# Note that the doors, runes and traps are grouped into very regular groups,
# such that each of the bits in the feature type conveys information.

# Note that terrain feature zero contains the "darkness" picture.


#N: index: name
#G: ASCII char used to represent the feature: color symbol
#M: index of the feature whose display this feature uses.
#P: display priority on mini-map
#X: lockedness : jammedness : shop number : digging
#F: terrain flags
#D: descriptions


# 0x0* - basic terrain

# 0x00 --> nothing

N:0:nothing
G: :w
P:2


# 0x01 --> open floor

N:1:open floor
G:.:w
P:5
F:LOS | PROJECT | PASSABLE | FLOOR | OBJECT | EASY | RUN1 | TRAP | MTRAP |
F:RUNE | TORCH
D:An open floor or bare ground.  Can be walked across by anything, and can 
D:hold traps or items.  Does not break line of sight.

# 0x03 --> open door

N:3:open door
G:':U
P:15
F:LOS | PROJECT | PASSABLE | DOOR_ANY | INTERESTING | CLOSABLE | EASY  
D:A door that is already open.  Player, monster, spell and missile can pass
D:through as long as it stays open.

# 0x04 --> broken door

N:4:broken door
G:':u
P:15
F:LOS | PROJECT | PASSABLE | DOOR_ANY | INTERESTING | EASY 
D:A door so broken that it cannot be shut.

# 0x05 --> down stairs (perm)

N:5:down staircase
G:>:w
P:25
F:LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | STAIR | DOWNSTAIR | EASY
D:A staircase down to a deeper part of the dungeon.

# 0x06 --> up stairs (perm)

N:6:up staircase
G:<:w
P:25
F:LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | STAIR | UPSTAIR | EASY
D:A staircase up to a shallower part of the dungeon.

# 0x07 --> down shaft (perm)

N:7:down shaft
G:>:U
P:25
F:LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | STAIR | DOWNSTAIR | EASY
D:A staircase down to a much deeper part of the dungeon.

# 0x08 --> up shaft (perm)

N:8:up shaft
G:<:U
P:25
F:LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | STAIR | UPSTAIR | EASY
D:A staircase up to a much shallower part of the dungeon.


# 0x2* - doors

# 0x20 --> locked door (power 0)

N:32:door
G:+:U
M:32
P:17
X:0:0:0:0
F:DOOR_ANY | DOOR_CLOSED | INTERESTING
D:Doors may be locked or stuck; getting through them may not be easy.  Your 
D:disarming skill makes all the difference to your ability to handle locks, 
D:but you can also bash doors down, take a pickaxe to them, or blast them open 
D:with magic.  Monsters are also slowed down by doors; you can earn yourself 
D:valuable time by jamming or locking them.


# 0x21 --> locked door (power 1)

N:33:locked door
G:+:U
P:17
X:1:0:0:0
M:32
F:DOOR_ANY | DOOR_CLOSED | INTERESTING | DOOR_LOCKED 
D:Doors may be locked or stuck; getting through them may not be easy.  Your 
D:disarming skill makes all the difference to your ability to handle locks, 
D:but you can also bash doors down, take a pickaxe to them, or blast them open 
D:with magic.  Monsters are also slowed down by doors; you can earn yourself 
D:valuable time by jamming or locking them.

# 0x22 --> locked door (power 2)

N:34:locked door
G:+:U
M:32
P:17
X:2:0:0:0
F:DOOR_ANY | DOOR_CLOSED | INTERESTING | DOOR_LOCKED 
D:Doors may be locked or stuck; getting through them may not be easy.  Your 
D:disarming skill makes all the difference to your ability to handle locks, 
D:but you can also bash doors down, take a pickaxe to them, or blast them open 
D:with magic.  Monsters are also slowed down by doors; you can earn yourself 
D:valuable time by jamming or locking them.

# 0x23 --> locked door (power 3)

N:35:locked door
G:+:U
M:32
P:17
X:3:0:0:0
F:DOOR_ANY | DOOR_CLOSED | INTERESTING | DOOR_LOCKED 
D:Doors may be locked or stuck; getting through them may not be easy.  Your 
D:disarming skill makes all the difference to your ability to handle locks, 
D:but you can also bash doors down, take a pickaxe to them, or blast them open 
D:with magic.  Monsters are also slowed down by doors; you can earn yourself 
D:valuable time by jamming or locking them.

