Permanent Room Effects

evil rooms = undead deal double damage
many fights rooms = more item destruction, x3 
ancient = aging attacks are doubled
tingling room effect is something * 0.3
malevolent presence = double piety cost?
benevolent presence = reduced piety cost? (4x?)
bloody = more bleeding
charged = reduced magic cost?
devoid of life = no hp regen
chilling silence = damage * 10
vibrate with life = perhaps reduced damage?

One-shot Room Effects

 ----- 1 -----
Message: You hear an eerie wail for a few seconds...
Condition: PC isn't deaf
Effect: none
----- 2 -----
Message: You notice a pale fading ball of light upon entering this
room.
(more)
It quickly disappears.
Condition: PC can see the tile he's standing on (ie he's not blind
and it's not dark)
Effect: none
----- 3 -----
Message: A rat scurries between your feet and disappears in a
small hole in the ground.
Condition: PC can see the tile he's standing on
Effect: none
----- 4 -----
Message: The breeze accompanying you causes some ancient bones on
the floor to transform into dust.
(more)
You feel a sense of relief.
Condition: PC can see the tile he's standing on
Effect: Heals 1 (one) HP
----- 5 -----
Message: Upon entering this room you feel a strange magical shock!
Condition: PP is not 0
Effect: Sets PP to 0
----- 6 -----
Message: This room seems to be particularly unholy!
Condition: Player has temporary blessing
Effect: Temporary blessing is removed
----- 7 -----
Message: You hear a strange "*TCHUNK*" in your vicinity.
Condition: PC isn't deaf
Effect: none
----- 8 -----
Message: For a few seconds you see a looming shade before you. It
points its hand towards you in a threatening manner!
Then it disappears.
Condition: PC can see the tile he's standing on
Effect: none
----- 9 -----
Message: A mouth appears on the wall and says: "[random fortune]".
Condition: PC isn't deaf
- otherwise: -
Message: For a moment a mouth appears on the wall and seems to
say something!
Condition: PC is deaf
Effect: none
----- 10 -----
Message: The walls have mirrors with many distortions of your
image.
- then: -
Condition: Appearance > 18
Message: You look great in all of them.
Effect: +1 Charisma
- otherwise: -
Condition: Appearance <= 18
Message: You can't stand the sight of your warped self.
Effect: -1 Perception
- then: -
Message: All the mirrors shatter!
Effect: 1d4 damage, death reason: "was killed by shattering
mirrors"
----- 11 -----
Message: Images of books and comfortable chairs line the walls.
(more)
Suddenly the images fade away!
Condition: PC is not blind (effect can happen in the dark)
Effect: -1 Strength, +1 Learning
----- 12 -----
Message: This room looks like a spa with a mud bath. You are
hit in the face by a glob of hot mud!
(more)
Suddenly everything disappears!
Condition: PC is not blind (effect can happen in the dark)
Effect: Extracted from GB:
"Blinds the PC, lowers appearance by 1. Wipe the PC's
(F)ace, to raise the PC's appearance by 2 for a net
gain of 1."
I've verified this and couldn't have put it better
myself.

That's it. One note, though: if the effect's condition isn't
satisfied, no message is shown, but a "(more)" prompt appears. This is
the explanation of getting "(more)" prompts when entering dark rooms.

Other Features

Crossing Rivers

  • Swim (if you have the Swimming skill or it's less than 3 spaces wide, you'll make it)
  • Swim half way across, pray for health, keep going
  • Teleportation spell
  • Use a wand of trap creation to set up a teleport across
  • Use Frost Bolt or a wand of cold to make an ice bridge (beware weight limits)
  • Use the Bridge Building skill
  • Wand/spell of earthquake - ceiling rubble can create land bridges
  • Get an Ice Vortex or Ogre Magus to help you build an ice bridge

1/3 chance to create herbs when you pour holy water on to the ground. (Herbs will only continue to survive on a level which had them to begin with.)

Unique levels (Pyramid, Cities, Dwarven Graveyard, etc.) obviously don't generate these random features.
Forge: 1/8 chance to be generated if danger level > 5 and level is normal level
Altar: 1/9 chance (not in DD7, ToEF4, Mana Temple, D49, and others)
Herbs: 1/6 chance, only if No Altar or Forge, DangerLevel > 2 and normal level
Pools: 1/6 chance, only if No Altar, Herbs, or Forge and level is normal level
Tension Room: 1/5 chance
Shops: Merchants 1/4 chance, regular 1/6 chance, level must be normal level (can't have existing shop like HMV/Dwarftown)
Shoptypes: Wands x2, Scrolls x5, Potions x4, General Store x3, Books x2, Rings x3, Pets x1 (chances out of 20)
Trap-filled Room: 1/50 chance plus 1/10 chance if doomed -- 'shudder' message is generated randomly based on your perception, so you don't always get the message.
Royal Treasury: 1/3 chance and level is normal -- definitely other factors missed here
Threaten Room: 1/8 chance and danger level > 7 -- again, message based on perception.
Rivers: 1/15 chance, available in _most_ places
Hives (Bees and Ants) are based on something kind of strange; locations probably defined at character creation.
Vaults must be in a different section, no info on them yet.

Surges of Power come simply when an artifact is randomly generated on the ground (based on creation probabilities)
estimated chances for one (or more) surges of power in a complete game: 31%
for shops...
5/6 of the Food in Terinyo is automatically Large Rations
Wands of Wishing are 8 times less likely to spawn in shops (7/8 chance of deleting them if created)
Scrolls of Chaos Resistance = 12 times less likely
Ring of Djinn summoning = 5 times less
Cure Corruption = 6 times less
Gain attributes = 40 times less
Potion of Water = 2 times less
Potion of Stat = 30 times less
Potion of Potential Stat = 20 times less
If you don't have the herbalism skill at all, then an herb bush will
always decrease in status when picked (so you can pick 3 herbs if the
bush is full of blossoms).

Otherwise, you have a HerbalismSkill / Rand(160) chance for the bush to
not lower in status; so 3/8s of the time the bush will still go down a
rank at 100 herbalism. Some fairly brief tests gave an average of about
8 herbs picked

if HerbalismSkill > Rand(110) = Uncursed

THEN (only if it passed the first check)
if HerbalismSkill >= Rand(140) = Blessed

Level 18+ farmers now have a 1/2 chance of anything cursed turning
uncursed at this point, immediately followed by a 1/2 chance for
uncursed to become blessed. (so lvl18+ farmers still have at least a 25%
chance of getting a blessed herb, even if they somehow didn't have the
herbalism skill ;)


Non-farmers get about 65% blessed herbs, 26% uncursed, and 9% cursed at
100 herbalism; level 18+ farmers should get around 80.5% blessed, 15%
uncursed, and 4.5% cursed.