########################################################################
### Altars
########################################################################
A detected altar

An altar of some kind. You cannot tell what deity it is consecrated to without
approaching it.
%%%%
A faded altar of an unknown god

An ancient altar, stripped of all identifying characteristics by the passage of
aeons. Praying at it will convert you to an unknown god, and the altar's deity
will greatly appreciate conversion at so ancient a site of worship.
%%%%
A glowing golden altar of the Shining One

An altar to the Shining One, made from the purest gold and almost blinding in
its radiance.
%%%%
A broken altar of Ashenzari

A crystal altar which shattered to pieces when Ashenzari was cursed. There is
still a great power remaining within it: a dark aura holds the shards in
mid-explosion, suspended in time and space much like the god they herald.
%%%%
A roughly hewn altar of Beogh

An altar to Beogh, unmistakably roughly hewn by orcish artisans.
%%%%
A snail-covered altar of Cheibriados

A timeless altar to Cheibriados the Contemplative.
%%%%
A shadowy altar of Dithmenos

An altar to Dithmenos the Shadowed. It seems to absorb light from its
surroundings.
%%%%
A white marble altar of Elyvilon

An altar to Elyvilon the Healer, made from invigorated white marble and topped
by a sculpture of the Chalice of Purification.
%%%%
A blossoming altar of Fedhas

An altar to Fedhas Madash, covered in vibrant and colourful plant life.
%%%%
An opulent altar of Gozag

A glittering golden and bejewelled altar to Gozag Ym Sagoz the Greedy, gleaming
brightly even in the dim dungeon light.
%%%%
A hazy altar of Hepliaklqana

An altar to Hepliaklqana the Forgotten, shrouded in mist and difficult to make
out clearly. Something about it seems terribly familiar, but it's impossible to
say exactly why.
%%%%
A candlelit altar of Ignis

An altar to Ignis, the Dying Flame. It's completely covered in candles of all
shapes and sizes, but only one remains alight, its slender flame wavering in the
slightest breeze.
%%%%
A viscous altar of Jiyva

A slimy, ever-shifting altar to Jiyva. You're not sure what it's made from, and
you don't really want to know.
%%%%
An ancient bone altar of Kikubaaqudgha

An altar created from piles of ancient bones, dedicated to the terrible
Demon-God Kikubaaqudgha.
%%%%
A corrupted altar of Lugonu

An altar to Lugonu the Unformed, possibly dedicated to some other power before
it was irrevocably corrupted.
%%%%
A burning altar of Makhleb

An ever-burning altar to Makhleb the Destroyer. Strange, twisting shapes are
visible in the flames.
%%%%
A sparkling altar of Nemelex Xobeh

An altar sparkling with a lightshow brighter than any gambling den's, to
attract followers for Nemelex Xobeh.
%%%%
An iron altar of Okawaru

An altar of iron and steel dedicated to the Warmaster Okawaru. Its edges are
surprisingly sharp.
%%%%
A stormy altar of Qazlal

An altar dedicated to Qazlal Stormbringer, surrounded by fierce winds,
electrical discharges, puffs of fire and magma, and the occasional tremor.
%%%%
A sacrificial altar of Ru

An altar to Ru the Awakened in the shape of a pair of scales, with a heart in
one scale and a pictogram representing power and enlightenment in the other.
%%%%
A shimmering blue altar of Sif Muna

An altar to Sif Muna the Loreminder, covered in intricate patterns and writings
in long forgotten scripts. Atop a deep blue pedestal hovers a shimmering
condensation of pure magic.
%%%%
A bloodstained altar of Trog

An altar to Trog the Wrathful, crudely made by what seem to be the hands of
giants and covered with bloodstains.
%%%%
A hide-covered altar of Uskayaw

An altar to Uskayaw the Reveller. It appears to be hollow and covered in a hide,
giving it a resonant surface. Carvings on the side depict grouped figures that
could be dancing or loving or fighting.
%%%%
A radiant altar of Vehumet

An altar, ablaze in the lights of Iskenderun and promising great destructive
powers to those who would follow Vehumet.
%%%%
An ornate altar of the Wu Jian Council

A red and gold altar to the Wu Jian Council. Sharp slivers of steel drift
through the quiet air surrounding it.
%%%%
A shimmering altar of Xom

An altar constantly shimmering in all visible colours, and probably some
invisible ones, matching the whims of Xom the Unpredictable.
%%%%
A basalt altar of Yredelemnul

An altar to Yredelemnul the Dark, worked from columnar basalt.
%%%%
A glowing silver altar of Zin

An altar to Zin the Law-Giver, made from silver as pristine as Zin's followers
are expected to be, and glowing gently.
%%%%
########################################################################
### Terrain
########################################################################
The endless lava

A sea of fire and brimstone as far as the eye can see. Anyone venturing across
it would be roasted in no time.
%%%%
The floor

The floor.
%%%%
Some deep water

A pool of deep water. Only giant creatures can wade through this, and only
those well-adapted to water can swim through it; for the rest, the only way
through is to fly over.
%%%%
Some lava

An intensely hot pool of molten rock, emitting clouds of sulphurous smoke.
Nothing but the mythical salamander can cross this without flight.
%%%%
Some shallow water