# 0x24 --> locked door (power 4)

N:36:locked door
G:+:U
M:32
P:17
X:4:0:0:0
F:DOOR_ANY | DOOR_CLOSED | INTERESTING | DOOR_LOCKED 
D:Doors may be locked or stuck; getting through them may not be easy.  Your 
D:disarming skill makes all the difference to your ability to handle locks, 
D:but you can also bash doors down, take a pickaxe to them, or blast them open 
D:with magic.  Monsters are also slowed down by doors; you can earn yourself 
D:valuable time by jamming or locking them.

# 0x25 --> locked door (power 5)

N:37:locked door
G:+:U
M:32
P:17
X:5:0:0:0
F:DOOR_ANY | DOOR_CLOSED | INTERESTING | DOOR_LOCKED 
D:Doors may be locked or stuck; getting through them may not be easy.  Your 
D:disarming skill makes all the difference to your ability to handle locks, 
D:but you can also bash doors down, take a pickaxe to them, or blast them open 
D:with magic.  Monsters are also slowed down by doors; you can earn yourself 
D:valuable time by jamming or locking them.

# 0x26 --> locked door (power 6)

N:38:locked door
G:+:U
M:32
P:17
X:6:0:0:0
F:DOOR_ANY | DOOR_CLOSED | INTERESTING | DOOR_LOCKED 
D:Doors may be locked or stuck; getting through them may not be easy.  Your 
D:disarming skill makes all the difference to your ability to handle locks, 
D:but you can also bash doors down, take a pickaxe to them, or blast them open 
D:with magic.  Monsters are also slowed down by doors; you can earn yourself 
D:valuable time by jamming or locking them.

# 0x27 --> locked door (power 7)

N:39:locked door
G:+:U
M:32
P:17
X:7:0:0:0
F:DOOR_ANY | DOOR_CLOSED | INTERESTING | DOOR_LOCKED 
D:Doors may be locked or stuck; getting through them may not be easy.  Your 
D:disarming skill makes all the difference to your ability to handle locks, 
D:but you can also bash doors down, take a pickaxe to them, or blast them open 
D:with magic.  Monsters are also slowed down by doors; you can earn yourself 
D:valuable time by jamming or locking them.

# 0x28 --> jammed door (power 0)

N:40:jammed door
G:+:U
M:32
P:17
X:0:0:0:0
F:DOOR_ANY | DOOR_CLOSED | INTERESTING | DOOR_JAMMED
D:Doors may be locked or stuck; getting through them may not be easy.  Your 
D:disarming skill makes all the difference to your ability to handle locks, 
D:but you can also bash doors down, take a pickaxe to them, or blast them open 
D:with magic.  Monsters are also slowed down by doors; you can earn yourself 
D:valuable time by jamming or locking them.

# 0x29 --> jammed door (power 1)

N:41:jammed door
G:+:U
M:32
P:17
X:0:1:0:0
F:DOOR_ANY | DOOR_CLOSED | INTERESTING | DOOR_JAMMED
D:Doors may be locked or stuck; getting through them may not be easy.  Your 
D:disarming skill makes all the difference to your ability to handle locks, 
D:but you can also bash doors down, take a pickaxe to them, or blast them open 
D:with magic.  Monsters are also slowed down by doors; you can earn yourself 
D:valuable time by jamming or locking them.

# 0x2A --> jammed door (power 2)

N:42:jammed door
G:+:U
M:32
P:17
X:0:2:0:0
F:DOOR_ANY | DOOR_CLOSED | INTERESTING | DOOR_JAMMED
D:Doors may be locked or stuck; getting through them may not be easy.  Your 
D:disarming skill makes all the difference to your ability to handle locks, 
D:but you can also bash doors down, take a pickaxe to them, or blast them open 
D:with magic.  Monsters are also slowed down by doors; you can earn yourself 
D:valuable time by jamming or locking them.

