Dungeons are generated randomly and can contain any of the following features. Some are helpful, and some are harmful.
Entry
Point: This is where your knight enters the dungeon. If you are
injured, returning to your entry point will heal you – slowly.
If you die, all items you were carrying will be dropped, and you
will be returned to your entry point.
Exit
Point: Most quests require you to escape from the dungeon via an
exit point. Usually this will be the same as your entry point, but
it could also be your enemy's, or some other, entry point. If you
attempt to leave the dungeon without all necessary items, you will
be informed of what you are missing.
Pits: There are
Bottomless Pits. Do not enter.
Switches:
Switches can have different effects. Some open doors or close pits.
Some drop a portcullis behind you. Some trigger hidden crossbows
inside skulls and walls.
Pentagrams:
Pentagrams contain powerful, if rather dangerous magic. They can
grant invisibility or invulnerability, teleport you next to your
opponent, or even turn you into a zombie. There are also some
pentagrams which are merely painted onto the ground, and have no
special powers.
In addition, in "Destroy Book with Wand" quests there will be one "special" pentagram. The special pentagram is always located at the top of several staircases and is easily distinguished from a normal pentagram. To win the quest, you must place the book onto the special pentagram and strike it with the wand to destroy it.
Crystal
balls: By looking into a crystal ball (simply walk towards it)
you will be able to see the location of your enemy, as a flashing
dot on your map.
Doors: All
doors begin the game closed. Some are also locked and will need a
key, or lock picks, to open. Alternatively, you can just break them
down with a suitable weapon!
Iron Doors:
Unfortunately some doors are made of iron and cannot be knocked
down. Most iron doors are locked and will require a key or lock
picks to open. There are also some iron doors that can only be
opened by pressing a switch elsewhere in the dungeon.
Portcullises: If closed, these will block your knight's path.
They cannot be opened directly but they can sometimes be operated
using switches or pressure pads.
Treasure Chests:
These often contain useful items. They are sometimes locked, in
which case they will require a key (or a well placed hammer blow) to
open. If "Pretrapped Chests" is selected then they might also be
trapped, so beware.
Furniture: There
are various items of furniture, which don't do much, except maybe
get in your way. The wooden barrels occasionally reveal hidden items
when destroyed.