A pool of cloudy, waist-deep water. Those well-adapted to water can swim
through it and attack normally. Non-swimmers must wade through the water slowly
and will occasionally fail to attack in melee when wading through shallow
water; although large creatures are able to keep their balance, move at a
normal speed, and avoid fumbling.
%%%%
A toxic bog

A filthy pool of poisonous, waist-deep sludge. Wading or swimming through the
sludge will damage and poison any creature, even those resistant to poison.
Those well-adapted to water can swim through it and attack normally.
Non-swimmers must wade through the water slowly and will occasionally fail to
attack in melee when wading through shallow water; although large creatures are
able to keep their balance, move at a normal speed, and avoid fumbling.
%%%%
Some mud

A thick layer of gritty mud. [[liquefied]]
%%%%
The open sea

An expanse of endless wind and waves, with not a lighthouse in sight. Anyone
venturing across it would be lost beyond all hope in short order.
%%%%
An unnaturally hard rock wall

A wall imbued with magic that makes it indestructible.
%%%%
A wall of the weird stuff which makes up Pandemonium

A wall made from the weird stuff which makes up Pandemonium. It seems to be
like rock in most other aspects.
%%%%
A crystal wall

A wall made from polished crystal and imbued with arcane magics. They prevent
its easy destruction, and make it reflect heat and cold.
%%%%
A translucent rock wall

A rock wall made from a mineral as translucent as good quality glass. Whether
it is natural or magical, you cannot tell.
%%%%
A translucent stone wall

A harder obstacle than rock walls. Only the mightiest magic can shatter stone
walls. It has been imbued with arcane magics which render it translucent.
%%%%
A translucent unnaturally hard rock wall

A wall imbued with magic that not only makes it indestructible but also makes
it translucent like glass.
%%%%
A stone wall

A harder obstacle than rock walls. Only the mightiest magic can shatter stone
walls.
%%%%
A slime covered rock wall

A rock wall coated with acidic green slime; just standing near it is enough to
cause temporary corrosion.
%%%%
A metal wall

A wall of shiny grey metal. As every dungeon electrician knows, it will ground
even magical bolts of lightning.
%%%%
A rock wall

A wall consisting of simple rock.
%%%%
A frigid wall

A wall that radiates a chill so intense it can damage enemies which stand next
to it.
%%%%
########################################################################
### Features
########################################################################
A shop

A shop in the dungeon, beyond sight of the world above, manned by a secretive
and reclusive shopkeeper who cannot be bargained with, grants no refunds, and
is interested in nothing you may have to sell. Some shops hawk antiques of
unknown provenance, and offer little hint as to the quality or nature of their
goods.
%%%%
A stone staircase leading down

A staircase leading further down.
%%%%
A stone staircase leading up

A staircase leading back up.
%%%%
# For the Vaults:5 staircases in and out.
A metal staircase leading down

A staircase leading down to the grand vaults containing the silver rune of Zot,
whose wealth attracts the most powerful champions from across the Dungeon to its
defence.
%%%%
A metal staircase leading up

A staircase leading up from the grand vaults containing the silver rune of Zot,
whose wealth attracts the most powerful champions from across the Dungeon to its
defence.
%%%%
A slimy stone staircase leading down

A stone staircase leading further down.

{{
    if you.god() == "Jiyva" then
        return "It is slick with slippery slime, but that is no obstacle for one " ..
               "such as yourself who has embraced the way of all slime."
    else
        return "It is slick with slippery slime which will make it impossible " ..
               "for you to climb back up again until the power ruling this place " ..
               "is destroyed (or you choose to join it). However, being coated in " ..
               "this slime will greatly increase your HP and MP regenaration for " ..
               "short while afterward."
    end
}}
%%%%
A slimy stone staircase leading up

A stone staircase leading back up.

{{
    if you.god() == "Jiyva" then
        return "It is slick with slippery slime, but that is no obstacle for one " ..
               "such as yourself who has embraced the way of all slime."
    else
        return "It is slick with slippery slime, making it impossible for you to " ..
               "climb until the power ruling this place is destroyed (or you choose " ..
               "to join it)."
    end
}}
%%%%
A tree

A large tree. While in most places the dim light of the dungeon is not bright
enough to sustain large plants, there are spots where, with the grace of
Fedhas, trees as big as those on the surface can grow underground.
%%%%
A mangrove

This tree is specially adapted for growing in swampy conditions. Its vines are
too thick to see through.
%%%%
A demonic tree

A tree hideously warped by the demonic forces of chaos. Despite its bizarre
appearance and occasional, unsettling movement, it seems harmless.
%%%%
A petrified tree

An ancient tree, long ago passed from biology into geology. While no longer
wooden in a material sense, it retains the spiritual qualities of a tree.
%%%%
An abandoned shop

A shop that has been abandoned.
%%%%
An orcish idol

An idol of the orc god Beogh.
%%%%
An iron grate

A rusted iron grate, brittle enough to be disrupted with a spell or a wand
quite easily. It is too strong to be breakable by hand, however.
%%%%
An escape hatch in the floor

A spring-loaded one-way escape hatch set in the dungeon floor, allowing the
adventurer beset by adversaries to exchange the perils of this level for the
perils of the next.
%%%%
An escape hatch in the ceiling

A spring-loaded one-way escape hatch set in the ceiling.
%%%%
A shaft

A hole in the ground, leading to a dungeon level one or more floors deeper.
%%%%
A sealed passage leading down