# 0x2B --> jammed door (power 3)

N:43:jammed door
G:+:U
M:32
P:17
X:0:3:0:0
F:DOOR_ANY | DOOR_CLOSED | INTERESTING | DOOR_JAMMED
D:Doors may be locked or stuck; getting through them may not be easy.  Your 
D:disarming skill makes all the difference to your ability to handle locks, 
D:but you can also bash doors down, take a pickaxe to them, or blast them open 
D:with magic.  Monsters are also slowed down by doors; you can earn yourself 
D:valuable time by jamming or locking them.

# 0x2C --> jammed door (power 4)

N:44:jammed door
G:+:U
M:32
P:17
X:0:4:0:0
F:DOOR_ANY | DOOR_CLOSED | INTERESTING | DOOR_JAMMED
D:Doors may be locked or stuck; getting through them may not be easy.  Your 
D:disarming skill makes all the difference to your ability to handle locks, 
D:but you can also bash doors down, take a pickaxe to them, or blast them open 
D:with magic.  Monsters are also slowed down by doors; you can earn yourself 
D:valuable time by jamming or locking them.

# 0x2D --> jammed door (power 5)

N:45:jammed door
G:+:U
M:32
P:17
X:0:5:0:0
F:DOOR_ANY | DOOR_CLOSED | INTERESTING | DOOR_JAMMED
D:Doors may be locked or stuck; getting through them may not be easy.  Your 
D:disarming skill makes all the difference to your ability to handle locks, 
D:but you can also bash doors down, take a pickaxe to them, or blast them open 
D:with magic.  Monsters are also slowed down by doors; you can earn yourself 
D:valuable time by jamming or locking them.

# 0x2E --> jammed door (power 6)

N:46:jammed door
G:+:U
M:32
P:17
X:0:6:0:0
F:DOOR_ANY | DOOR_CLOSED | INTERESTING | DOOR_JAMMED
D:Doors may be locked or stuck; getting through them may not be easy.  Your 
D:disarming skill makes all the difference to your ability to handle locks, 
D:but you can also bash doors down, take a pickaxe to them, or blast them open 
D:with magic.  Monsters are also slowed down by doors; you can earn yourself 
D:valuable time by jamming or locking them.

# 0x2F --> jammed door (power 7)

N:47:jammed door
G:+:U
M:32
P:17
X:0:7:0:0
F:DOOR_ANY | DOOR_CLOSED | INTERESTING | DOOR_JAMMED
D:Doors may be locked or stuck; getting through them may not be easy.  Your 
D:disarming skill makes all the difference to your ability to handle locks, 
D:but you can also bash doors down, take a pickaxe to them, or blast them open 
D:with magic.  Monsters are also slowed down by doors; you can earn yourself 
D:valuable time by jamming or locking them.

# 0x3* - walls

# 0x30 --> secret door

N:48:secret door
G:#:w
M:56
P:10
F:WALL | ROCK | DOOR_ANY | GRANITE
D:A door that appears like a granite wall to untrained eyes.

# 0x31 --> pile of rubble

N:49:pile of rubble
G:::w
P:13
X:0:0:0:d200
F:ROCK | PASSABLE | OBJECT | PROTECT | HIDE_OBJ
D:Greatly slows down any creature that cannot bore or pass through rock.  Ends 
D:LOS, stops missiles, bolts, and beams, and reduces the radius of ball 
D:spells.  Grants the character and monsters within it some protection from 
D:melee, ranged, or magical attacks.  Rubble may dissolve to normal floor.


# 0x32 --> magma vein

N:50:magma vein
G:%:s
P:12
X:0:0:0:10+d400
F:WALL | ROCK | NO_SCENT | NO_NOISE | MAGMA 
D:A seam of soft rock.  It can be removed by digging or magic, and passed 
D:through by immaterial monsters.  It stops any spells, missiles or line of 
D:sight.

# 0x33 --> quartz vein

N:51:quartz vein
G:%:w
P:11
X:0:0:0:20+d800
F:WALL | ROCK | NO_SCENT | NO_NOISE | QUARTZ 
D:A seam of hardish rock.  It can be removed by digging or magic, and passed 
D:through by immaterial monsters.  It stops any spells, missiles or line of 
D:sight.

