33 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing without bashing through. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here. Whilst in this feature you take 4d6 damage continuously. You can search it to find deep water under ice. You can bash it to make it deep water. You can burn it to make it hidden deep water. You can magically destroy it to make it deep water . You can gather it to make it deep water. stone bridge ------------ This is a feature that commonly appears on dungeon level 35 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. You can drop objects here. You will remember this feature on your overhead map. wooden bridge ------------- This is a feature that commonly appears on dungeon level 35 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. You can drop objects here. You will remember this feature on your overhead map. You can burn it to make it burning wooden bridge over a chasm and potentially harm monsters. You can melt it to make it weak wooden bridge over a chasm. You can magically destroy it to make it weak wooden bridge over a chasm. weak wooden bridge (hidden) --------------------------- This is a feature that commonly appears on dungeon level 35 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. You can drop objects here. You will remember this feature on your overhead map. You can search it to find weak wooden bridge over a chasm. You can burn it to make it burning wooden bridge over a chasm and potentially harm monsters. You can melt it to make it broken wooden bridge (hidden). weak wooden bridge over a chasm ------------------------------- This is a feature that commonly appears on dungeon level 35 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. You can drop objects here. You will remember this feature on your overhead map. You can burn it to make it burning wooden bridge over a chasm and potentially harm monsters. You can melt it to make it broken wooden bridge over a chasm. burning wooden bridge over a chasm ---------------------------------- This is a feature that commonly appears on dungeon level 35 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You can drop objects here. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can burn it to make it burning wooden bridge over a chasm. You can flood it to make it burning wooden bridge over a chasm. deep water under unstable ice ----------------------------- This is a icy water feature that occasionally appears on dungeon level 35 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that lie underneath from surfacing without bashing through. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here. Whilst in this feature you take 4d6 damage continuously. You can bash it to make it deep icy water. You can burn it to make it deep water. You can magically destroy it to make it deep icy water. You can flood it to no effect. You can gather it to make it deep icy water. deep oil under a stone bridge ----------------------------- This is a fuel feature that commonly appears on dungeon level 38 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. You can magically remove rock from it to no effect. You can burn it to make it burning oil under a stone bridge. You can use it to fill a bottle or flask to get a Flask of Oil. deep poisonous water under a stone bridge ----------------------------------------- This is a water feature that occasionally appears on dungeon level 38 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing. This feature lets monsters that can fly, swim, climb and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it deep water under ice under a stone bridge. You can flood it to make it a poisonous wave breaking over a stone bridge. You can use it to fill a bottle or flask to get a Potion of Poison. deep mud under a stone bridge ----------------------------- This is a feature that commonly appears on dungeon level 39 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. This feature hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You can magically remove rock from it to make it deep mud and potentially harm monsters. boiling mud under a stone bridge -------------------------------- This is a boiling mud water feature that commonly appears on dungeon level 45 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. This feature lets monsters that can fly, climb, dig, ooze and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. Whilst in this feature you take 6d6 damage continuously. rope bridge ----------- This is a feature that commonly appears on dungeon level 48 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, run and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb and bore through walls pass through without impediment. You can drop objects here. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it rope hanging over a chasm. You can melt it to make it rope hanging over a chasm. You can magically destroy it to make it rope hanging over a chasm. You can gather it to make it rope hanging over a chasm and find an Iron Spike. chain bridge ------------ This is a feature that commonly appears on dungeon level 48 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, run and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb and bore through walls pass through without impediment. You can drop objects here. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can open it to make it opening chain bridge and potentially harm monsters. You can close it to make it closing chain bridge and potentially harm monsters. You can melt it to make it chain hanging over a chasm. You can magically destroy it to make it chain hanging over a chasm. You can gather it to make it chain hanging over a chasm and find an Iron Spike. broken wooden bridge (hidden) ----------------------------- This is a feature that commonly appears on dungeon level 48 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. You can drop objects here. You will remember this feature on your overhead map. You can search it to find broken wooden bridge over a chasm. You can burn it to make it falling burning wood and potentially harm monsters. You can melt it to make it falling wooden bridge and potentially harm monsters. You can disturb it to make it falling wooden bridge and potentially harm monsters. broken wooden bridge over a chasm --------------------------------- This is a feature that commonly appears on dungeon level 48 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. You can drop objects here. You will remember this feature on your overhead map. You can burn it to make it falling burning wood and potentially harm monsters. You can melt it to make it falling wooden bridge and potentially harm monsters. You can disturb it to make it falling wooden bridge and potentially harm monsters. burning wooden bridge over a chasm ---------------------------------- This is a feature that commonly appears on dungeon level 48 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You can drop objects here. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can burn it to make it falling burning wood. You can flood it to make it broken wooden bridge over a chasm. falling rope ------------ This is a feature that commonly appears on dungeon level 48 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. You will remember this feature on your overhead map. falling chain ------------- This is a feature that commonly appears on dungeon level 48 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. You will remember this feature on your overhead map. falling wooden bridge --------------------- This is a feature that commonly appears on dungeon level 48 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. falling burning wood -------------------- This is a feature that commonly appears on dungeon level 48 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. ice bridge ---------- This is a feature that commonly appears on dungeon level 48 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. You can drop objects here. You will remember this feature on your overhead map. You can burn it to make it broken ice bridge over a chasm. You can magically destroy it to make it broken ice bridge over a chasm. broken ice bridge over a chasm ------------------------------ This is a feature that commonly appears on dungeon level 48 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. You can drop objects here. You will remember this feature on your overhead map. You can burn it to make it falling ice and potentially harm monsters. You can magically destroy it to make it falling ice and potentially harm monsters. You can disturb it to make it falling ice and potentially harm monsters. falling ice ----------- This is a feature that commonly appears on dungeon level 48 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can magically destroy it to make it ice chasm. vine bridge ----------- This is a feature that commonly appears on dungeon level 48 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, run and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb and bore through walls pass through without impediment. You can drop objects here. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it vine hanging over a chasm. You can melt it to make it vine hanging over a chasm. You can magically destroy it to make it vine hanging over a chasm. falling vine ------------ This is a feature that commonly appears on dungeon level 48 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. You will remember this feature on your overhead map. opening chain bridge -------------------- This is a feature that commonly appears on dungeon level 48 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, run and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You can drop objects here. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. Whilst in this feature you take 0d0 damage continuously. You can melee huge monsters more easily from here. You can melt it to make it chain hanging over a chasm. You can magically destroy it to make it chain hanging over a chasm. You can gather it to make it chain hanging over a chasm and find an Iron Spike. closing chain bridge -------------------- This is a feature that commonly appears on dungeon level 48 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, run and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You can drop objects here. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. Whilst in this feature you take 0d0 damage continuously. You can melee huge monsters more easily from here. You can melt it to make it chain hanging over a chasm. You can magically destroy it to make it chain hanging over a chasm. You can gather it to make it chain hanging over a chasm and find an Iron Spike. giant spider web hanging over a chasm ------------------------------------- This is a feature that occasionally appears on dungeon level 48 and below as a 'lake' of terrain. You can cast spells, fire missiles, run and climb through this feature taking an extra turn to enter and leave the grid but it blocks line of sight. This feature lets monsters that can climb and bore through walls pass through without impediment. You will remember this feature on your overhead map. You stop running next to this feature. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it falling giant spider web. You can magically destroy it to make it falling giant spider web. You can disturb it to make it falling giant spider web. You can flood it to make it falling giant spider web. tree trunk over a chasm ----------------------- This is a tree that rarely appears on dungeon level 48 and below as a 'lake' of terrain. You can climb through this tree taking an extra turn to enter and leave the grid but it blocks line of sight, casting spells and firing missiles . This tree lets monsters that can fly and bore through walls pass through without impediment and hides monsters that can stay still. You will remember this tree on your overhead map. You stop running next to this tree. You can get stuck inside this tree should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it chasm and cover the surrounding grids with branches and expose the surrounding grids to daylight and potentially harm monsters. You can flood it to make it chasm and cover the surrounding grids with branches and expose the surrounding grids to daylight and potentially harm monsters. magma crust ----------- This is a glowing lava feature that occasionally appears on dungeon level 51 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that lie underneath from surfacing without bashing through and must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 24d10 damage continuously. You can bash it to no effect. You can magically destroy it to no effect. magma crust ----------- This is a glowing lava feature that occasionally appears on dungeon level 51 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that lie underneath from surfacing without bashing through and must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 24d10 damage continuously. You can bash it to make it lava. You can magically destroy it to make it lava. giant spider web over a chasm ----------------------------- This is a feature that occasionally appears on dungeon level 52 and below as a 'lake' of terrain. You can cast spells, fire missiles, run and climb through this feature taking an extra turn to enter and leave the grid but it blocks line of sight. This feature lets monsters that can climb and bore through walls pass through without impediment. You will remember this feature on your overhead map. You stop running next to this feature. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it giant spider web hanging over a chasm. You can flood it to make it giant spider web hanging over a chasm. magma crust ----------- This is a glowing feature that occasionally appears on dungeon level 52 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, run and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. You can get stuck inside this feature should it appear around you. Whilst in this feature you take 24d10 damage continuously. You can melee huge monsters more easily from here. You can gather it to make it broken floor and darken the surrounding grids and find a Rounded Pebble. deep acid under a stone bridge ------------------------------ This is a acid feature that commonly appears on dungeon level 54 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing. This feature lets monsters that can fly, swim, climb and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can melt it to make it acidic vapour around a stone bridge. You can use it to fill a bottle or flask to get a Flask of Acid . boiling water under a stone bridge ---------------------------------- This is a boiling water feature that commonly appears on dungeon level 55 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing. This feature lets monsters that can fly, swim, climb and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here. You will remember this feature on your overhead map. Whilst in this feature you take 6d6 damage continuously. You can magically remove rock from it to make it boiling water. You can boil or steam it to make it steam around a stone bridge. deep lava under a magma crust ----------------------------- This is a glowing lava feature that commonly appears on dungeon level 56 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that lie underneath from surfacing without bashing through and must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. Whilst in this feature you take 24d10 damage continuously. You can bash it to no effect. You can magically destroy it to no effect. deep lava under a stone bridge ------------------------------ This is a lava feature that commonly appears on dungeon level 56 and below. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that lie underneath from surfacing and must swim. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here. You will remember this feature on your overhead map. Whilst in this feature you take 24d6 damage continuously. You can magically destroy it to make it deep lava and light up the surrounding grids. Water ----- a wave breaking over rock ------------------------- This is a deep water feature that commonly appears in both the town and dungeon . You can climb on this feature taking an extra turn to enter the grid and making your equipment heavier and can see, cast spells and fire missiles through it without impediment. This feature lets monsters that can fly, climb and bore through walls pass over without impediment and hides monsters that can dig. You can drop objects here. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can gather it to make it pebbles and find a large Rock. a wave breaking over pebbles ---------------------------- This is a deep water feature that commonly appears in both the town and dungeon . You can walk on this feature making your equipment heavier and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This feature hides monsters that can dig. You can drop objects here. You can gather it to make it pebbles and find a Rounded Pebble. a wave breaking over a tree trunk --------------------------------- This is a deep water feature that commonly appears in both the town and dungeon . You can see and climb through this feature taking an extra turn to enter and leave the grid and making your equipment heavier but it blocks casting spells and firing missiles. This feature lets monsters that can fly and bore through walls pass through without impediment and hides monsters that can sneak. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can bash it to no effect. You can burn it to make it burning tree and light up the surrounding grids and hide the surrounding grids from the sun and potentially harm monsters. a wave breaking over open ground -------------------------------- This is a deep water feature that commonly appears in both the town and dungeon . You can walk and run on this feature making your equipment heavier and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. a wave breaking over shady ground --------------------------------- This is a deep water feature that commonly appears in both the town and dungeon . You can walk and run on this feature making your equipment heavier and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. stagnant water -------------- This is a shallow feature that commonly appears on dungeon level 18 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature hides monsters that can sneak, swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can freeze it to make it ice and expose the surrounding grids to daylight. You can flood it to make it under poisonous water and potentially harm monsters. You can use it to fill a bottle or flask to get a Potion of Sickliness. water ----- This is a shallow water feature that occasionally appears on dungeon level 18 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles, walk and run through this feature making your equipment slightly heavier. This feature hides monsters that can sneak, swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can freeze it to make it ice. You can poison it to make it poisonous water . You can flood it to make it the crest of a wave over water and potentially harm monsters. You can use it to fill a bottle or flask to get a Potion of Water. the crest of a wave over water ------------------------------ This is a deep water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and climb through this feature taking an extra turn to enter the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. Whilst in this feature you take 4d6 damage continuously. You can melee huge monsters more easily from here. You can freeze it to make it ice. You can poison it to make it the crest of a wave over poisonous water. You can use it to fill a bottle or flask to get a Potion of Water. a wave over water ----------------- This is a deep water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it ice. You can poison it to make it a wave over poisonous water. You can use it to fill a bottle or flask to get a Potion of Water. rough water ----------- This is a shallow water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature hides monsters that can sneak, swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can freeze it to make it ice. You can poison it to make it poisonous rough water. You can use it to fill a bottle or flask to get a Potion of Water. the crest of a wave over poisonous water ---------------------------------------- This is a deep water feature that occasionally appears on dungeon level 18 and below. You can see and climb through this feature taking an extra turn to enter the grid and making your equipment heavier but it blocks casting spells and firing missiles. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. Whilst in this feature you take 4d6 damage continuously. You can melee huge monsters more easily from here. You can freeze it to make it ice. You can use it to fill a bottle or flask to get a Potion of Poison. a wave over poisonous water --------------------------- This is a deep water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it ice. You can use it to fill a bottle or flask to get a Potion of Poison. poisonous rough water --------------------- This is a shallow water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature hides monsters that can sneak, swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can freeze it to make it ice. You can use it to fill a bottle or flask to get a Potion of Poison. water over open floor --------------------- This is a shallow water feature that occasionally appears on dungeon level 18 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles, walk and run through this feature making your equipment slightly heavier. This feature hides monsters that can sneak, swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can freeze it to make it ice and expose the surrounding grids to daylight. You can flood it to make it the crest of a wave over open floor and potentially harm monsters. You can use it to fill a bottle or flask to get a Potion of Water. a wave breaking over open floor ------------------------------- This is a deep water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it ice and expose the surrounding grids to daylight. You can use it to fill a bottle or flask to get a Potion of Water. water over open floor --------------------- This is a shallow water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature hides monsters that can sneak, swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can freeze it to make it ice and expose the surrounding grids to daylight. You can use it to fill a bottle or flask to get a Potion of Water. the crest of a wave over open floor ----------------------------------- This is a deep water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and climb through this feature taking an extra turn to enter the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. Whilst in this feature you take 4d6 damage continuously. You can melee huge monsters more easily from here. You can freeze it to make it ice and expose the surrounding grids to daylight. You can poison it to no effect. You can flood it to no effect. You can use it to fill a bottle or flask to get a Potion of Water. a wave over open floor ---------------------- This is a deep water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it ice and expose the surrounding grids to daylight. You can use it to fill a bottle or flask to get a Potion of Water. water over open floor --------------------- This is a shallow water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature hides monsters that can sneak, swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can freeze it to make it ice and expose the surrounding grids to daylight. You can use it to fill a bottle or flask to get a Potion of Water. water over sand --------------- This is a shallow water feature that occasionally appears on dungeon level 18 and below as a 'river' of terrain. You can see, cast spells, fire missiles, walk and run through this feature making your equipment slightly heavier. This feature hides monsters that can sneak, swim and survive without breathing . You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can flood it to make it the crest of a wave over sand and potentially harm monsters. You can use it to fill a bottle or flask to get a Potion of Water. water over sand --------------- This is a shallow water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature hides monsters that can sneak, swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can use it to fill a bottle or flask to get a Potion of Water. the crest of a wave over sand ----------------------------- This is a deep water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and climb through this feature taking an extra turn to enter the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. Whilst in this feature you take 4d6 damage continuously. You can melee huge monsters more easily from here. You can poison it to no effect. You can flood it to no effect. You can use it to fill a bottle or flask to get a Potion of Water. a wave over sand ---------------- This is a deep water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can use it to fill a bottle or flask to get a Potion of Water. water over sand --------------- This is a shallow water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature hides monsters that can sneak, swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can use it to fill a bottle or flask to get a Potion of Water. water through an open door -------------------------- This is a shallow water feature that occasionally appears on dungeon level 18 and below as a 'river' of terrain. You can see, cast spells, fire missiles, walk and run through this feature making your equipment slightly heavier. This feature hides monsters that can sneak, swim and survive without breathing . You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can close it to no effect. You can freeze it to make it ice and expose the surrounding grids to daylight. You can flood it to make it the crest of a wave through an open door and potentially harm monsters. You can use it to fill a bottle or flask to get a Potion of Water. a wave breaking through an open door ------------------------------------ This is a deep water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can close it to no effect. You can freeze it to make it ice and expose the surrounding grids to daylight. You can use it to fill a bottle or flask to get a Potion of Water. water through an open door -------------------------- This is a shallow water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature hides monsters that can sneak, swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can close it to no effect. You can freeze it to make it ice and expose the surrounding grids to daylight. You can use it to fill a bottle or flask to get a Potion of Water. the crest of a wave through an open door ---------------------------------------- This is a deep water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and climb through this feature taking an extra turn to enter the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. Whilst in this feature you take 4d6 damage continuously. You can melee huge monsters more easily from here. You can close it to no effect. You can freeze it to make it ice and expose the surrounding grids to daylight. You can poison it to no effect. You can flood it to no effect. You can use it to fill a bottle or flask to get a Potion of Water. a wave through an open door --------------------------- This is a deep water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can close it to no effect. You can freeze it to make it ice and expose the surrounding grids to daylight. You can use it to fill a bottle or flask to get a Potion of Water. water through an open door -------------------------- This is a shallow water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature hides monsters that can sneak, swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can close it to no effect. You can freeze it to make it ice and expose the surrounding grids to daylight. You can use it to fill a bottle or flask to get a Potion of Water. water ----- This is a shallow water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature hides monsters that can sneak, swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can freeze it to make it ice and expose the surrounding grids to daylight. You can use it to fill a bottle or flask to get a Potion of Water. shady water ----------- This is a shallow water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature hides monsters that can sneak, swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can freeze it to make it ice and expose the surrounding grids to daylight. You can use it to fill a bottle or flask to get a Potion of Water. rough water ----------- This is a shallow water feature that occasionally appears on dungeon level 18 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature hides monsters that can sneak, swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can use it to fill a bottle or flask to get a Potion of Water. wet granite wall ---------------- This is a water wall that commonly appears on dungeon level 20 and below next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it wet floor. You can magically remove rock from it to make it wet floor. You can freeze it to make it icy granite wall. quicksand --------- This is a deep water feature that rarely appears on dungeon level 20 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it sand and hide the surrounding grids from the sun. a wave breaking over sand ------------------------- This is a deep feature that occasionally appears on dungeon level 22 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here. Whilst in this feature you take 4d6 damage continuously. You can disturb it to make it deep sandy trail. clear deep water ---------------- This is a deep water feature that rarely appears on dungeon level 22 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it deep water under ice. You can poison it to make it deep poisonous water. You can flood it to make it the crest of a wave over deep water. You can use it to make it deep water and fill a bottle or flask to get a Potion of Water. clear water ----------- This is a shallow water feature that commonly appears on dungeon level 27 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. You can drop objects here. You will remember this feature on your overhead map. You can freeze it to make it hidden deep water under ice and potentially harm monsters. You can flood it to make it poisonous water. You can use it to fill a bottle or flask to get a Potion of Water. a wave breaking over a stone bridge ----------------------------------- This is a deep water feature that commonly appears on dungeon level 27 and below . You can see, cast spells, fire missiles and walk through this feature making your equipment heavier. This feature lets monsters that can fly, swim, climb and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it deep water under ice under a stone bridge. You can poison it to make it a poisonous wave breaking over a stone bridge. You can use it to fill a bottle or flask to get a Potion of Water. a poisonous wave breaking over a stone bridge --------------------------------------------- This is a deep water feature that commonly appears on dungeon level 27 and below . You can cast spells, fire missiles and walk through this feature making your equipment heavier but it blocks line of sight. This feature lets monsters that can fly, swim, climb and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it deep water under ice under a stone bridge. You can use it to fill a bottle or flask to get a Potion of Poison. deep water ---------- This is a deep water feature that occasionally appears on dungeon level 27 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it deep water under ice. You can poison it to make it deep poisonous water. You can flood it to make it the crest of a wave over deep water. You can use it to fill a bottle or flask to get a Potion of Water. the crest of a wave over deep water ----------------------------------- This is a water feature that occasionally appears on dungeon level 27 and below . You can see and climb through this feature taking an extra turn to enter the grid and making your equipment significantly heavier but it blocks casting spells and firing missiles. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can melee huge monsters more easily from here. You can freeze it to make it deep water under ice. You can poison it to make it the crest of a wave over deep poisonous water. You can use it to fill a bottle or flask to get a Potion of Water. a wave over deep water ---------------------- This is a water feature that occasionally appears on dungeon level 27 and below . You can see, cast spells, fire missiles and walk through this feature making your equipment significantly heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it deep water under ice. You can poison it to make it a wave over deep poisonous water. You can use it to fill a bottle or flask to get a Potion of Water. deep rough water ---------------- This is a deep water feature that occasionally appears on dungeon level 27 and below. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it deep water under ice. You can poison it to make it deep poisonous rough water. You can use it to fill a bottle or flask to get a Potion of Water . the crest of a wave over deep poisonous water --------------------------------------------- This is a feature that occasionally appears on dungeon level 27 and below. You can see and climb through this feature taking an extra turn to enter the grid and making your equipment significantly heavier but it blocks casting spells and firing missiles. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can melee huge monsters more easily from here. You can freeze it to make it deep water under ice. You can use it to fill a bottle or flask to get a Potion of Poison. a wave over deep poisonous water -------------------------------- This is a water feature that occasionally appears on dungeon level 27 and below . You can see, cast spells, fire missiles and walk through this feature making your equipment significantly heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it deep water under ice. You can use it to fill a bottle or flask to get a Potion of Poison. deep poisonous rough water -------------------------- This is a deep water feature that occasionally appears on dungeon level 27 and below. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it deep water under ice. You can use it to fill a bottle or flask to get a Potion of Poison. the crest of a wave over deep icy water --------------------------------------- This is a water feature that occasionally appears on dungeon level 27 and below . You can see and climb through this feature taking an extra turn to enter the grid and making your equipment significantly heavier but it blocks casting spells and firing missiles. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can melee huge monsters more easily from here. You can burn it to make it the crest of a wave over deep water. You can freeze it to make it unstable pile of ice rubble. You can use it to fill a bottle or flask to get a Potion of Water. a wave over deep icy water -------------------------- This is a water feature that occasionally appears on dungeon level 27 and below . You can see, cast spells, fire missiles and walk through this feature making your equipment significantly heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can burn it to make it a wave over deep water. You can freeze it to make it unstable pile of ice rubble. You can use it to fill a bottle or flask to get a Potion of Water. deep rough icy water -------------------- This is a deep water feature that occasionally appears on dungeon level 27 and below. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can burn it to make it deep rough water. You can freeze it to make it unstable pile of ice rubble. You can use it to fill a bottle or flask to get a Potion of Water. quicksand --------- This is a deep water feature that rarely appears on dungeon level 30 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here but they will disappear from view. Whilst in this feature you take 4d6 damage continuously. You can search it to find quicksand. You can freeze it to make it deep sand. poisonous water --------------- This is a shallow water feature that rarely appears on dungeon level 33 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature hides monsters that can sneak, swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can freeze it to make it ice. You can flood it to make it the crest of a wave over poisonous water and potentially harm monsters. You can use it to fill a bottle or flask to get a Potion of Poison. a wave breaking over sand ------------------------- This is a deep water feature that occasionally appears on dungeon level 34 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can use it to fill a bottle or flask to get a Potion of Water. falling water ------------- This is a deep water feature that occasionally appears on dungeon level 35 and below as a 'lake' of terrain. You can see and walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, casting spells and firing missiles. This feature lets monsters that can swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it unstable ice wall. You can use it to fill a bottle or flask to get a Potion of Water. falling water ------------- This is a deep water feature that occasionally appears on dungeon level 35 and below as a 'lake' of terrain. You can walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This feature lets monsters that can swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it unstable ice wall. You can use it to make it falling water and fill a bottle or flask to get a Potion of Water. erupting water spout -------------------- This is a deep water feature that occasionally appears on dungeon level 35 and below as a 'lake' of terrain. You can walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This feature lets monsters that can swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it pile of ice rubble. You can use it to fill a bottle or flask to get a Potion of Water. deep icy water -------------- This is a deep water feature that occasionally appears on dungeon level 35 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can burn it to make it deep water. You can freeze it to make it deep water under unstable ice. You can flood it to make it the crest of a wave over deep water. You can use it to fill a bottle or flask to get a Potion of Water. falling poisonous water ----------------------- This is a deep water feature that occasionally appears on dungeon level 35 and below as a 'lake' of terrain. You can see and walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, casting spells and firing missiles. This feature lets monsters that can swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it unstable ice wall. You can use it to make it falling water and fill a bottle or flask to get a Potion of Water. falling poisonous water ----------------------- This is a deep water feature that occasionally appears on dungeon level 35 and below as a 'lake' of terrain. You can walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This feature lets monsters that can swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it unstable ice wall. You can use it to make it falling poisonous water and fill a bottle or flask to get a Potion of Water. hidden deep water ----------------- This is a deep water feature that occasionally appears on dungeon level 37 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can search it to find deep water. You can freeze it to make it hidden deep water under ice. You can poison it to make it hidden deep poisonous water. You can flood it to make it the crest of a wave over hidden deep water. You can use it to fill a bottle or flask to get a Potion of Water. the crest of a wave over hidden deep water ------------------------------------------ This is a water feature that occasionally appears on dungeon level 37 and below . You can see and climb through this feature taking an extra turn to enter the grid and making your equipment significantly heavier but it blocks casting spells and firing missiles. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can melee huge monsters more easily from here. You can search it to find the crest of a wave over deep water. You can freeze it to make it hidden deep water under ice. You can poison it to make it the crest of a wave over deep poisonous water. You can use it to fill a bottle or flask to get a Potion of Water. a wave over deep water ---------------------- This is a water feature that occasionally appears on dungeon level 37 and below . You can see, cast spells, fire missiles and walk through this feature making your equipment significantly heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can search it to find a wave over deep water. You can freeze it to make it hidden deep water under ice . You can poison it to make it a wave over deep poisonous water. You can use it to fill a bottle or flask to get a Potion of Water. hidden deep rough water ----------------------- This is a deep water feature that occasionally appears on dungeon level 37 and below. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can search it to find deep rough water. You can freeze it to make it hidden deep water under ice. You can poison it to make it hidden deep poisonous rough water. You can use it to fill a bottle or flask to get a Potion of Water. the crest of a wave over deep poisonous water --------------------------------------------- This is a water feature that occasionally appears on dungeon level 37 and below . You can see and climb through this feature taking an extra turn to enter the grid and making your equipment significantly heavier but it blocks casting spells and firing missiles. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can melee huge monsters more easily from here. You can search it to find the crest of a wave over deep poisonous water. You can freeze it to make it hidden deep water under ice. You can use it to fill a bottle or flask to get a Potion of Poison. a wave over deep poisonous water -------------------------------- This is a water feature that occasionally appears on dungeon level 37 and below . You can see, cast spells, fire missiles and walk through this feature making your equipment significantly heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can search it to find a wave over deep poisonous water. You can freeze it to make it hidden deep water under ice. You can use it to fill a bottle or flask to get a Potion of Poison. hidden deep poisonous rough water --------------------------------- This is a deep water feature that occasionally appears on dungeon level 37 and below. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can search it to find deep poisonous rough water. You can freeze it to make it hidden deep water under ice. You can use it to fill a bottle or flask to get a Potion of Poison. the crest of a wave over salt water ----------------------------------- This is a deep water feature that occasionally appears on dungeon level 38 and below. You can see and climb through this feature taking an extra turn to enter the grid and making your equipment heavier but it blocks casting spells and firing missiles. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. Whilst in this feature you take 4d6 damage continuously. You can melee huge monsters more easily from here. You can use it to fill a bottle or flask to get a Potion of Salt Water. a wave over salt water ---------------------- This is a deep water feature that occasionally appears on dungeon level 38 and below. You can cast spells, fire missiles and walk through this feature making your equipment heavier but it blocks line of sight. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view . You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can use it to fill a bottle or flask to get a Potion of Salt Water. rough salt water ---------------- This is a shallow water feature that occasionally appears on dungeon level 38 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can use it to fill a bottle or flask to get a Potion of Salt Water. salt water ---------- This is a shallow water feature that rarely appears on dungeon level 38 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can flood it to make it the crest of a wave over salt water. You can use it to fill a bottle or flask to get a Potion of Salt Water. hidden deep poisonous water --------------------------- This is a deep water feature that rarely appears on dungeon level 38 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can search it to find deep poisonous water. You can freeze it to make it hidden deep water under ice. You can flood it to make it the crest of a wave over deep poisonous water. You can use it to fill a bottle or flask to get a Potion of Poison. water-filled vent ----------------- This is a water wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. You can freeze it to make it ice-filled vent. water-filled vent ----------------- This is a water wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. You can freeze it to make it ice-filled vent. water-filled vent ----------------- This is a water wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. water-filled valve ------------------ This is a water wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. You can close it to make it closed valve. water-filled valve ------------------ This is a water wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. water-filled valve ------------------ This is a water wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. water-filled vent which erupts water ------------------------------------ This is a water wall that commonly appears on dungeon level 40 and below as a 'lake' of terrain. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. You can freeze it to make it ice-filled vent. open vent which erupts water ---------------------------- This is a water wall that commonly appears on dungeon level 40 and below as a 'lake' of terrain. You can climb through this wall taking an extra turn to enter and leave the grid but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can melee huge monsters more easily from here. deep rough salt water --------------------- This is a deep feature that occasionally appears on dungeon level 42 and below. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view . You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can use it to fill a bottle or flask to get a Potion of Salt Water. the crest of a wave over deep salt water ---------------------------------------- This is a water feature that occasionally appears on dungeon level 43 and below . You can see and climb through this feature taking an extra turn to enter the grid and making your equipment significantly heavier but it blocks casting spells and firing missiles. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can stay still. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can melee huge monsters more easily from here. You can search it to find the crest of a wave over deep salt water. You can use it to fill a bottle or flask to get a Potion of Salt Water. a wave over deep salt water --------------------------- This is a water feature that occasionally appears on dungeon level 43 and below . You can cast spells, fire missiles and walk through this feature making your equipment significantly heavier but it blocks line of sight. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can search it to find a wave over deep salt water. You can use it to fill a bottle or flask to get a Potion of Salt Water. hidden deep rough salt water ---------------------------- This is a deep water feature that occasionally appears on dungeon level 43 and below. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can search it to find deep rough salt water. You can use it to fill a bottle or flask to get a Potion of Salt Water. deep salt water --------------- This is a deep water feature that rarely appears on dungeon level 43 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can search it to find deep salt water. You can flood it to make it the crest of a wave over deep salt water. You can use it to fill a bottle or flask to get a Potion of Salt Water. underwater ---------- This is a water ground that occasionally appears on dungeon level 45 and below as a 'lake' of terrain or as a 'river' of terrain. You can walk through this ground making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This ground lets monsters that can swim, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can swim, survive without breathing and pass through walls. You can drop objects here but they will disappear from view. You will remember this ground on your overhead map. You can't breath in this. Whilst in this ground you take 4d6 damage continuously. You can search it to find underwater. You can tunnel it to make it deep water and expose the surrounding grids to daylight. You can freeze it to make it deep water under an ice wall. You can poison it to make it underwater. You can use it to make it deep water and expose the surrounding grids to daylight and fill a bottle or flask to get a Potion of Water. underwater ---------- This is a water ground that occasionally appears on dungeon level 45 and below as a 'lake' of terrain. You can walk through this ground making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This ground lets monsters that can swim, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can swim, survive without breathing and pass through walls. You can drop objects here but they will disappear from view. You will remember this ground on your overhead map. You can't breath in this. Whilst in this ground you take 4d6 damage continuously. You can tunnel it to make it deep water and expose the surrounding grids to daylight. You can freeze it to make it deep water under an ice wall. You can poison it to make it under poisonous water. You can use it to fill a bottle or flask to get a Potion of Water. deep poisonous water -------------------- This is a deep water feature that rarely appears on dungeon level 47 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it hidden deep water under ice. You can flood it to make it the crest of a wave over deep poisonous water. You can use it to fill a bottle or flask to get a Potion of Poison. waterfall --------- This is a deep water feature that occasionally appears on dungeon level 48 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You will remember this feature on your overhead map. Whilst in this feature you take 10d6 damage continuously. poisonous waterfall ------------------- This is a deep water feature that occasionally appears on dungeon level 48 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You will remember this feature on your overhead map. Whilst in this feature you take 10d6 damage continuously. the crest of a wave over deep salt water ---------------------------------------- This is a water feature that occasionally appears on dungeon level 52 and below . You can see and climb through this feature taking an extra turn to enter the grid and making your equipment significantly heavier but it blocks casting spells and firing missiles. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can melee huge monsters more easily from here. You can use it to fill a bottle or flask to get a Potion of Salt Water. a wave over deep salt water --------------------------- This is a water feature that occasionally appears on dungeon level 52 and below . You can see, cast spells, fire missiles and walk through this feature making your equipment significantly heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can use it to fill a bottle or flask to get a Potion of Salt Water. deep salt water --------------- This is a deep water feature that rarely appears on dungeon level 52 and below. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view . You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can flood it to make it the crest of a wave over deep salt water. You can use it to fill a bottle or flask to get a Potion of Salt Water. underwater ---------- This is a water ground that rarely appears on dungeon level 54 and below as a 'lake' of terrain or as a 'river' of terrain. You can walk through this ground making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This ground lets monsters that can swim, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can swim, survive without breathing and pass through walls. You can drop objects here but they will disappear from view. You will remember this ground on your overhead map. You can't breath in this. Whilst in this ground you take 4d6 damage continuously. You can search it to find under poisonous water. You can tunnel it to make it deep poisonous water and expose the surrounding grids to daylight. You can freeze it to make it deep water under an ice wall. You can use it to make it deep poisonous water and expose the surrounding grids to daylight and fill a bottle or flask to get a Potion of Poison. under poisonous water --------------------- This is a water ground that rarely appears on dungeon level 54 and below as a 'lake' of terrain. You can walk through this ground making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This ground lets monsters that can swim, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can swim, survive without breathing and pass through walls. You can drop objects here but they will disappear from view. You will remember this ground on your overhead map. You can't breath in this. Whilst in this ground you take 4d6 damage continuously. You can tunnel it to make it deep poisonous water and expose the surrounding grids to daylight. You can freeze it to make it deep water under an ice wall. You can use it to fill a bottle or flask to get a Potion of Poison. undersea -------- This is a water ground that rarely appears on dungeon level 57 and below as a 'lake' of terrain or as a 'river' of terrain. You can walk through this ground making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This ground lets monsters that can swim, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can swim, survive without breathing and pass through walls. You can drop objects here but they will disappear from view. You will remember this ground on your overhead map. You can't breath in this. Whilst in this ground you take 4d6 damage continuously. You can search it to find undersea. You can tunnel it to make it deep salt water and expose the surrounding grids to daylight. You can use it to make it deep salt water and expose the surrounding grids to daylight and fill a bottle or flask to get a Potion of Salt Water. undersea -------- This is a water feature that rarely appears on dungeon level 57 and below as a 'lake' of terrain. You can walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This feature lets monsters that can swim, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can swim, survive without breathing and pass through walls. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can use it to fill a bottle or flask to get a Potion of Salt Water. Lava ---- open vent which erupts boiling water ------------------------------------ This is a boiling water wall that commonly appears on dungeon level 40 and below as a 'lake' of terrain. You can climb through this wall taking an extra turn to enter and leave the grid but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can melee huge monsters more easily from here. boiling mud ----------- This is a deep boiling mud water feature that commonly appears on dungeon level 45 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly, dig, ooze and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 6d6 damage continuously. steam-filled vent which erupts boiling water -------------------------------------------- This is a boiling water wall that rarely appears on dungeon level 45 and below as a 'lake' of terrain. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. deep lava which erupts lava --------------------------- This is a shallow glowing lava feature that commonly appears on dungeon level 55 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 12d10 damage continuously. deep lava which erupts lava --------------------------- This is a shallow glowing lava feature that commonly appears on dungeon level 55 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 12d10 damage continuously. falling boiling water --------------------- This is a deep boiling water feature that occasionally appears on dungeon level 55 and below as a 'lake' of terrain. You can see and walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, must swim, casting spells and firing missiles. This feature lets monsters that can bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 6d6 damage continuously. steam over boiling water ------------------------ This is a deep boiling water feature that occasionally appears on dungeon level 55 and below as a 'lake' of terrain or as a 'river' of terrain. You can cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks line of sight. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 3d6 damage continuously. You can search it to find steam over boiling water. steam over boiling water ------------------------ This is a deep boiling water feature that occasionally appears on dungeon level 55 and below as a 'lake' of terrain or as a 'river' of terrain. You can cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks line of sight. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 3d6 damage continuously. boiling water ------------- This is a deep boiling water feature that occasionally appears on dungeon level 55 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 6d6 damage continuously. You can flood it to no effect. You can boil or steam it to make it steam over boiling water. falling boiling water --------------------- This is a deep glowing boiling water feature that occasionally appears on dungeon level 55 and below as a 'lake' of terrain. You can walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, must swim, line of sight, casting spells and firing missiles. This feature lets monsters that can bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view . You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 6d6 damage continuously. erupting boiling geyser ----------------------- This is a deep glowing boiling water feature that occasionally appears on dungeon level 55 and below as a 'lake' of terrain. You can walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, must swim, line of sight, casting spells and firing missiles. This feature lets monsters that can bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view . You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 6d6 damage continuously. broken magma crust ------------------ This is a glowing lava feature that commonly appears on dungeon level 56 and below. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 4d6 damage continuously. You can bash it to make it deep lava under a magma crust. You can burn it to make it deep lava and expose the surrounding grids to daylight. You can freeze it to make it deep lava under a magma crust. You can magically destroy it to make it deep lava under a magma crust. lava ---- This is a shallow glowing lava feature that commonly appears on dungeon level 56 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. Whilst in this feature you take 12d10 damage continuously. You can flood it to make it magma crust. deep lava --------- This is a deep glowing lava feature that commonly appears on dungeon level 56 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. Whilst in this feature you take 24d10 damage continuously. You can flood it to make it deep lava under a magma crust and hide the surrounding grids from the sun. erupting lava ------------- This is a deep glowing lava feature that commonly appears on dungeon level 56 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 24d10 damage continuously. erupting lava ------------- This is a deep glowing lava feature that commonly appears on dungeon level 56 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 24d10 damage continuously. lava ---- This is a shallow glowing lava feature that commonly appears on dungeon level 56 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. Whilst in this feature you take 12d10 damage continuously. You can burn it to make it deep lava. You can flood it to make it deep lava under a magma crust and hide the surrounding grids from the sun. lava fall --------- This is a deep glowing lava feature that occasionally appears on dungeon level 56 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. Whilst in this feature you take 24d10 damage continuously. boiling waterfall ----------------- This is a deep boiling water feature that occasionally appears on dungeon level 56 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You will remember this feature on your overhead map. Whilst in this feature you take 10d6 damage continuously. falling lava ------------ This is a deep glowing lava feature that commonly appears on dungeon level 57 and below as a 'lake' of terrain. You can walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, must swim, line of sight, casting spells and firing missiles. This feature lets monsters that can bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 24d10 damage continuously. deep lava --------- This is a deep glowing lava feature that commonly appears on dungeon level 57 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. Whilst in this feature you take 24d10 damage continuously. You can flood it to make it deep lava under a magma crust and hide the surrounding grids from the sun. falling lava ------------ This is a deep glowing lava feature that commonly appears on dungeon level 57 and below as a 'lake' of terrain. You can walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, must swim, line of sight, casting spells and firing missiles. This feature lets monsters that can bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 24d10 damage continuously. broken magma crust which erupts lava ------------------------------------ This is a glowing lava feature that occasionally appears on dungeon level 57 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, run and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. You can get stuck inside this feature should it appear around you. Whilst in this feature you take 4d6 damage continuously. You can melee huge monsters more easily from here. You can gather it to find a Rounded Pebble. Ice --- snowy trail ----------- This is a icy feature that commonly appears in both the town and dungeon. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This feature hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You can flood it to make it mud and potentially harm monsters. deep snowy trail ---------------- This is a shallow icy feature that commonly appears in both the town and dungeon . You can see, cast spells, fire missiles, walk and run through this feature taking an extra turn to leave the grid and making your equipment slightly heavier but it blocks monsters that must swim. This feature hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You can flood it to make it deep mud and potentially harm monsters. shady snowy trail ----------------- This is a icy feature that commonly appears in both the town and dungeon. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that must swim. You can drop objects here. You will remember this feature on your overhead map. You can burn it to make it fire and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can flood it to make it mud and expose the surrounding grids to daylight and potentially harm monsters. You can cut down it to make it tiled floor. shady deep snowy trail ---------------------- This is a shallow icy feature that commonly appears in both the town and dungeon . You can see, cast spells, fire missiles, walk and run through this feature taking an extra turn to leave the grid and making your equipment slightly heavier but it blocks monsters that must swim. You can drop objects here. You will remember this feature on your overhead map. You can burn it to make it fire and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can flood it to make it deep mud and expose the surrounding grids to daylight and potentially harm monsters. You can cut down it to make it deep snowy trail and expose the surrounding grids to daylight. geothermal floor under an ice wall ---------------------------------- This is a icy wall that commonly appears on dungeon level 30 and below as a 'lake' of terrain. You can see through this wall making your equipment significantly heavier but it blocks you from moving through it and monsters that climb, casting spells and firing missiles. This wall lets monsters that can pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to take 4d4 damage and make it geothermal floor. You can stumble on it to take 4d4 damage and make it geothermal floor. You can magically destroy it to make it water under a cracked ice wall. ice --- This is a icy feature that occasionally appears on dungeon level 31 and below as a 'lake' of terrain or as a 'river' of terrain. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You can burn it to make it water. snow ---- This is a shallow icy feature that commonly appears on dungeon level 32 and below as a 'lake' of terrain. You can walk on this feature making your equipment slightly heavier and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This feature hides monsters that can sneak and dig. You can drop objects here but they will disappear from view. You can disturb it to make it snowy trail. You can flood it to make it mud and potentially harm monsters. snow in the shade ----------------- This is a shallow icy feature that commonly appears on dungeon level 32 and below as a 'lake' of terrain. You can walk on this feature making your equipment slightly heavier and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This feature hides monsters that can sneak. You can drop objects here but they will disappear from view. You can burn it to make it fire and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can disturb it to make it shady snowy trail. You can flood it to make it mud and expose the surrounding grids to daylight and potentially harm monsters. You can cut down it to make it snow and expose the surrounding grids to daylight. unstable ice wall ----------------- This is a icy ground that occasionally appears on dungeon level 35 and below as a 'lake' of terrain. This ground blocks you from moving through it and monsters that pass through walls, climb, line of sight, casting spells and firing missiles. This ground lets monsters that can bore through walls pass through without impediment provided they resist. You will remember this ground on your overhead map. You stop running next to this ground. You can get stuck inside this ground should it appear around you. You can tunnel it to take 4d4 damage and make it ice. You can stumble on it to take 4d4 damage and make it ice. rising ice wall --------------- This is a icy wall that rarely appears on dungeon level 35 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this wall without impediment but it blocks monsters that must fly, must swim and line of sight. This wall lets monsters that can ooze, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can tunnel it to take 4d4 damage and make it unstable pile of ice rubble and expose the surrounding grids to daylight. You can stumble on it to take 4d4 damage and make it unstable pile of ice rubble and expose the surrounding grids to daylight. deep snow --------- This is a deep icy ground that commonly appears on dungeon level 37 and below as a 'lake' of terrain. You can walk on this ground making your equipment heavier and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This ground hides monsters that can sneak and dig. You can drop objects here but they will disappear from view. You can dig it to make it deep snowy trail. You can flood it to make it deep mud and potentially harm monsters. deep snow in the shade ---------------------- This is a shallow deep icy ground that commonly appears on dungeon level 37 and below as a 'lake' of terrain. You can walk on this ground making your equipment heavier and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This ground hides monsters that can sneak. You can drop objects here but they will disappear from view. You can tunnel it to make it deep snowy trail and expose the surrounding grids to daylight. You can burn it to make it fire and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can flood it to make it deep mud and expose the surrounding grids to daylight and potentially harm monsters. You can cut down it to make it deep snow and expose the surrounding grids to daylight. deep snow --------- This is a deep icy feature that commonly appears on dungeon level 40 and below as a 'lake' of terrain. You can walk on this feature making your equipment heavier and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This feature hides monsters that can sneak and dig. You can drop objects here but they will disappear from view. You can search it to find deep snow. You can flood it to make it deep mud and potentially harm monsters. deep snow in the shade ---------------------- This is a shallow deep icy feature that commonly appears on dungeon level 40 and below as a 'lake' of terrain. You can walk on this feature making your equipment heavier and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This feature hides monsters that can sneak. You can drop objects here but they will disappear from view. You can search it to find deep snow in the shade. You can burn it to make it fire and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can disturb it to make it shady deep snowy trail. You can flood it to make it deep mud and expose the surrounding grids to daylight and potentially harm monsters. You can cut down it to make it deep snow and expose the surrounding grids to daylight. cracked ice wall over a geothermal floor ---------------------------------------- This is a icy wall that occasionally appears on dungeon level 40 and below as a 'lake' of terrain. This wall blocks you from moving through it and monsters that climb, line of sight, casting spells and firing missiles. This wall lets monsters that can ooze, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can search it to find cracked ice wall over a geothermal floor. You can tunnel it to take 4d4 damage and make it geothermal floor. You can stumble on it to take 4d4 damage and make it geothermal floor. pile of ice rubble ------------------ This is a icy wall that rarely appears on dungeon level 40 and below as a 'lake' of terrain. You can climb through this wall taking an extra turn to enter the grid but it blocks line of sight, casting spells and firing missiles . This wall lets monsters that can dig, ooze, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can melee huge monsters more easily from here. You can dig it to take 2d4 damage and make it ice. You can stumble on it to take 2d4 damage and make it ice. unstable pile of ice rubble --------------------------- This is a icy wall that rarely appears on dungeon level 40 and below as a 'lake' of terrain. You can climb through this wall taking an extra turn to enter the grid but it blocks line of sight, casting spells and firing missiles . This wall lets monsters that can dig, ooze, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can melee huge monsters more easily from here. You can dig it to take 2d4 damage and make it deep icy water. You can stumble on it to take 2d4 damage and make it deep icy water. cracked ice wall over a geothermal floor ---------------------------------------- This is a icy wall that occasionally appears on dungeon level 42 and below. This wall blocks you from moving through it and monsters that climb, line of sight, casting spells and firing missiles. This wall lets monsters that can ooze, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can tunnel it to take 2d4 damage and make it geothermal floor. You can stumble on it to take 2d4 damage and make it geothermal floor. icy granite wall ---------------- This is a icy wall that commonly appears on dungeon level 45 and below next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. water under a cracked ice wall ------------------------------ This is a icy ground that occasionally appears on dungeon level 45 and below as a 'lake' of terrain or as a 'river' of terrain. You can walk through this ground making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This ground lets monsters that can swim, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can swim, survive without breathing and pass through walls. You can drop objects here but they will disappear from view. You will remember this ground on your overhead map. You can't breath in this. Whilst in this ground you take 4d6 damage continuously. You can search it to find water under a cracked ice wall . You can tunnel it to make it deep water and expose the surrounding grids to daylight. water under a cracked ice wall ------------------------------ This is a icy ground that occasionally appears on dungeon level 45 and below as a 'lake' of terrain or as a 'river' of terrain. You can walk through this ground making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This ground lets monsters that can swim, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can swim, survive without breathing and pass through walls. You can drop objects here but they will disappear from view. You will remember this ground on your overhead map. You can't breath in this. Whilst in this ground you take 4d6 damage continuously. You can tunnel it to make it deep water and expose the surrounding grids to daylight. deep water under an ice wall ---------------------------- This is a icy ground that occasionally appears on dungeon level 45 and below as a 'lake' of terrain or as a 'river' of terrain. You can walk through this ground making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This ground lets monsters that can swim, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can swim, survive without breathing and pass through walls. You can drop objects here but they will disappear from view. You will remember this ground on your overhead map. You can't breath in this. You can tunnel it to take 4d4 damage and make it deep water and expose the surrounding grids to daylight. You can stumble on it to take 4d4 damage and make it deep water and expose the surrounding grids to daylight. You can magically destroy it to make it water under a cracked ice wall. ice chasm --------- This is a icy feature that occasionally appears on dungeon level 48 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. Whilst in this feature you take 10d6 damage continuously. You can spike it to make it rope bridge. ice --- This is a icy feature that occasionally appears on dungeon level 48 and below as a 'lake' of terrain or as a 'river' of terrain. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You can burn it to make it ice chasm and expose the surrounding grids to daylight and potentially harm monsters. You can magically destroy it to make it ice chasm and expose the surrounding grids to daylight and potentially harm monsters. Acid ---- acid-filled vent ---------------- This is a acid wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. acid-filled vent ---------------- This is a acid wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. acid-filled vent ---------------- This is a acid wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. acid-filled valve ----------------- This is a acid wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. You can close it to make it closed valve. acid-filled valve ----------------- This is a acid wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. You can close it to no effect. acid-filled valve ----------------- This is a acid wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. acid-filled vent which erupts acid ---------------------------------- This is a acid wall that commonly appears on dungeon level 40 and below as a 'lake' of terrain. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. open vent which erupts acid --------------------------- This is a acid wall that commonly appears on dungeon level 40 and below as a 'lake' of terrain. You can climb through this wall taking an extra turn to enter and leave the grid but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can melee huge monsters more easily from here. acidic vapour ------------- This is a acid feature that commonly appears on dungeon level 46 and below. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 2d4 damage continuously. You can burn it to make it poison gas. acid ---- This is a shallow acid feature that commonly appears on dungeon level 47 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 2d6 damage continuously. You can melt it to make it acidic vapour over acid. You can use it to fill a bottle or flask to get a Flask of Acid. acidic vapour over acid ----------------------- This is a shallow acid feature that commonly appears on dungeon level 47 and below as a 'lake' of terrain or as a 'river' of terrain. You can cast spells, fire missiles and walk through this feature making your equipment slightly heavier but it blocks line of sight. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 4d6 damage continuously. acidic vapour over acid ----------------------- This is a shallow acid feature that commonly appears on dungeon level 47 and below as a 'lake' of terrain or as a 'river' of terrain. You can cast spells, fire missiles and walk through this feature making your equipment slightly heavier but it blocks line of sight. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 4d6 damage continuously. acid ---- This is a shallow acid feature that commonly appears on dungeon level 47 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 2d6 damage continuously. You can melt it to make it acidic vapour over acid. You can use it to fill a bottle or flask to get a Flask of Acid. acidic vapour over acid ----------------------- This is a shallow acid feature that commonly appears on dungeon level 47 and below as a 'lake' of terrain or as a 'river' of terrain. You can cast spells, fire missiles and walk through this feature making your equipment slightly heavier but it blocks line of sight. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 4d6 damage continuously. acidic vapour over a broken floor --------------------------------- This is a acid feature that occasionally appears on dungeon level 48 and below. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 2d4 damage continuously. You can burn it to make it poison gas over broken floor. You can flood it to make it the crest of a wave over hidden deep water and expose the surrounding grids to daylight. deep acid --------- This is a deep acid feature that commonly appears on dungeon level 49 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can melt it to make it acidic vapour over deep acid. You can use it to fill a bottle or flask to get a Flask of Acid. acidic vapour over deep acid ---------------------------- This is a deep acid feature that commonly appears on dungeon level 49 and below as a 'lake' of terrain or as a 'river' of terrain. You can cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks line of sight. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 4d6 damage continuously. deep acid --------- This is a deep acid feature that occasionally appears on dungeon level 50 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can search it to find deep acid. You can melt it to make it acidic vapour over deep acid. You can use it to fill a bottle or flask to get a Flask of Acid. acidic vapour over deep acid ---------------------------- This is a deep acid feature that occasionally appears on dungeon level 50 and below as a 'lake' of terrain or as a 'river' of terrain. You can cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks line of sight. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 4d6 damage continuously. boiling acid ------------ This is a shallow acid feature that occasionally appears on dungeon level 52 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 2d6 damage continuously. You can melt it to make it acidic vapour over boiling acid. You can use it to make it acidic vapour over boiling acid and fill a bottle or flask to get a Flask of Acid. acidic vapour over boiling acid ------------------------------- This is a shallow acid feature that occasionally appears on dungeon level 52 and below as a 'lake' of terrain or as a 'river' of terrain. You can cast spells, fire missiles and walk through this feature making your equipment slightly heavier but it blocks line of sight. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 4d6 damage continuously. falling acid ------------ This is a deep acid feature that occasionally appears on dungeon level 54 and below as a 'lake' of terrain. You can walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This feature lets monsters that can swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 6d6 damage continuously. You can use it to fill a bottle or flask to get a Flask of Acid . falling acid ------------ This is a deep acid feature that occasionally appears on dungeon level 54 and below as a 'lake' of terrain. You can walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This feature lets monsters that can swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 6d6 damage continuously. You can use it to make it falling acid and fill a bottle or flask to get a Flask of Acid. erupting acid vent ------------------ This is a deep acid feature that occasionally appears on dungeon level 54 and below as a 'lake' of terrain. You can walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This feature lets monsters that can swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 6d6 damage continuously. You can use it to fill a bottle or flask to get a Flask of Acid . deep boiling acid ----------------- This is a deep acid feature that occasionally appears on dungeon level 54 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can melt it to make it acidic vapour over deep boiling acid. You can use it to make it boiling acid and fill a bottle or flask to get a Flask of Acid. acidic vapour over boiling acid ------------------------------- This is a shallow acid feature that occasionally appears on dungeon level 54 and below as a 'lake' of terrain or as a 'river' of terrain. You can cast spells, fire missiles and walk through this feature making your equipment slightly heavier but it blocks line of sight. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 4d6 damage continuously. acidic vapour over deep boiling acid ------------------------------------ This is a deep acid feature that occasionally appears on dungeon level 54 and below as a 'lake' of terrain or as a 'river' of terrain. You can cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks line of sight. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 4d6 damage continuously. deep boiling acid ----------------- This is a deep acid feature that occasionally appears on dungeon level 55 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can search it to find deep acid. You can melt it to make it acidic vapour over deep boiling acid. You can use it to make it acidic vapour over deep boiling acid and fill a bottle or flask to get a Flask of Acid. acidic vapour over deep boiling acid ------------------------------------ This is a deep acid feature that occasionally appears on dungeon level 55 and below as a 'lake' of terrain or as a 'river' of terrain. You can cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks line of sight. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 4d6 damage continuously. acid fall --------- This is a deep acid feature that occasionally appears on dungeon level 56 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You will remember this feature on your overhead map. Whilst in this feature you take 10d6 damage continuously. Oil --- oil --- This is a fuel feature that commonly appears on dungeon level 35 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can burn it to make it burning oil and light up the surrounding grids and potentially harm monsters. You can use it to fill a bottle or flask to get a Flask of Oil. coal dust --------- This is a fuel feature that occasionally appears on dungeon level 35 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can burn it to make it burning coal dust and light up the surrounding grids and potentially harm monsters. coal dust trail --------------- This is a fuel feature that occasionally appears on dungeon level 35 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can burn it to make it burning coal dust and light up the surrounding grids and potentially harm monsters. fire ---- This is a glowing fuel feature that commonly appears on dungeon level 37 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 3d6 damage continuously. You can bash it to make it burnt ground and darken the surrounding grids. You can flood it to make it a wave breaking over open ground and darken the surrounding grids. deep oil -------- This is a deep fuel feature that rarely appears on dungeon level 37 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 4d6 damage continuously. You can burn it to make it deep burning oil and light up the surrounding grids. You can use it to fill a bottle or flask to get a Flask of Oil. deep oil -------- This is a deep fuel feature that occasionally appears on dungeon level 39 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier. This feature lets monsters that can fly, swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 4d6 damage continuously. You can search it to find deep oil. You can burn it to make it deep burning oil and light up the surrounding grids. falling oil ----------- This is a deep fuel feature that occasionally appears on dungeon level 40 and below as a 'lake' of terrain. You can walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This feature lets monsters that can swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can freeze it to no effect. You can use it to fill a bottle or flask to get a Flask of Oil. falling oil ----------- This is a deep fuel feature that occasionally appears on dungeon level 40 and below as a 'lake' of terrain. You can walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This feature lets monsters that can swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it falling oil. You can use it to make it falling oil and fill a bottle or flask to get a Flask of Oil. smoke ----- This is a fuel feature that commonly appears on dungeon level 41 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 2d4 damage continuously. You can freeze it to make it burnt floor. You can flood it to make it wet floor. smoke over a broken floor ------------------------- This is a fuel feature that occasionally appears on dungeon level 43 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 2d4 damage continuously. You can freeze it to make it broken floor. You can flood it to make it the crest of a wave over hidden deep water and expose the surrounding grids to daylight. deep burning oil ---------------- This is a deep glowing fuel feature that rarely appears on dungeon level 47 and below as a 'lake' of terrain or as a 'river' of terrain. You can cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 4d6 damage continuously. burning oil fall ---------------- This is a deep glowing fuel feature that commonly appears on dungeon level 48 and below as a 'lake' of terrain or as a 'river' of terrain. You can cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 10d6 damage continuously. oil fall -------- This is a deep fuel feature that commonly appears on dungeon level 48 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 10d6 damage continuously. You can burn it to make it burning oil fall and light up the surrounding grids. deep burning oil ---------------- This is a deep glowing fuel feature that rarely appears on dungeon level 49 and below as a 'lake' of terrain or as a 'river' of terrain. You can cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 4d6 damage continuously. You can search it to find deep burning oil. falling burning oil ------------------- This is a deep glowing fuel feature that rarely appears on dungeon level 50 and below as a 'lake' of terrain or as a 'river' of terrain. You can walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This feature lets monsters that can swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 10d6 damage continuously. You can freeze it to no effect. You can use it to fill a bottle or flask to get a Flask of Oil. falling burning oil ------------------- This is a deep fuel feature that rarely appears on dungeon level 50 and below as a 'lake' of terrain. You can walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This feature lets monsters that can swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 10d6 damage continuously. You can freeze it to make it falling burning oil and light up the surrounding grids. You can use it to make it falling burning oil and light up the surrounding grids and fill a bottle or flask to get a Flask of Oil . erupting fiery vent ------------------- This is a deep glowing fuel feature that rarely appears on dungeon level 50 and below as a 'lake' of terrain. You can walk through this feature making your equipment significantly heavier but it blocks monsters that must fly, line of sight, casting spells and firing missiles. This feature lets monsters that can swim and bore through walls pass through without impediment provided they resist and hides monsters that can swim and survive without breathing. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. You can't breath in this. Whilst in this feature you take 12d6 damage continuously. You can freeze it to no effect. You can use it to fill a bottle or flask to get a Flask of Fire. Chasms ------ chasm ----- This is a feature that occasionally appears on dungeon level 35 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist . You will remember this feature on your overhead map. Whilst in this feature you take 10d6 damage continuously. You can spike it to make it rope bridge. chasm ----- This is a feature that occasionally appears on dungeon level 45 and below as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. Whilst in this feature you take 10d6 damage continuously. You can spike it to make it rope bridge. storm cloud over chasm ---------------------- This is a feature that occasionally appears on dungeon level 48 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. Whilst in this feature you take 6d6 damage continuously. storm cloud over chasm ---------------------- This is a feature that occasionally appears on dungeon level 48 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. You will remember this feature on your overhead map. You can electrify it to make it storm cloud over chasm and potentially harm monsters. chasm in the shade ------------------ This is a feature that occasionally appears on dungeon level 48 and below as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist . You will remember this feature on your overhead map. Whilst in this feature you take 10d6 damage continuously. You can burn it to make it chasm and expose the surrounding grids to daylight. You can cut down it to make it chasm and expose the surrounding grids to daylight. Sand/Earth ---------- a wave breaking over a pile of rubble ------------------------------------- This is a deep mud water ground that commonly appears throughout the dungeon. You can climb through this ground taking an extra turn to enter the grid and making your equipment heavier but it blocks line of sight, casting spells and firing missiles. This ground lets monsters that can fly, climb, dig, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this ground on your overhead map. You can get stuck inside this ground should it appear around you. You can melee huge monsters more easily from here. You can dig it to make it open floor and hide the surrounding grids from the sun. You can magically remove rock from it to make it open floor and hide the surrounding grids from the sun. You can gather it to make it open floor and hide the surrounding grids from the sun and find a Rounded Pebble. pile of wood ------------ This is a ground that commonly appears on dungeon level 10 and below as a 'lake' of terrain. You can see and climb through this ground taking an extra turn to enter and leave the grid but it blocks casting spells and firing missiles. This ground lets monsters that can fly, dig and bore through walls pass through without impediment and hides monsters that can sneak. You will remember this ground on your overhead map. You stop running next to this ground. You can get stuck inside this ground should it appear around you. You can melee huge monsters more easily from here. You can dig it to make it broken wood. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. steep sandy trail in the shade ------------------------------ This is a feature that commonly appears on dungeon level 12 and below. You can see, cast spells, fire missiles and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb, dig and bore through walls pass through without impediment and hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it burning hillside and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can cut down it to make it steep sandy trail and expose the surrounding grids to daylight. salty trail ----------- This is a feature that commonly appears on dungeon level 12 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. This feature hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You can flood it to make it salt water and potentially harm monsters. pile of wood ------------ This is a ground that rarely appears on dungeon level 15 and below. You can see, cast spells, fire missiles and climb through this ground taking an extra turn to enter and leave the grid. This ground lets monsters that can fly, dig and bore through walls pass through without impediment and hides monsters that can sneak. You will remember this ground on your overhead map. You can get stuck inside this ground should it appear around you. You can melee huge monsters more easily from here. You can dig it to make it broken wood and find an object. You can burn it to make it fire and light up the surrounding grids and find an object and potentially harm monsters. a pile of wood containing something ----------------------------------- This is a ground that rarely appears on dungeon level 15 and below. You can see, cast spells, fire missiles and climb through this ground taking an extra turn to enter and leave the grid. This ground lets monsters that can fly, dig and bore through walls pass through without impediment and hides monsters that can sneak. You will remember this ground on your overhead map. You can get stuck inside this ground should it appear around you. You can melee huge monsters more easily from here. You can dig it to make it broken wood and find an object. You can burn it to make it fire and light up the surrounding grids and find an object and potentially harm monsters. pile of rubble -------------- This is a ground that commonly appears on dungeon level 20 and below as a 'lake' of terrain. You can climb through this ground taking an extra turn to enter the grid but it blocks line of sight, casting spells and firing missiles . This ground lets monsters that can climb, dig, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this ground on your overhead map. You can get stuck inside this ground should it appear around you. You can melee huge monsters more easily from here. You can dig it to make it open floor and hide the surrounding grids from the sun. You can magically remove rock from it to make it open floor and hide the surrounding grids from the sun. You can flood it to make it a wave breaking over a pile of rubble. You can gather it to make it open floor and hide the surrounding grids from the sun and find a Rounded Pebble. pile of rubble -------------- This is a ground that rarely appears on dungeon level 20 and below. You can climb through this ground taking an extra turn to enter the grid but it blocks line of sight, casting spells and firing missiles. This ground lets monsters that can climb, dig, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this ground on your overhead map. You can get stuck inside this ground should it appear around you. You can melee huge monsters more easily from here. You can search it to find a pile of rubble containing something. You can dig it to make it open floor and hide the surrounding grids from the sun and find an object. You can magically remove rock from it to make it open floor and hide the surrounding grids from the sun and find an object. You can flood it to make it a wave breaking over a pile of rubble and find an object. You can gather it to find a Rounded Pebblean object. a pile of rubble containing something ------------------------------------- This is a ground that rarely appears on dungeon level 20 and below. You can climb through this ground taking an extra turn to enter the grid but it blocks line of sight, casting spells and firing missiles. This ground lets monsters that can climb, dig, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this ground on your overhead map. You can get stuck inside this ground should it appear around you. You can melee huge monsters more easily from here. You can dig it to make it open floor and hide the surrounding grids from the sun and find an object. You can magically remove rock from it to make it open floor and hide the surrounding grids from the sun and find an object. You can flood it to make it a wave breaking over a pile of rubble and find an object. You can gather it to find a Rounded Pebblean object. muddy trail ----------- This is a shallow mud water feature that commonly appears on dungeon level 21 and below. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier but it blocks monsters that must swim. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can freeze it to no effect. You can flood it to make it deep mud and potentially harm monsters. mud --- This is a shallow mud water feature that occasionally appears on dungeon level 21 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature making your equipment slightly heavier but it blocks monsters that must swim. This feature lets monsters that can fly, dig, ooze and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it hidden deep water. You can disturb it to make it muddy trail. You can flood it to make it deep mud . deep sand --------- This is a feature that commonly appears on dungeon level 22 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. This feature hides monsters that can dig. You can drop objects here. You can disturb it to make it deep sandy trail. You can flood it to make it wet sand. deep sandy trail ---------------- This is a feature that occasionally appears on dungeon level 22 and below. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. This feature hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You can flood it to make it wet sand. sand dune --------- This is a feature that occasionally appears on dungeon level 22 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb, dig and bore through walls pass through without impediment and hides monsters that can dig. You can drop objects here. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can disturb it to make it steep sandy trail. steep sandy trail ----------------- This is a feature that occasionally appears on dungeon level 22 and below. You can see, cast spells, fire missiles and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb, dig and bore through walls pass through without impediment and hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. shaded sand dune ---------------- This is a feature that occasionally appears on dungeon level 22 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb, dig and bore through walls pass through without impediment and hides monsters that can dig. You can drop objects here. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it burning hillside and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can disturb it to make it steep sandy trail in the shade. You can cut down it to make it sand dune and expose the surrounding grids to daylight. salt ---- This is a feature that occasionally appears on dungeon level 22 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. This feature hides monsters that can dig. You can drop objects here. You can disturb it to make it salty trail. You can flood it to make it salt water and potentially harm monsters. trembling pile of rubble ------------------------ This is a ground that occasionally appears on dungeon level 25 and below. You can climb through this ground taking an extra turn to enter the grid but it blocks line of sight, casting spells and firing missiles. This ground lets monsters that can climb, dig, ooze, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls . You will remember this ground on your overhead map. You can get stuck inside this ground should it appear around you. You can melee huge monsters more easily from here. You can dig it to make it open floor and hide the surrounding grids from the sun. You can magically remove rock from it to make it open floor and hide the surrounding grids from the sun. You can gather it to make it open floor and hide the surrounding grids from the sun and find a Rounded Pebble. deep muddy trail ---------------- This is a deep mud water feature that commonly appears on dungeon level 39 and below. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly, dig, ooze and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can search it to find deep mud. You can freeze it to no effect. You can flood it to make it deep mud. deep mud -------- This is a deep mud water feature that occasionally appears on dungeon level 39 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly, dig, ooze and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can search it to find deep mud. You can freeze it to make it mud. You can disturb it to make it deep muddy trail. You can flood it to make it deep mud. deep mud -------- This is a deep mud water feature that occasionally appears on dungeon level 42 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly, dig, ooze and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can freeze it to make it mud. You can flood it to make it shady water over deep mud. water over deep mud ------------------- This is a deep mud water feature that occasionally appears on dungeon level 42 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly, dig and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can search it to find shady water over deep mud. You can freeze it to make it mud. You can flood it to make it the crest of a wave over hidden deep water. shady water over deep mud ------------------------- This is a deep mud water feature that occasionally appears on dungeon level 42 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid and making your equipment heavier but it blocks monsters that must swim. This feature lets monsters that can fly, dig and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can search it to find deep mud. You can freeze it to make it mud. You can flood it to make it the crest of a wave over deep water. Ground ------ earth ----- This is a feature that rarely appears throughout the dungeon as a 'lake' of terrain. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You can flood it to make it a wave breaking over open ground. dirt trail ---------- This is a feature that rarely appears throughout the dungeon. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This feature hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You can flood it to make it a wave breaking over open ground. rock ---- This is a feature that rarely appears throughout the dungeon as a 'lake' of terrain. You can climb on this feature taking an extra turn to enter the grid and can see, cast spells and fire missiles through it without impediment. This feature lets monsters that can fly, climb and bore through walls pass over without impediment and hides monsters that can dig. You can drop objects here. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can flood it to make it a wave breaking over rock. You can gather it to make it pebbles and find a large Rock. pebbles ------- This is a feature that rarely appears throughout the dungeon as a 'lake' of terrain. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This feature hides monsters that can dig. You can drop objects here. You can flood it to make it a wave breaking over pebbles. You can gather it to find a Rounded Pebble. open trail ---------- This is a feature that rarely appears throughout the dungeon. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This feature hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can flood it to make it a wave breaking over open ground. open hill --------- This is a feature that commonly appears on dungeon level 13 and below as a 'lake' of terrain. You can run and climb on this feature taking an extra turn to enter the grid and can see, cast spells and fire missiles through it without impediment. This feature lets monsters that can fly, climb and bore through walls pass over without impediment. You can drop objects here. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it burning hillside and light up the surrounding grids and potentially harm monsters. earth mound ----------- This is a feature that commonly appears on dungeon level 19 and below as a 'lake' of terrain. You can run and climb on this feature taking an extra turn to enter the grid and can see, cast spells and fire missiles through it without impediment. This feature lets monsters that can fly, climb and bore through walls pass over without impediment. You can drop objects here. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. burnt hillside -------------- This is a feature that commonly appears on dungeon level 25 and below as a 'lake' of terrain. You can climb on this feature taking an extra turn to enter the grid and can see, cast spells and fire missiles through it without impediment. This feature lets monsters that can fly and bore through walls pass over without impediment. You can drop objects here. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it smoke over burnt hillside and potentially harm monsters. burnt ground ------------ This is a feature that commonly appears on dungeon level 31 and below as a 'lake' of terrain. You can walk on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You can flood it to make it a wave breaking over open ground. wet ground ---------- This is a feature that occasionally appears on dungeon level 35 and below as a 'lake' of terrain. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You can freeze it to make it ice. You can flood it to make it a wave breaking over open ground. shady wet ground ---------------- This is a feature that occasionally appears on dungeon level 35 and below as a 'lake' of terrain. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You can freeze it to make it shady ground and hide the surrounding grids from the sun. You can flood it to make it a wave breaking over shady ground. Trees/Plants ------------ mossy granite wall ------------------ This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. grass ----- This is a feature that rarely appears throughout the dungeon as a 'lake' of terrain. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This feature hides monsters that can sneak and dig. You can drop objects here but they will disappear from view. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can flood it to make it a wave breaking over open ground. open trail through grass ------------------------ This is a feature that rarely appears throughout the dungeon. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This feature hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can flood it to make it a wave breaking over open ground. open ground ----------- This is a feature that rarely appears throughout the dungeon as a 'lake' of terrain. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can flood it to make it a wave breaking over open ground. shaded earth ------------ This is a feature that rarely appears throughout the dungeon as a 'lake' of terrain. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You can burn it to make it fire and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can flood it to make it a wave breaking over shady ground and expose the surrounding grids to daylight. You can cut down it to make it earth and expose the surrounding grids to daylight. shady dirt trail ---------------- This is a feature that rarely appears throughout the dungeon. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that must swim. This feature hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You can burn it to make it fire and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can flood it to make it a wave breaking over shady ground and expose the surrounding grids to daylight. You can cut down it to make it dirt trail and expose the surrounding grids to daylight. rock in the shade ----------------- This is a feature that rarely appears throughout the dungeon as a 'lake' of terrain. You can climb on this feature taking an extra turn to enter the grid and can see, cast spells and fire missiles through it without impediment. This feature lets monsters that can fly, climb and bore through walls pass over without impediment and hides monsters that can dig. You can drop objects here. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it fire and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can flood it to make it a wave breaking over rock and expose the surrounding grids to daylight. You can gather it to find a Rounded Pebble. You can cut down it to make it rock and expose the surrounding grids to daylight. shaded grass ------------ This is a feature that rarely appears throughout the dungeon as a 'lake' of terrain. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This feature hides monsters that can sneak and dig. You can drop objects here but they will disappear from view. You can burn it to make it fire and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can flood it to make it a wave breaking over shady ground and expose the surrounding grids to daylight. You can cut down it to make it grass and expose the surrounding grids to daylight. shady trail through grass ------------------------- This is a feature that rarely appears throughout the dungeon. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that must swim. This feature hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You can burn it to make it fire and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can flood it to make it a wave breaking over shady ground and expose the surrounding grids to daylight. You can cut down it to make it open trail through grass and expose the surrounding grids to daylight. shady ground ------------ This is a feature that rarely appears throughout the dungeon as a 'lake' of terrain. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You can burn it to make it fire and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can flood it to make it a wave breaking over shady ground and expose the surrounding grids to daylight. You can cut down it to make it open ground and expose the surrounding grids to daylight. shady trail ----------- This is a feature that rarely appears throughout the dungeon. You can see, cast spells, fire missiles, walk and run through this feature without impediment but it blocks monsters that must swim. This feature hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You can burn it to make it fire and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can flood it to make it a wave breaking over shady ground and expose the surrounding grids to daylight. You can cut down it to make it open trail and expose the surrounding grids to daylight. pebbles in the shade -------------------- This is a feature that rarely appears throughout the dungeon as a 'lake' of terrain. You can walk on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This feature hides monsters that can dig. You can drop objects here. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can gather it to make it pebbles and find a Rounded Pebble . You can cut down it to make it pebbles. rapidly growing shoot --------------------- This is a feature that rarely appears throughout the dungeon. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. This feature hides monsters that can sneak and dig. You can drop objects here but they will disappear from view. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can flood it to make it a wave breaking over open ground. herbs in the shade ------------------ This is a feature that commonly appears on dungeon level 4 and below as a 'lake' of terrain. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You can burn it to make it fire and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can flood it to make it a wave breaking over shady ground and expose the surrounding grids to daylight. You can cut down it to make it herbs and expose the surrounding grids to daylight. herbs ----- This is a feature that occasionally appears on dungeon level 4 and below as a 'lake' of terrain. You can walk and run on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can flood it to make it a wave breaking over open ground. bush ---- This is a feature that commonly appears on dungeon level 5 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must fly, must swim and line of sight. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can burn it to make it bush fire and light up the surrounding grids and potentially harm monsters. tree ---- This is a tree that commonly appears on dungeon level 7 and below as a 'lake' of terrain. You can climb through this tree taking an extra turn to enter and leave the grid but it blocks line of sight, casting spells and firing missiles . This tree lets monsters that can fly and bore through walls pass through without impediment and hides monsters that can sneak. You will remember this tree on your overhead map. You can get stuck inside this tree should it appear around you. You can melee huge monsters more easily from here. You can bash it to make it tree trunk and cover the surrounding grids with branches and expose the surrounding grids to daylight. You can tunnel it to make it tree trunk and cover the surrounding grids with branches and expose the surrounding grids to daylight. You can burn it to make it wall of fire and light up the surrounding grids and cover the surrounding grids with branches and potentially harm monsters. You can flood it to make it a wave breaking over a tree trunk and cover the surrounding grids with branches and expose the surrounding grids to daylight. tree trunk ---------- This is a tree that commonly appears on dungeon level 10 and below as a 'lake' of terrain. You can climb through this tree taking an extra turn to enter and leave the grid but it blocks line of sight, casting spells and firing missiles . This tree lets monsters that can fly and bore through walls pass through without impediment and hides monsters that can sneak. You will remember this tree on your overhead map. You can get stuck inside this tree should it appear around you. You can melee huge monsters more easily from here. You can bash it to make it tree trunk and cover the surrounding grids with branches . You can tunnel it to make it tree trunk and cover the surrounding grids with branches. You can burn it to make it wall of fire and light up the surrounding grids and cover the surrounding grids with branches and hide the surrounding grids from the sun and potentially harm monsters. You can flood it to make it a wave breaking over a tree trunk and cover the surrounding grids with branches. vines ----- This is a feature that commonly appears on dungeon level 10 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. You can open it to make it earth. You can burn it to make it fire and light up the surrounding grids and potentially harm monsters. You can flood it to make it a wave breaking over open ground. quivering sapling ----------------- This is a feature that commonly appears on dungeon level 10 and below. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. This feature hides monsters that can pass through walls. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. You can bash it to make it open floor. You can burn it to make it fire and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. apple tree ---------- This is a tree that occasionally appears on dungeon level 10 and below as a 'lake' of terrain. You can see and climb through this tree taking an extra turn to enter and leave the grid but it blocks casting spells and firing missiles. This tree lets monsters that can fly and bore through walls pass through without impediment and hides monsters that can sneak. You will remember this tree on your overhead map. You can get stuck inside this tree should it appear around you. You can melee huge monsters more easily from here. You can bash it to make it tree trunk and cover the surrounding grids with branches and expose the surrounding grids to daylight. You can burn it to make it burning tree and light up the surrounding grids and cover the surrounding grids with branches and potentially harm monsters. You can flood it to make it a wave breaking over open ground and cover the surrounding grids with branches and expose the surrounding grids to daylight. You can gather it to find an Apple. grassy hill ----------- This is a feature that commonly appears on dungeon level 16 and below as a 'lake' of terrain. You can run and climb on this feature taking an extra turn to enter the grid and can see, cast spells and fire missiles through it without impediment. This feature lets monsters that can fly, climb and bore through walls pass over without impediment and hides monsters that can sneak and dig. You can drop objects here but they will disappear from view. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it burning hillside and light up the surrounding grids and potentially harm monsters. steep trail through grass ------------------------- This is a feature that commonly appears on dungeon level 16 and below. You can see, cast spells, fire missiles, run and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb and bore through walls pass through without impediment and hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it burning hillside and light up the surrounding grids and potentially harm monsters. thicket ------- This is a feature that occasionally appears on dungeon level 20 and below as a 'lake' of terrain. You can walk and climb through this feature taking an extra turn to enter and leave the grid but it blocks monsters that must swim, line of sight, casting spells and firing missiles. You will remember this feature on your overhead map. You can melee huge monsters more easily from here. You can bash it to make it bush and expose the surrounding grids to daylight. You can burn it to make it wall of fire and light up the surrounding grids and potentially harm monsters. steep trail in the shade ------------------------ This is a feature that commonly appears on dungeon level 24 and below. You can see, cast spells, fire missiles, run and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb and bore through walls pass through without impediment and hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it burning hillside and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can gather it to no effect. You can cut down it to make it steep trail and expose the surrounding grids to daylight. shadowy hill ------------ This is a feature that commonly appears on dungeon level 24 and below as a 'lake' of terrain. You can run and climb on this feature taking an extra turn to enter the grid and can see, cast spells and fire missiles through it without impediment. This feature lets monsters that can fly, climb and bore through walls pass over without impediment. You can drop objects here. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it burning hillside and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can cut down it to make it open hill and expose the surrounding grids to daylight. shady grassy hill ----------------- This is a feature that commonly appears on dungeon level 27 and below as a 'lake' of terrain. You can run and climb on this feature taking an extra turn to enter the grid and can see, cast spells and fire missiles through it without impediment. This feature lets monsters that can fly, climb and bore through walls pass over without impediment and hides monsters that can sneak and dig. You can drop objects here but they will disappear from view. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it burning hillside and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can cut down it to make it grassy hill and expose the surrounding grids to daylight. steep shady trail through grass ------------------------------- This is a feature that commonly appears on dungeon level 27 and below. You can see, cast spells, fire missiles, run and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb and bore through walls pass through without impediment and hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it burning hillside and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can cut down it to make it steep trail through grass and expose the surrounding grids to daylight. brambles -------- This is a feature that commonly appears on dungeon level 30 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must fly, must swim and line of sight. This feature lets monsters that can bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can stumble on it to take 2d4 damage. You can burn it to make it bush fire and light up the surrounding grids. You can gather it to make it thorns and find a handful of Berries. thorns ------ This is a feature that commonly appears on dungeon level 30 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this feature taking an extra turn to leave the grid but it blocks monsters that must fly, must swim and line of sight. This feature lets monsters that can bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. You can stumble on it to take 1d2 damage. You can burn it to make it bush fire and light up the surrounding grids. shaded earth mound ------------------ This is a feature that commonly appears on dungeon level 30 and below as a 'lake' of terrain. You can run and climb on this feature taking an extra turn to enter the grid and can see, cast spells and fire missiles through it without impediment. This feature lets monsters that can fly, climb and bore through walls pass over without impediment. You can drop objects here. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it burning hillside and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can cut down it to make it earth mound and expose the surrounding grids to daylight. steep dirt trail in the shade ----------------------------- This is a feature that commonly appears on dungeon level 30 and below. You can see, cast spells, fire missiles, run and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb and bore through walls pass through without impediment and hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. You can burn it to make it burning hillside and light up the surrounding grids and expose the surrounding grids to daylight and potentially harm monsters. You can cut down it to make it steep dirt trail and expose the surrounding grids to daylight. impassable poisonous thorns --------------------------- This is a tree that commonly appears on dungeon level 35 and below as a 'lake' of terrain. This tree blocks you from moving through it and monsters that pass through walls, climb, line of sight, casting spells and firing missiles. This tree lets monsters that can bore through walls pass through without impediment provided they resist and hides monsters that can sneak. You will remember this tree on your overhead map. You can get stuck inside this tree should it appear around you. You can bash it to take 2d4 damage and make it poisonous thorns and cover the surrounding grids with branches and expose the surrounding grids to daylight. You can tunnel it to take 2d4 damage and make it poisonous thorns and cover the surrounding grids with branches and expose the surrounding grids to daylight. You can stumble on it to take 2d4 damage and make it poisonous thorns and cover the surrounding grids with branches and expose the surrounding grids to daylight. You can burn it to make it wall of fire and light up the surrounding grids and cover the surrounding grids with branches. poisonous thorns ---------------- This is a feature that commonly appears on dungeon level 35 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must fly, must swim and line of sight. This feature lets monsters that can bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can stumble on it to take 2d4 damage. You can burn it to make it bush fire and light up the surrounding grids. impassable tree trunk --------------------- This is a tree that commonly appears on dungeon level 35 and below as a 'lake' of terrain. This tree blocks you from moving through it and monsters that pass through walls, climb, line of sight, casting spells and firing missiles. This tree lets monsters that can bore through walls pass through without impediment and hides monsters that can sneak. You will remember this tree on your overhead map. You can get stuck inside this tree should it appear around you. You can bash it to make it tree trunk and cover the surrounding grids with branches and expose the surrounding grids to daylight. You can tunnel it to make it tree trunk and cover the surrounding grids with branches and expose the surrounding grids to daylight. You can burn it to make it wall of fire and light up the surrounding grids and cover the surrounding grids with branches and potentially harm monsters. impassable thicket ------------------ This is a ground that commonly appears on dungeon level 35 and below as a 'lake' of terrain. This ground blocks you from moving through it and monsters that pass through walls, climb, line of sight, casting spells and firing missiles. This ground lets monsters that can fly and bore through walls pass through without impediment and hides monsters that can sneak. You will remember this ground on your overhead map. You can get stuck inside this ground should it appear around you. You can bash it to make it thicket. You can tunnel it to make it thicket. You can burn it to make it wall of fire and light up the surrounding grids and potentially harm monsters. Smoke/Fire ---------- steam ----- This is a feature that commonly appears in both the town and dungeon. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 1d3 damage continuously. You can burn it to make it open floor. You can freeze it to make it open floor. You can flood it to make it wet floor. steam over a broken floor ------------------------- This is a feature that commonly appears in both the town and dungeon. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 1d3 damage continuously. You can burn it to make it broken floor. You can freeze it to make it broken floor. You can flood it to make it the crest of a wave over hidden deep water and expose the surrounding grids to daylight. steam over geothermal floor --------------------------- This is a feature that commonly appears in both the town and dungeon as a 'lake' of terrain or as a 'river' of terrain. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 1d3 damage continuously. You can burn it to make it geothermal floor. You can freeze it to make it geothermal floor. poison gas ---------- This is a feature that commonly appears in both the town and dungeon. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 3d4 damage continuously. poison gas over broken floor ---------------------------- This is a feature that commonly appears in both the town and dungeon. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 3d4 damage continuously. You can flood it to make it the crest of a wave over poisonous water and expose the surrounding grids to daylight. glyph of warding ---------------- This is a glyph that is set by the player. You can see, cast spells, fire missiles and walk through this glyph without impediment but it blocks monsters that must swim. You will remember this glyph on your overhead map. You stop running next to this glyph. closing lever on a granite wall ------------------------------- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 0d0 damage continuously. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. opening lever on a granite wall ------------------------------- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 0d0 damage continuously. You can tunnel it to make it granite wall. You can magically remove rock from it to make it granite wall. opening mechanism in a granite wall ----------------------------------- This is a wall that commonly appears throughout the dungeon next to the entrance of a corridor in a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 0d0 damage continuously. You can tunnel it to make it linked chain. You can magically remove rock from it to make it linked chain. closing mechanism in a granite wall ----------------------------------- This is a wall that commonly appears throughout the dungeon as part of the inner wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls . You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 0d0 damage continuously. You can tunnel it to make it linked chain. You can magically remove rock from it to make it linked chain. opening sliding wall -------------------- This is a ground that commonly appears throughout the dungeon. You can climb through this ground taking an extra turn to enter the grid but it blocks line of sight, casting spells and firing missiles. This ground lets monsters that can climb, ooze, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this ground on your overhead map. You can get stuck inside this ground should it appear around you. Whilst in this ground you take 0d0 damage continuously. You can melee huge monsters more easily from here. You can tunnel it to make it linked chain. You can magically remove rock from it to make it linked chain. closing sliding wall -------------------- This is a ground that commonly appears throughout the dungeon. You can climb through this ground taking an extra turn to enter the grid but it blocks line of sight, casting spells and firing missiles. This ground lets monsters that can climb, ooze, pass through walls and bore through walls pass through without impediment provided they resist and hides monsters that can pass through walls. You will remember this ground on your overhead map. You can get stuck inside this ground should it appear around you. Whilst in this ground you take 0d0 damage continuously. You can melee huge monsters more easily from here. You can tunnel it to make it linked chain. You can magically remove rock from it to make it linked chain. mechanism in a granite wall --------------------------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. mechanism in a granite wall --------------------------- This is a wall that commonly appears throughout the dungeon as part of the outer wall of a room. This wall blocks you from moving through it and line of sight, casting spells and firing missiles. This wall lets monsters that can climb, pass through walls and bore through walls pass through without impediment and hides monsters that can pass through walls. You will remember this wall on your overhead map. You can get stuck inside this wall should it appear around you. You can't breath in this. You can tunnel it to make it open floor. You can magically remove rock from it to make it open floor. loose rock ---------- This is a feature that commonly appears on dungeon level 3 and below. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 0d0 damage continuously. loose rock ---------- This is a feature that commonly appears on dungeon level 3 and below. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 0d0 damage continuously. wall of fire ------------ This is a glowing feature that occasionally appears on dungeon level 20 and below as a 'lake' of terrain. You can walk through this feature but it blocks monsters that must swim, line of sight, casting spells and firing missiles. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can bash it to no effect. You can bash it to make it burnt floor and darken the surrounding grids. You can flood it to make it burnt floor and darken the surrounding grids. crumbling floor --------------- This is a feature that occasionally appears on dungeon level 25 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb and bore through walls pass through without impediment. You will remember this feature on your overhead map. You can get stuck inside this feature should it appear around you. You can melee huge monsters more easily from here. cracked floor ------------- This is a feature that occasionally appears on dungeon level 25 and below. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 0d0 damage continuously. bush fire --------- This is a glowing feature that commonly appears on dungeon level 31 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 3d6 damage continuously. You can bash it to no effect. You can bash it to make it burnt ground and darken the surrounding grids. You can flood it to make it a wave breaking over open ground and darken the surrounding grids. fire ---- This is a glowing feature that commonly appears on dungeon level 31 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can bash it to make it burnt floor and darken the surrounding grids. You can flood it to make it burnt floor and darken the surrounding grids. smoke over burnt ground ----------------------- This is a feature that commonly appears on dungeon level 32 and below as a 'lake' of terrain. You can walk on this feature and can cast spells and fire missiles through it without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly and bore through walls pass over without impediment provided they resist. You can drop objects here. Whilst in this feature you take 2d4 damage continuously. You can flood it to make it a wave breaking over open ground. burning tree ------------ This is a glowing feature that commonly appears on dungeon level 32 and below as a 'lake' of terrain. You can walk through this feature but it blocks monsters that must swim, line of sight, casting spells and firing missiles. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can bash it to make it burnt tree and darken the surrounding grids and expose the surrounding grids to daylight. You can flood it to make it a wave breaking over a tree trunk and darken the surrounding grids and expose the surrounding grids to daylight. smoke over burnt hillside ------------------------- This is a feature that commonly appears on dungeon level 33 and below as a 'lake' of terrain. You can climb on this feature taking an extra turn to enter the grid and can cast spells and fire missiles through it without impediment but it blocks line of sight. This feature lets monsters that can fly and bore through walls pass over without impediment provided they resist. You can drop objects here. You can get stuck inside this feature should it appear around you. Whilst in this feature you take 2d4 damage continuously. You can melee huge monsters more easily from here. wall of fire ------------ This is a glowing feature that commonly appears on dungeon level 34 and below as a 'lake' of terrain. You can walk through this feature but it blocks monsters that must swim, line of sight, casting spells and firing missiles. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 6d6 damage continuously. You can bash it to make it burnt ground and darken the surrounding grids and expose the surrounding grids to daylight. You can flood it to make it a wave breaking over open ground and darken the surrounding grids and expose the surrounding grids to daylight. burning hillside ---------------- This is a glowing feature that commonly appears on dungeon level 34 and below as a 'lake' of terrain. You can cast spells, fire missiles and climb through this feature taking an extra turn to enter the grid but it blocks line of sight . This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You will remember this feature on your overhead map. You stop running next to this feature. You can get stuck inside this feature should it appear around you. Whilst in this feature you take 3d6 damage continuously. You can melee huge monsters more easily from here. You can bash it to make it burnt hillside and darken the surrounding grids. You can freeze it to make it burnt hillside and darken the surrounding grids. You can flood it to make it burnt hillside and darken the surrounding grids. geothermal floor ---------------- This is a feature that commonly appears on dungeon level 40 and below as a 'lake' of terrain. You can see, cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim. You can drop objects here but they will disappear from view. You can flood it to make it water and expose the surrounding grids to daylight. You can boil or steam it to make it steam over geothermal floor and potentially harm monsters. gas-filled vent --------------- This is a wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. steam-filled vent ----------------- This is a wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. gas-filled vent --------------- This is a wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. steam-filled vent ----------------- This is a wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. gas-filled vent --------------- This is a wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. steam-filled vent ----------------- This is a wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. gas-filled valve ---------------- This is a wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. You can close it to make it closed valve. steam-filled valve ------------------ This is a wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. You can close it to make it closed valve. gas-filled valve ---------------- This is a wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. You can close it to make it closed valve. steam-filled valve ------------------ This is a wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. You can close it to make it open floor. gas-filled valve ---------------- This is a wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. steam-filled valve ------------------ This is a wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. gas-filled vent which erupts gas -------------------------------- This is a wall that commonly appears on dungeon level 40 and below as a 'lake' of terrain. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d1 damage continuously. You can melee huge monsters more easily from here. erupting gas-filled vent ------------------------ This is a wall that commonly appears on dungeon level 40 and below as a 'lake' of terrain. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 4d6 damage continuously. You can melee huge monsters more easily from here. open vent which erupts poison ----------------------------- This is a wall that commonly appears on dungeon level 40 and below as a 'lake' of terrain. You can climb through this wall taking an extra turn to enter and leave the grid but it blocks line of sight, casting spells and firing missiles . This wall lets monsters that can ooze and bore through walls pass through without impediment. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can melee huge monsters more easily from here. open vent which erupts fire --------------------------- This is a wall that commonly appears on dungeon level 40 and below as a 'lake' of terrain. You can climb through this wall taking an extra turn to enter and leave the grid but it blocks line of sight, casting spells and firing missiles . This wall lets monsters that can ooze and bore through walls pass through without impediment. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can melee huge monsters more easily from here. opening valve ------------- This is a wall that commonly appears on dungeon level 40 and below. You can climb through this wall taking an extra turn to enter and leave the grid but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. Whilst in this wall you take 0d0 damage continuously. You can melee huge monsters more easily from here. closing valve ------------- This is a wall that commonly appears on dungeon level 40 and below. This wall blocks you from moving through it and monsters that pass through walls, climb, line of sight, casting spells and firing missiles. This wall lets monsters that can bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. Whilst in this wall you take 0d0 damage continuously. storm cloud ----------- This is a feature that occasionally appears on dungeon level 40 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. storm cloud over broken floor ----------------------------- This is a feature that occasionally appears on dungeon level 40 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. You can flood it to make it the crest of a wave over hidden deep water and expose the surrounding grids to daylight. storm cloud ----------- This is a feature that occasionally appears on dungeon level 40 and below. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can electrify it to make it storm cloud and potentially harm monsters. storm cloud over broken floor ----------------------------- This is a feature that occasionally appears on dungeon level 40 and below. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can electrify it to make it storm cloud over broken floor and potentially harm monsters. You can flood it to make it the crest of a wave over hidden deep water and expose the surrounding grids to daylight and potentially harm monsters. geothermal ground ----------------- This is a feature that occasionally appears on dungeon level 40 and below as a 'lake' of terrain. You can walk on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can boil or steam it to make it steam over geothermal ground and potentially harm monsters. steam over geothermal ground ---------------------------- This is a feature that occasionally appears on dungeon level 40 and below as a 'lake' of terrain. You can walk on this feature and can cast spells and fire missiles through it without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly and bore through walls pass over without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 1d3 damage continuously. geothermal ground ----------------- This is a feature that occasionally appears on dungeon level 40 and below as a 'lake' of terrain. You can walk on this feature and can see, cast spells and fire missiles through it without impediment but it blocks monsters that must swim. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. You can boil or steam it to make it steam over geothermal ground and potentially harm monsters. steam over geothermal ground ---------------------------- This is a feature that occasionally appears on dungeon level 40 and below as a 'lake' of terrain. You can walk on this feature and can cast spells and fire missiles through it without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly and bore through walls pass over without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 1d3 damage continuously. burning oil ----------- This is a glowing feature that occasionally appears on dungeon level 45 and below as a 'lake' of terrain or as a 'river' of terrain. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. burning coal dust ----------------- This is a glowing feature that occasionally appears on dungeon level 45 and below as a 'lake' of terrain or as a 'river' of terrain. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly and bore through walls pass through without impediment provided they resist. You can drop objects here but they will disappear from view. You will remember this feature on your overhead map. Whilst in this feature you take 4d6 damage continuously. storm cloud over an open floor over a chasm ------------------------------------------- This is a feature that occasionally appears on dungeon level 48 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. Whilst in this feature you take 4d6 damage continuously. You can magically destroy it to make it chasm and expose the surrounding grids to daylight. storm cloud over an open floor over a chasm ------------------------------------------- This is a feature that occasionally appears on dungeon level 48 and below as a 'lake' of terrain. You can cast spells, fire missiles and walk through this feature without impediment but it blocks monsters that must swim and line of sight. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. You can magically destroy it to make it chasm and expose the surrounding grids to daylight and potentially harm monsters. You can electrify it to make it storm cloud over an open floor over a chasm and potentially harm monsters. fiery vent ---------- This is a wall that commonly appears on dungeon level 51 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 12d1 damage continuously. You can melee huge monsters more easily from here. fiery vent ---------- This is a wall that commonly appears on dungeon level 51 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 12d1 damage continuously. You can melee huge monsters more easily from here. fiery vent ---------- This is a wall that commonly appears on dungeon level 51 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 12d1 damage continuously. You can melee huge monsters more easily from here. fiery valve ----------- This is a wall that commonly appears on dungeon level 51 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 12d1 damage continuously. You can melee huge monsters more easily from here. You can close it to make it closed valve. fiery valve ----------- This is a wall that commonly appears on dungeon level 51 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 12d1 damage continuously. You can melee huge monsters more easily from here. You can close it to make it open floor. fiery valve ----------- This is a wall that commonly appears on dungeon level 51 and below. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 12d1 damage continuously. You can melee huge monsters more easily from here. fiery vent which erupts fire ---------------------------- This is a wall that commonly appears on dungeon level 51 and below as a 'lake' of terrain. You can climb through this wall taking an extra turn to enter and leave the grid and making your equipment significantly heavier but it blocks line of sight, casting spells and firing missiles. This wall lets monsters that can ooze and bore through walls pass through without impediment provided they resist. You will remember this wall on your overhead map. You stop running next to this wall. You can get stuck inside this wall should it appear around you. You can't breath in this. Whilst in this wall you take 12d1 damage continuously. You can melee huge monsters more easily from here. broken magma crust ------------------ This is a glowing feature that occasionally appears on dungeon level 52 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, run and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. You can get stuck inside this feature should it appear around you. Whilst in this feature you take 4d6 damage continuously. You can melee huge monsters more easily from here. You can burn it to make it deep lava and expose the surrounding grids to daylight. You can gather it to find a Rounded Pebble. broken magma crust ------------------ This is a glowing feature that occasionally appears on dungeon level 52 and below as a 'lake' of terrain. You can see, cast spells, fire missiles, run and climb through this feature taking an extra turn to enter the grid. This feature lets monsters that can fly, climb and bore through walls pass through without impediment provided they resist and hides monsters that can dig. You can drop objects here. You will remember this feature on your overhead map. You stop running next to this feature. You can get stuck inside this feature should it appear around you. Whilst in this feature you take 4d6 damage continuously. You can melee huge monsters more easily from here. You can burn it to make it lava and expose the surrounding grids to daylight. You can gather it to find a Rounded Pebble. Other -----