A descending passage sealed tightly by a magical barricade. It is impossible to
climb through it so long as the magic holds.
%%%%
A sealed passage leading up

An ascending passage sealed tightly by a magical barricade. It is impossible to
climb through it so long as the magic holds.
%%%%
An empty arch of ancient stone

A stone archway that seems to lead to nowhere in particular.
%%%%
# mmap/antennae/etc
A detected shop or portal

A gateway of some kind. You cannot tell where it leads without approaching it.
%%%%
A passage of Golubria

An unstable gateway that allows instantaneous travel to another nearby passage
of Golubria, and will close behind anything passing through it.
%%%%
A portal to somewhere

A gash-like tear in reality that looks into some terrifying, starry otherworld.
Thankfully, the magic that opened it also prevents its vacuum from consuming
and swallowing everything in sight.
%%%%
A granite statue

A stone statue whose features have long since withered away.
%%%%
A gleaming silver wall

A wall made of pure silver, formed by the power of Zin to temporarily imprison
a monster within its confines.
%%%%
A dry fountain

A dried-up decorative fountain that has seen better days.
%%%%
A fountain of clear blue water

A decorative fountain, flowing with clear water.
%%%%
A fountain of blood

A decorative fountain, spurting with foul-looking blood.
%%%%
A fountain of eyes

A decorative fountain, bubbling over with listless and unmoving eyes.
%%%%
A fountain of sparkling water

A decorative fountain, flowing with brightly sparkling, faintly magic water.
%%%%
A cache of baked goods

A hoard of breadstuffs, baked and fried from minor divine gifts of flour and
growth cultures, granted extended shelflife through sacred succour. You already
carry as much food as you will ever need for this journey, but a light snack
shouldn't hurt.
%%%%
A cache of fruit

A pile of assorted fruit, ranging from common dungeon staples like chokos and
snozzcumbers, to rarer treats such as apples and oranges. You already carry as
much food as you will ever need for this journey, but the occasional nibble
wouldn't hurt.
%%%%
A cache of meat

A stash of preserved meats of varied origins and preparations: strips of jerky,
lumpy smoked sausages, and indeterminate protein rations. You already carry as
much food as you will ever need for this journey, but this could offer the rare
chance to try out yak...
%%%%
A runelight

An unearthly, glittering light, floating and twisting in midair. A Rune of
Zot is surely nearby, its power overspilling to cause this spectacular sight.
%%%%
# column_ruins
A broken pillar

A ruined and crumbled stone pillar.
%%%%
A one-way staircase leading down

A cursed staircase leading further down, imbued with magic to prevent any
return back up the stairs. Adventurers taking this passage will need to find a
return stairway somewhere else on the level where they arrive.
%%%%
A one-way staircase leading up

A cursed staircase leading up, imbued with magic to prevent any return back
down the stairs. Adventurers taking this passage will need to find a return
stairway somewhere else on the level where they arrive.
%%%%
The orb dais

A raised pedestal upon which rests the fabled Orb of Zot. More ancient than even
the dungeon itself, it cannot be destroyed or transformed by any means.
%%%%
A statue of an orb of fire

A statue of a terrifying globe of raw primordial fire, said to dwell within the
Realm of Zot.
%%%%
A statue of an orb of winter

A statue of a terrifying globe of uttermost cold, said to dwell within the
Realm of Zot.
%%%%
A statue of an orb of entropy

A statue of a terrifying globe of profound nothingness, said to dwell within the
Realm of Zot.
%%%%
A patch of mould

A dense carpet of colourful mould, rustling with fecundity. The towering fungi
which sprout from it can grow back in the blink of an eye, no matter how many
times they are cut down.
%%%%
a purified mutation catalyst

An experimental arcane still, brewing some incomplete- if refined- mutagenic
serum. Breaking this open will bathe you in mystic mists, imparting upon you one
beneficial mutation (excluding those that could restrict equipment slots).
%%%%
an empty mutation catalyst

A complex arcane still, cracked open and fully emptied of its contents.
%%%%
########################################################################
### Branch entrances and exits
########################################################################
A gate leading back out of this place

A gate that will let you return whence you came.
%%%%
A gate leading out of Pandemonium

A gate leading back to the dungeon.
%%%%
A gate leading to another region of Pandemonium

A gate leading to yet another region of Pandemonium. There'll always be more.
%%%%
A one-way gate leading to the halls of Pandemonium

A gate leading to the endless halls of Pandemonium.
%%%%
A staircase to the Depths

A staircase leading to the Depths.
%%%%
A gate to the Realm of Zot

A gate leading to the Realm of Zot.
%%%%
A gateway back into the Dungeon

A gate which allows a feat popularly thought to be impossible: escaping Hell
alive.
%%%%
A gateway leading out of the Abyss

A gateway out of the Abyss, shimmering and shifting in the impermanent
landscape.
%%%%
A gateway leading deeper into the Abyss

A strangely calm gateway amid the roiling landscape of the Abyss. It leads
further into the depths of the Abyss.
%%%%
A gateway to a ziggurat

A portal leading to a ziggurat.
%%%%
A gateway to the ashen valley of Gehenna

A gateway leading to Gehenna.
%%%%
A gateway leading out of Gehenna

A gateway leading back to the Vestibule of Hell.
%%%%
A gateway to Hell

A gateway leading to the Vestibule of Hell. Few would go there voluntarily.
%%%%
A gateway to the Iron City of Dis