# 0x34 --> magma vein + treasure

N:52:magma vein
G:%:s
M:50
P:12
X:0:0:0:10+d400
F:WALL | ROCK | NO_SCENT | NO_NOISE | GOLD | MAGMA 
D:A seam of soft rock.  It can be removed by digging or magic, and passed 
D:through by immaterial monsters.  It stops any spells, missiles or line of 
D:sight.  It contains hidden treasure.


# 0x35 --> quartz vein + treasure

N:53:quartz vein
G:%:w
M:51
P:11
X:0:0:0:20+d800
F:WALL | ROCK | NO_SCENT | NO_NOISE | GOLD | QUARTZ 
D:A seam of hardish rock.  It can be removed by digging or magic, and passed 
D:through by immaterial monsters.  It stops any spells, missiles or line of 
D:sight.  It contains hidden treasure.

# 0x36 --> magma vein + known treasure

N:54:magma vein with treasure
G:*:o
P:12
X:0:0:0:10+d400
F:WALL | ROCK | INTERESTING | NO_SCENT | NO_NOISE | GOLD | MAGMA 
D:A seam of soft rock.  It can be removed by digging or magic, and passed 
D:through by immaterial monsters.  It stops any spells, missiles or line of 
D:sight.  It contains visible treasure.


# 0x37 --> quartz vein + known treasure

N:55:quartz vein with treasure
G:*:o
P:11
X:0:0:0:20+d800
F:WALL | ROCK | INTERESTING | NO_SCENT | NO_NOISE | GOLD | QUARTZ
D:A seam of hardish rock.  It can be removed by digging or magic, and passed 
D:through by immaterial monsters.  It stops any spells, missiles or line of 
D:sight.  It contains visible treasure.

# 0x38 --> granite wall -- basic

N:56:granite wall
G:#:w
P:10
X:0:0:0:40+d1600
F:WALL | ROCK | GRANITE | NO_SCENT | NO_NOISE
D:A seam of hard rock.  It can be removed by digging or magic, and passed 
D:through by immaterial monsters.  It stops any spells, missiles or line of 
D:sight. 


# 0x39 --> granite wall -- inner

N:57:granite wall
G:#:w
M:56
P:10
X:0:0:0:40+d1600
F:WALL | ROCK | GRANITE | NO_SCENT | NO_NOISE
D:A seam of hard rock.  It can be removed by digging or magic, and passed 
D:through by immaterial monsters.  It stops any spells, missiles or line of 
D:sight. 


# 0x3A --> granite wall -- outer

N:58:granite wall
G:#:w
M:56
P:10
X:0:0:0:40+d1600
F:WALL | ROCK | GRANITE | NO_SCENT | NO_NOISE
D:A seam of hard rock.  It can be removed by digging or magic, and passed 
D:through by immaterial monsters.  It stops any spells, missiles or line of 
D:sight. 


# 0x3B --> granite wall -- solid

N:59:granite wall
G:#:w
M:56
P:10
X:0:0:0:40+d1600
F:WALL | ROCK | GRANITE | NO_SCENT | NO_NOISE
D:A seam of hard rock.  It can be removed by digging or magic, and passed 
D:through by immaterial monsters.  It stops any spells, missiles or line of 
D:sight. 


# 0x3C --> permanent wall -- basic (perm)

N:60:permanent wall
G:#:w
P:7
X:0:0:0:0
F:WALL | ROCK | PERMANENT | NO_SCENT | NO_NOISE
D:You can dig through most walls but some are impenetrable.  The dungeon is 
D:surrounded by these kinds of walls and some special rooms are made of them.

# 0x3D --> permanent wall -- inner (perm)

N:61:permanent wall
G:#:w
P:7
M:60
X:0:0:0:0
F:WALL | ROCK | PERMANENT | NO_SCENT | NO_NOISE
D:You can dig through most walls but some are impenetrable.  The dungeon is 
D:surrounded by these kinds of walls and some special rooms are made of them.

# 0x3E --> permanent wall -- outer (perm)

N:62:permanent wall
G:#:w
P:7
M:60
X:0:0:0:0
F:WALL | ROCK | PERMANENT | NO_SCENT | NO_NOISE
D:You can dig through most walls but some are impenetrable.  The dungeon is 
D:surrounded by these kinds of walls and some special rooms are made of them.