A gateway leading to the Iron City of Dis.
%%%%
A gateway leading out of Dis

<A gateway leading out of Gehenna>
%%%%
A gateway to the decaying netherworld of Tartarus

A gateway leading to Tartarus.
%%%%
A gateway leading out of Tartarus

<A gateway leading out of Gehenna>
%%%%
A gateway to the freezing wastes of Cocytus

A gateway leading to Cocytus.
%%%%
A gateway leading out of Cocytus

<A gateway leading out of Gehenna>
%%%%

A hole to the Spider Nest

A passage leading to the Spider Nest.
%%%%
A one-way gate to the infinite horrors of the Abyss

A gateway leading to the Abyss.
%%%%
A crawl-hole back to the Lair

A passage leading back to the Lair of Beasts.
%%%%
An exit through the horrors of the Abyss

A gateway leading back to the dungeon via the madness of the Abyss.
%%%%
A staircase back to the Dungeon

A staircase leading back up to the familiarity of the dungeon.
%%%%
A staircase back to the Lair

A staircase leading back up to the Lair of Beasts.
%%%%
A staircase back to the Mines

A staircase leading back to the Orcish Mines.
%%%%
A staircase back to the Vaults

A staircase leading back to the Vaults.
%%%%
A staircase leading out of the dungeon

This staircase leads back out of the dungeon.

A staircase leading out of the dungeon. Climbing these stairs will end your
quest, whether you carry the Orb with you or not.
%%%%
A staircase back to the Crypt

A staircase leading back to the Crypt.
%%%%
A staircase to the Crypt

A staircase leading to the Crypt.
%%%%
A staircase to the Ecumenical Temple

A staircase leading to the Ecumenical Temple.
%%%%
A staircase to the Elven Halls

A staircase leading to the Elven Halls.
%%%%
A staircase to the Lair

A staircase leading to the Lair of Beasts.
%%%%
A staircase to the Orcish Mines

A staircase leading to the Orcish Mines.
%%%%
A staircase to the Shoals

A staircase leading to the Shoals.
%%%%
A staircase to the Slime Pits

A staircase leading to the Slime Pits.
%%%%
A staircase to the Snake Pit

A staircase leading to the Snake Pit.
%%%%
A staircase to the Swamp

A staircase leading to the Swamp.
%%%%
A staircase to the Tomb

A staircase leading to the Tomb of the Ancients.
%%%%
A gate to the Vaults

A gateway leading to the Vaults.
%%%%
A transporter

A one-way portal to another place on this level. When using a transporter,
adjacent allies and monsters will travel with you to the other side.
%%%%
A transporter landing site

The destination site of a transporter. As the portal is one-way, you cannot use
this location to return back through the transporter.
%%%%
########################################################################
## Doors
########################################################################
An open door

An open wooden door. If closed again, all monsters that can wield equipment,
and some of them that can't, could open it again. If it is closed and reopened
by a monster that is aware of you, it has a chance of breaking.
%%%%
A closed door

A closed wooden door. All monsters that can wield equipment, and some of them
that can't, may open it again. If it is opened by a monster while it is aware
of you, it has a chance of breaking.
%%%%
A broken door

A disappointingly poorly maintained wooden door. It'd take nothing short of
magic to get this properly closed again.
%%%%
An open translucent door

An open door made from magically translucent wood. If closed again, all monsters
that can wield equipment, and some of them that can't, could open it again. If
it is closed and reopened by a monster that is aware of you, it has a chance of
breaking.
%%%%
A closed translucent door

A closed door made from magically translucent wood. All monsters that can wield
equipment, and some of them that can't, may open it again. If it is opened by a
monster while it is aware of you, it has a chance of breaking.
%%%%
A broken translucent door

<A broken door>
%%%%
A sealed door

A door sealed tightly by arcane runes. It refuses to open for any creature not
recognised by its magic.
%%%%
A runed door

A door, covered in runic writing. It looks like there is something special
behind it — perhaps danger, perhaps treasure. You may break the runes by
opening it like any other door, but creatures of the dungeon will not dare
to try.
%%%%
A runed translucent door

A door, covered in runic writing, made from magically translucent wood. It has
been created to seal away great danger or glorious treasure. You may break the
runes by opening it like any other door, but creatures of the dungeon will not
dare to try.
%%%%
A large runed translucent door

<A runed translucent door>
%%%%
A runed translucent gate

<A runed translucent door>
%%%%
A huge runed translucent gate

<A runed translucent door>
%%%%
A large open door

<An open door>
%%%%
An open gate

<An open door>
%%%%
A huge open gate

<An open door>
%%%%
A large closed door

<A closed door>
%%%%
A closed gate

<A closed door>
%%%%
A huge closed gate

<A closed door>
%%%%
A large runed door

<A runed door>
%%%%
A runed gate

<A runed door>
%%%%
A huge runed gate

<A runed door>
%%%%
A large sealed door

<A sealed door>
%%%%
A sealed gate

<A sealed door>
%%%%
A huge sealed gate

<A sealed door>
%%%%
A large broken door

<A broken door>
%%%%
A broken gate

<A broken door>
%%%%
A huge broken gate

<A broken door>
%%%%
A large translucent open door

<An open translucent door>
%%%%
An open translucent gate

<An open translucent door>
%%%%
A huge open translucent gate

<An open translucent door>
%%%%
A large translucent closed door

<A closed translucent door>
%%%%
A closed translucent gate

<A closed translucent door>
%%%%
A huge closed translucent gate

<A closed translucent door>
%%%%
A large translucent broken door

<A broken translucent door>
%%%%
A broken translucent gate

<A broken translucent door>
%%%%
A huge broken translucent gate

<A broken translucent door>
%%%%
########################################################################
### Traps
########################################################################
An alarm trap