# 0x3F --> permanent wall -- solid (perm)

N:63:permanent wall
G:#:w
P:7
M:60
X:0:0:0:0
F:WALL | ROCK | PERMANENT | NO_SCENT | NO_NOISE
D:You can dig through most walls but some are impenetrable.  The dungeon is 
D:surrounded by these kinds of walls and some special rooms are made of them.


# 0x4* - shops

# 0x40 --> shop -- general store (perm)

N:64:General Store
G:1:U
P:17
X:0:0:0:0
F:SHOP | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY
D:The General Store sells food, ammunition and lighting supplies.

# 0x41 --> shop -- armoury (perm)

N:65:Armoury
G:2:s
P:17
X:0:0:1:0
F:SHOP | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY
D:The armour sold here will give you some protection against the blows of your 
D:enemies.

# 0x42 --> shop -- weapon shop (perm)

N:66:Weapon Smiths
F:SHOP | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY
G:3:w
P:17
X:0:0:2:0
D:Weapons for hitting and shooting your enemies are forged in the hot, acrid 
D:backroom of this enticing shop.

# 0x43 --> shop -- temple (perm)

N:67:Temple
G:4:g
P:17
X:0:0:3:0
F:SHOP | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY
D:A quiet, reflective place of refuge, with supplies of magical and hallowed 
D:goods for the pure of heart.

# 0x44 --> shop -- alchemist (perm)

N:68:Alchemy Shop
G:5:b
P:17
X:0:0:4:0
F:SHOP | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY
D:A dim, scented room where potions and scrolls are traded.

# 0x45 --> shop -- magic shop (perm)

N:69:Magic Shop
G:6:r
P:17
X:0:0:5:0
F:SHOP | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY
D:A shop for devices with magic trapped within.

# 0x46 --> shop -- black market (perm)

N:70:Black Market
G:7:D
P:17
X:0:0:6:0
F:SHOP | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY
D:Watch your back and hold onto your purse as you enter this disreputable 
D:haunt - and do not expect friendly service or good bargains.

# 0x47 --> shop -- home (perm)

N:71:Home
G:8:y
P:17
X:0:0:7:0
F:SHOP | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY
D:Your safe piece of Middle Earth, and the only place you can store goods apart 
D:from on your person.

# 0x48 --> shop -- bookstore (perm)

N:72:Bookstore
G:9:o
P:17
X:0:0:8:0
F:SHOP | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY
D:A dusty room lined with shelves of mystical tomes.

# 0x49 --> shop -- travelling merchant (perm)

N:73:Travelling Merchant
G:0:u
P:17
X:0:0:9:0
F:SHOP | PROJECT | PASSABLE | PERMANENT | INTERESTING | EASY
D:This merchant travels around, buying anything of value and selling basic 
D:commodities.  He will take orders for some magic potions, scrolls and books.


# 0x6* - wilderness only features

# 0x60  --> easy path north

N:96:path north
G:<:r
P:25
F:LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | PATH | UPSTAIR | EASY
D:A path to the neighbouring region.

# 0x61  --> hard path north

N:97:path north
G:>:r
P:25
F:LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | PATH | DOWNSTAIR | EASY
D:A path to the neighbouring region.

# 0x62  --> easy path east

N:98:path east
G:<:y
P:25
F:LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | PATH | UPSTAIR | EASY
D:A path to the neighbouring region.

# 0x63  --> hard path east

N:99:path east
G:>:y
P:25
F:LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | PATH | DOWNSTAIR | EASY
D:A path to the neighbouring region.

# 0x64  --> easy path south

N:100:path south
G:<:o
P:25
F:LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | PATH | UPSTAIR | EASY
D:A path to the neighbouring region.

# 0x65  --> hard path south

N:101:path south
G:>:o
P:25
F:LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | PATH | DOWNSTAIR | EASY
D:A path to the neighbouring region.

# 0x66  --> easy path west

N:102:path west
G:<:b
P:25
F:LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | PATH | UPSTAIR | EASY
D:A path to the neighbouring region.