A trap that creates a loud noise to attract nearby monsters. In addition to the
noise it creates, it will apply an enchantment making monsters all over the
level aware of your location. Hostile monsters may trigger this trap themselves
to invoke its effects against you, but your allies will avoid stepping on it.
%%%%
An archmage's trap

A magical trap crafted by some avaricious master wizard. When you or a hostile
monster steps on it, you will lose a percentage of your mp, while up to three of
the strongest hostile spellcasters in sight will have their spells empowered.
Your allies will avoid stepping on it.
%%%%
A devourer's trap

A magical trap linked by divine cruelty to the stomachs of some unfathomable
interdimensional predators. When you or a hostile monster steps on it, it has a
high chance it will expel digestive acid onto you, corroding you. Your allies
will avoid stepping on it.
%%%%
A dispersal trap

Anyone stepping on this trap will translocate themselves and anyone else in view
to a new location nearby. Hostile monsters may trigger this trap, but your
allies will avoid stepping on it.

After triggering, it cannot be triggered again for several turns.
%%%%
A dispersal trap (recharging)

[[A dispersal trap]]

It is currently recharging and will become active again in a short while.
%%%%
A harlequin's trap

A magical trap left behind by the ineffable, spectacular revues of chaos. When
you or a hostile monster steps on it, up to three of the strongest monsters in
sight will have their attacks temporarily interwoven with a touch of chaos. Your
allies will avoid stepping on it.
%%%%
A net trap

A large concealed net launcher hanging from the dungeon's ceiling. Enchanted by
the power of Zot, whenever an intelligent creature steps here - whether friend
or foe - the net will land only on you.
%%%%
A permanent teleport trap

A magical trap which will displace anyone passing over it to a random place on
the same dungeon level.
%%%%
A pressure plate

A trigger of some sort. You cannot tell what kind of trap it is attached to.
Its complicated detection system will trigger the trap even when someone flies
over it.
%%%%
A spike launcher

A magical contraption which skewers nearby monsters with sharp spikes. It will
disintegrate after a short length of time or if the caster strays too far away
from it.
%%%%
A teleport trap

A magical trap which will displace anyone passing over it to a random place on
the same dungeon level. It is worn with age, and will dissipate on use.
%%%%
A tyrant's trap

A magical trap built to bolster the armies of some conquering despot. When you
or a hostile monster steps on it, your melee attacks will be weakened to make
up to three of the most dangerous monsters in sight become stronger. Your
allies will avoid stepping on it.
%%%%
A web

A spider's web. The spider who left it must have been huge, as it seems to be
made for trapping {{ return you.genus(true) }} rather than flies.
%%%%
A Zot trap

A trap which inflicts dangerously unpredictable magical effects on those
unlucky enough to step on it. You may find yourself petrified, contaminated
with enormous amounts of wild magic, have mighty fiends summoned against you,
or the like. Hostile monsters may trigger this trap themselves to invoke its
effects against you, but your allies will avoid stepping on it.
%%%%
########################################################################
### Portal vault entrances
########################################################################
A flagged portal

A portal leading to a bailey, gradually fading away as the standard is lowered
to the ground.
%%%%
A gauntlet entrance

A portal leading to a gauntlet.
%%%%
# timed bazaar
A flickering gateway to a bazaar

A portal leading to a bazaar, where itinerant merchants gather to sell their
wares. They never stay in one place for very long.
%%%%
# permanent bazaar
A gateway to a bazaar

A portal leading to a bazaar, where itinerant merchants gather to sell their
wares. They will wait for you, but once you get a chance to browse their
inventory, the merchants will depart in search of other customers.
%%%%
A phantasmal passage

A portal leading to one of many Necropolis repositories, where the freshly slain
and deeply resentful are sealed away. This wandering rift will eventually move
elsewhere to receive further dead.
%%%%
A frozen archway

A portal leading to an ice cave. The archway is gradually melting away.
%%%%
A glacial archway

A portal leading to a glacial chasm, far more dangerous than the icy caverns
found in the shallower reaches of the Dungeon. The archway is gradually melting
away.
%%%%
A sand-covered staircase

A staircase leading to an ossuary. Sand is continuously pouring onto it,
gradually blocking the entrance.
%%%%
A glowing drain

A passage leading to a sewer. It is gradually rusting away.
%%%%
A portal to a secret trove of treasure

A portal leading to a treasure trove. This portal is unstable and will collapse
after a single use.
%%%%
A dark tunnel

A portal leading to the heart of a volcano. Rocks are falling from the roof and
sides of the tunnel, filling the entry.
%%%%
A crumbling gateway

A salt-encrusted arch, covered with carved entreaties to the good gods to
contain the evils sealed therein. Whatever protections this arch once offered
have finally succumbed to the ravages of time, and a bitter breeze pours forth
from the distant land beyond.
%%%%
A mutagenic drain

A passage leading to a gutter gulch, gradually rusting away. Entering it will
inflict three temporary mutations upon you, or decompose you if you're undead.
%%%%
A magical portal

A portal leading to a wizard's laboratory. It is fading away.
%%%%
# These should get custom names instead. Currently used by: IceCv, Ossuary,
# Sewer, Trove, Volcano.
A collapsed entrance

A collapsed passage which cannot be used anymore.
%%%%
########################################################################
### Portal redefinitions
########################################################################
# Necropolis
An archival metal wall

An ensorcelled metal wall coated in an inscrutable non-linear script, recording
the regrets of the interred and their visitors alike. As with all metal walls,
it is next to impossible to destroy, and will ground all varieties of bounding
lightning.
%%%%
# sewer_minmay_treatment (Sewer)
A large window

A window embedded in the side of an enormous metal pipe, allowing observation
of the water flowing inside.
%%%%
# Ice Cave
An ice choked empty arch of ancient stone

An inoperative portal, nearly completely encased in a mass of ice.
%%%%
An ice covered gate leading back out of this place

A portal leading back to the place you came from. Its magic is holding the ice
at bay, preventing it from blocking the gate. You will be unable to return here
once you pass through it.
%%%%
An ice covered rock wall

A rock wall covered by a thick layer of frost and ice.
%%%%
Some ice crusted deep water

A pool of deep water, crusted with broken blocks of ice.
%%%%
Some ice crusted shallow water

A pool of shallow water, crusted with broken blocks of ice.
%%%%
# volcanos
A rock-blocked tunnel

A tunnel which is no longer passable.
%%%%
A rocky tunnel leading out of this place

An unstable passage in the volcanic rock, admitting a draft of cool air from
beyond. It leads back to the place you came from. You will be unable to return
here once you pass through it.
%%%%
# Desolation
An endless expanse of salt

A seemingly endless, flat plain, wracked by blinding salt-storms. Anyone
venturing across it would be lost beyond all hope in short order.
%%%%
# Desolation
A ruined idol

A monument to the glory of a dead god. The statue has been methodically
defaced; not a single distinguishing feature remains.
%%%%
# wizlabs
A portal leading out of this place

A shimmering magical gate leading back to the place you came from. You will be
unable to return here once you pass through it.
%%%%
# wizlab: Wucad Mu
An autumnal tree

A large tree that appears to be permanently locked in an autumnal moment.
Leaves, coloured red and gold, fall from its branches and float gracefully to
the floor, but before they even reach the ground they shimmer and reappear on
the branches, ready to fall again.
%%%%
A crumbled stone wall

A stone wall on the brink of collapsing from disrepair but somehow remaining
standing, seemingly frozen in time.
%%%%
A strange statue

A statue with strange and alien features. Is it because the statue is worn and
tarnished that it has become so unrecognisable? Or is it that the subject was
something demonic and evil?
%%%%
# wizlab: Doroklohe
A strange rock wall

A wall decorated with images you might see in a tomb.
%%%%
A highly decorated stone wall

A wall covered with disturbing, horrifying images.
%%%%
The rough-hewn floor

The floor. It is rough and uneven in places.
%%%%
# wizlab: Cigotuvi
Viscous fluid

A sticky fluid which seems to be secreted by the nearby walls. It looks
disgusting.
%%%%
A sinewy wall

A wall that looks strangely organic, but incredibly tough and durable.
%%%%
A thin membrane

A strange membrane, thin enough to see through.
%%%%
The pulsating floor

The floor. It pulses to an unknown beat.
%%%%
A broken fleshy orifice

It seems to be oozing quietly. Best not to touch it.
%%%%
# wizlab: Zonguldrok
Zonguldrok's gravestone

A gravestone of the house of Zonguldrok, still dripping with brackish ichor.
%%%%
A gravestone

A nameless grave.
%%%%
# wizlab: Golubria
The dimension's edge

The edge of this tiny, isolated plane, where space itself dissolves into
oblivion. Entering or affecting this black void is impossible.
%%%%
A wall of crystal

<A crystal wall>
%%%%
# wizlab: Cloud Mage
The damp floor

The floor. It remains forever damp, perhaps due to the humidity or the constant
flow of clouds.
%%%%
A wall of orange crystal

A wall made from orange crystal. It has a mind-boggling sheen.
%%%%
A wall of white crystal

A wall made from low-grade crystal with an opalescent gleam.
%%%%
# wizlab: Hellbinder
A black wall

A wall made perhaps from stone, or solid charcoal, or a substance found only in
the deepest hells.
%%%%
A carved rock wall

A wall decorated with images of death and destruction.
%%%%
# Crucible of Flesh
An unnaturally hard bloodstone wall

An indestructible bulwark, wrought from blood and tempered in the suffering of
mortal lives beyond count.
########################################################################
### Vault redefinitions
########################################################################
%%%%
A metal statue

A base type statue for other statue flavours. If you see this, file a bug
report.
%%%%
A decorative floor

A base floor type for various decorations one can walk over. If you see this,
file a bug report.
%%%%
# Necropolis.
A tree of woe