# 0x67  --> hard path west

N:103:path west
G:>:b
P:25
F:LOS | PROJECT | PASSABLE | PERMANENT | INTERESTING | PATH | DOWNSTAIR | EASY
D:A path to the neighbouring region.


# 0x7* Special features

# 0x70 --> special feature -- lava

N:112:lava
G:#:r
P:14
F:LOS | PROJECT | PASSABLE | NO_SCENT | FIERY
D:Can be passed by any character, but inflicts substantial fire damage (less 
D:for players with feather fall - they're light on their feet).  All monsters 
D:other than fiery or strong flying creatures will not cross.  Water and 
D:cold-based spells suffer and fire-based spells become more powerful against 
D:a target in lava.  Lava may freeze to rubble or normal floor.


# 0x71 --> special feature -- water

N:113:water
G:.:b
P:6
F:LOS | PROJECT | PASSABLE | NO_SCENT | EXPOSE | WATERY
D:Cannot be passed by fiery, earthbound monsters, slows down most other 
D:monsters.  Slows you down if you are carrying too much.  You and your 
D:enemies are easier to hit when in water, and most spells (especially 
D:water-based ones) gain in strength.  It is hard to dodge in water.  However, 
D:fire-based spells become much less powerful, so find a lake if you battle 
D:Smaug.  Water may evaporate.

# 0x72 --> special feature -- lowland trees

N:114:lowland trees
G:+:g
P:14
F:PASSABLE | OBJECT | TREE | PROTECT | ORGANIC | HIDE_OBJ | TRAP
D:Slows down characters not familiar with druidic techniques, and all 
D:non-natural monsters that neither fly nor pass through rock.  Ends LOS, 
D:stops missiles, bolts, and beams, and reduces the radius of ball spells.  
D:Grants the character and monsters within it some protection from melee, 
D:ranged, or magical attacks.  Trees can burn.


# 0x73 --> special feature -- highland trees

N:115:highland trees
G:+:t
P:14
F:PASSABLE | OBJECT | TREE | PROTECT | ORGANIC | HIDE_OBJ | TRAP
D:Slows down characters not familiar with druidic techniques, and all 
D:non-natural monsters that neither fly nor pass through rock.  Ends LOS, 
D:stops missiles, bolts, and beams, and reduces the radius of ball spells.  
D:Grants the character and monsters within it some protection from melee, 
D:ranged, or magical attacks.  Trees can burn.

# 0x74 --> special feature -- grass

N:116:grass
G:.:g
P:5
F:LOS | PROJECT | PASSABLE | FLOOR | OBJECT | ORGANIC | EASY | RUN2 | TRAP | 
F:MTRAP | RUNE
D:Open ground that can be crossed easily by all creatures.  It occurs only in 
D:wilderness.  It may contain traps. 

# 0x76 --> special feature -- road

N:117:road
G:.:W
P:13
X:0:0:0:0
F:LOS | PROJECT | PASSABLE | FLOOR | OBJECT | EASY | RUN1 | TRAP | MTRAP |
F:RUNE | TORCH
D:An open road.  Can be walked across by anything, and can
D:hold traps or items.  Does not break line of sight.

# 0x77 --> special feature -- void

N:119:empty space
G: :D
P:2
F:LOS | PROJECT | PASSABLE | FALL 
D:Empty space - only flying creatures can pass across without falling.  All 
D:spells and missiles can pass through.

# 0x78 --> special feature -- pit

N:120:pit
G:.:U
P:20
X:0:0:0:0
F:LOS | PROJECT | PASSABLE | EXPOSE 
D:Ends LOS, stops missiles, bolts, and beams, and reduces the radius of ball 
D:spells.  

# 0x7a --> special feature -- sand dune

N:122:sand dune
G:.:y
P:13
X:0:0:0:0
F:PASSABLE | OBJECT | EASY
D:Ends LOS, stops missiles, bolts, and beams, and reduces the radius of ball 
D:spells.  



#
# Apply the flags of a terrain type to all terrain types which mimic it.
# (we may want to reconsider this at some point)
#
#!:Verify Terrain