A half-alive tree burdened with fruits of crystallised sorrow.
%%%%
A dead tree

The dry remains of a long-dead tree.
%%%%
A dead mangrove

The dry remains of a long-dead mangrove.
%%%%
# Dis vaults
A bloodied mop and bucket

A mop and bucket soaked with the bloody aftermath of demonic torture.
%%%%
# Dis:7
An iron statue

A statue of an ancient warrior, festooned with trophies from fallen victims.
Some dark substance oozes from the gaps in its visor; surely it must be oil..?
%%%%
# Gehenna vaults
An infernal standard

A blazing flag of cruel conquest, planted amid the ruins of many a fallen
kingdom to claim their ashes in the name of Hell.
%%%%
# Geh:7
Ashen ground

Ash and embers, littered with broken treasures and worthless coins from realms
long fallen.
%%%%
A tempered metal wall

Walls of brass and nickel, covered in a thin golden foil steadily peeling away
in the constant, oppressive heat. Designs depict mortals dealing with devils,
but the former rarely seem to come out ahead on the exchange.
%%%%
# Coc:7
An ice-covered rock wall

A rock wall coated in a thick layer of ice. Twisted faces glower beneath the
surface, locked in perpetual grimaces of rage and betrayal.
%%%%
An ice-covered stone wall

A stone wall coated in a thick layer of ice. Twisted faces glower beneath the
surface, locked in perpetual grimaces of rage and betrayal.
%%%%
Frost-covered floor

Earth locked within perpetual frost and cold. It seems ageless and changeless,
as though it has existed in this state for an eternity.
%%%%
# Gozag and TSO vaults.
A golden statue

A solid gold statue of a saint.
%%%%
# Zin vaults and Vaults branch.
A silver statue

A geometric statue of solid silver, in both material and form championing
security and stasis.
%%%%
# Xom, Nemelex, and klown vaults.
A scintillating statue

A magically shifting statue seemingly content to glimmer and dance in place,
dedicated to the ineffable cosmic games of chaos.
%%%%
# Menagerie vaults.
A mystic cage

A sturdy metal cage, inscribed with cryptic magics. Whatever it once held -
whether person, beast, or experiment - was evidently already freed in response
to intruders like you infiltrating the Dungeon.
%%%%
# Themed magic branches / portals / vaults.
An arcane conduit

A strange but benign metal construct, analysing raw ambient magical energy. If
destroyed and disrupted by sufficiently mighty magic, its destructive mystic
energy will harmlessly disperse.
%%%%
A misfortune conduit

A strange but benign metal construct, analysing raw ambient magical energy. If
destroyed and disrupted by sufficiently mighty magic, its malevolent cursed
energy will harmlessly disperse.
%%%%
A dimensional conduit

A strange but benign metal construct, analysing raw ambient magical energy. If
destroyed and disrupted by sufficiently mighty magic, its extraplanar warp
energy will harmlessly disperse.
%%%%
A soul conduit

A strange but benign metal construct, analysing raw ambient magical energy. If
destroyed and disrupted by sufficiently mighty magic, its negative energy will
harmlessly disperse.
%%%%
An alchemical conduit

A strange but benign metal construct, analysing raw ambient magical energy. If
destroyed and disrupted by sufficiently mighty magic, its venomous churning
energy will harmlessly disperse.
%%%%
A fiery conduit

A strange but benign metal construct, analysing raw ambient magical energy. If
destroyed and disrupted by sufficiently mighty magic, its ever-burning energy
will harmlessly disperse.
%%%%
An icy conduit

A strange but benign metal construct, analysing raw ambient magical energy. If
destroyed and disrupted by sufficiently mighty magic, its chilling cold energy
will harmlessly disperse.
%%%%
An earthen conduit

A strange but benign metal construct, analysing raw ambient magical energy. If
destroyed and disrupted by sufficiently mighty magic, its seismic energy will
harmlessly disperse.
%%%%
A storm conduit

A strange but benign metal construct, analysing raw ambient magical energy. If
destroyed and disrupted by sufficiently mighty magic, its crackling energy will
harmlessly disperse.
%%%%
# Wizlabs and Zot _only_.
An enigmatic dynamo

A harmless yet sturdy metal construct, arcane both in power-source and
purpose. Whatever it analyses, processes, powers, or produces can neither be
assessed nor accessed by intruders like you infiltrating the Dungeon.
%%%%
A nascence circuit

A coruscating spark gap of twin electrodes of impenetrably advanced technology.
These are used to forge and power thaumaturgical constructs, though despite the
constant crackling, this one is used up and unable to do much more than
harmlessly dance with the joy of creating life.
%%%%
# Vaults with extraplanar contents.
A bedevilled crystal wall

A wall made from shimmering crystal, from which some demonic plane peers out.
While its composition both make it resist destruction plus reflect both fire and
cold, the otherworldly forces within it seem to be entirely harmless... from
this end, anyway.
%%%%
# Housing, gardens, and zoos.
A floral vase

A vibrant bouquet of flowers in a clay vessel, kept alive with ample water
and some minor magic.
%%%%
A garden patch

A small decorative plot of flowers penned in by cobblestone.
%%%%
A flower patch

A bed of hardy wildflowers, thriving in this place despite everything.
%%%%
A mop and bucket

A mop and bucket, useful for keeping one's environs orderly and clean. Too bad
you're here now.
%%%%
A fur brush

A grooming brush laid to rest beside a pile of tangled, matted yak fur.
%%%%
A set of bottled spirits

A mix of various alcoholic drinks with worn-down labels. Unfortunately, the
preservative magic sealing each bottle makes it impossible to sample from them
without smashing their bottles open.
%%%%
A djembe set

A drum ensemble whose rhythm serves as peaceful recreation here in the depths of
the earth.
%%%%
A caliginous standard

A murky flag of dark conquest shimmering with vile energies, planted in the name
of some grand despoiling crusade.
%%%%
a skull pike

Bones are a common sight in the Dungeon, but skulls left impaled in a shrike's
manner on display send a more deliberate message to trespassers: the pike has
room for one more skull, and whoever set it up is happy to help relieve its
owner of theirs.
%%%%
An assortment of trash

A scattered mess of fragmented, crumbling garbage, caked in ashes and dirt.
%%%%
# Graveyards, Crypt, Necropolis.
A mourning vase

A singular flower, suffused with gloom and held in a ceramic grip. It
is difficult to tell whether it is even still alive.
%%%%
A broken floral vase

A delicate arrangement, smashed to pieces and consigned to slow starvation.
%%%%
# The Hall of Blades
A weapon-inlaid floor

The decorative elvish inlayings of weapons mark here the Hall of Blades, where
many of the Dungeon's keenest weapons originate, magically animated to
demonstrate their own lethality on would-be thieves.
%%%%
# Bailies and other Orc-containing larger vaults
An orcish standard

A flag of Beogh, raised to show that this fortification belongs to some arm of
the Dungeon's orcish military.
%%%%
# Holy Pan.
A silver wall

A wall made of pure silver.
%%%%
# Slime:$
A rune-carved stone wall

A strangely slime-free stone wall, carved all over with countless protective
runes.
%%%%
A rune-carved clear stone wall

A strangely slime-free stone wall, with strange lights twinkling within its
airy confines. Mystical runes are scattered across its surface, seemingly
referring to a 'Royal Jelly'.
%%%%
# Tomb:1
A sarcophagus

An ancient sarcophagus. It appears to be empty.
%%%%
# Vaults:$
A heavily etched metal wall

A metal wall etched with murals depicting, in great and gruesome detail,
exactly what will be done to anyone caught stealing from the Vaults.
%%%%
A heavily etched crystal wall

A crystal wall etched with murals depicting, in great and gruesome detail,
exactly what will be done to anyone caught stealing from the Vaults.
%%%%
# moated_graveyard_entry (D:1)
An adventurer's gravestone

The grave of an adventurer who came close to victory.
%%%%
# due_jungle_book (Lair:$)
An elephant-shaped statue

A worn granite statue depicting an elephant standing guard.
%%%%
# pan_disco_hall (Pan)
A weirdly glowing ball

A floating ball radiating with shimmering light.
%%%%
# ragdoll_tomb_raider
A sealed sarcophagus

An ancient sarcophagus. It is sealed shut.
%%%%
########################################################################
### Sprint
########################################################################
# sprint_mu
An open sea?

Though it exists in stark defiance of every conventional rule of physics and
geometry you know to be true, there can be no denying that here, in this tiny
room, is a vast and terrible sea of impossible size.

Either that, or it's a blue wall.
%%%%
# arena_sprint
A spawn point

An entrance that the opposition may appear from.
%%%%
########################################################################
### Tutorial
########################################################################
An exit from the tutorial

A way out of the dungeon, letting you finish this lesson.
%%%%
########################################################################
### Area effects
########################################################################
haloed

This area is lit by a divine halo, decreasing your stealth, preventing
invisibility, and increasing the accuracy of attacks against any illuminated
creatures.
%%%%
umbraed

This area is wreathed by an umbra, improving your stealth if you are attuned to
the shadows, and decreasing the accuracy of attacks by those unattuned to the
shadows.
%%%%
liquefied

The ground here is liquefied, making movement slow and causing any attempts to
attack in melee to sometimes fail.
%%%%
disjunction haloed

This area is bathed in translocational energy, causing creatures to blink away
from the originator of the energy with an increasing chance the closer they are
to the caster.
%%%%
########################################################################
### Other effects
########################################################################
ice covered

This wall is covered in magical ice that freezes victims who wander nearby.
This damage bypasses any armour the target may have, and will slow cold-blooded
creatures. Each victim is only ever affected by one icy wall at a time.

The creator of this icy covering and any of their allies can walk safely past
this wall.
%%%%
awoken

This tree has been temporarily enchanted to grant it some limited motility,
allowing it to lash out out at any adjacent enemies of the creature who awoke
it.
%%%%
tree burning

It is susceptible to bolts of lightning and to sufficiently intense sources of
fire. The resulting blaze can flare up, spreading to areas nearby and igniting
other trees.
%%%%
mangrove burning

It is susceptible to bolts of lightning and to sufficiently intense sources of
fire. Mangroves do not burn as vigorously as normal trees, due to growing on
swampy terrain, and leave behind shallow water after they smoulder.
%%%%
demonic tree burning

It is susceptible to bolts of lightning and to sufficiently intense sources of
fire. Burning this tree releases a cloud of pure chaos instead of flames.
