| <code>0, 1, 2, ...</code>
| This sets the initial level that the player will appear in upon entering the dungeon. Normally set this to zero.
|-
| <code>NativeGTerrainType</code>
| <code>DEFINED_VALUE</code>
| MUST be non-zero. Can select from <code>DESERT</code>, <code>JUNGLE</code>, <code>STEPPE</code>, <code>LEAFY_FOREST</code>, <code>EVERGREEN_FOREST</code>, <code>TUNDRA</code>, <code>GLACIER</code>. Note that the tundra type produces the familiar snow terrain.
|-
| <code>RevealEnvironmentInitially</code>
| This determines whether to reveal the dungeon on the world map initially by uncovering the darkness, a la Attnam, or whether the player will need to discover it by using the field of view, a la underwater tunnel exit. Note that this differs from the way gloomy caves is hidden, and then revealed once you talk to Petrus.
|-
| <code>NativeGTerrainTypeHideLocationInitially</code>| <code>DEFINED_VALUEtrue</code>| MUST be non-zero. Can select from or <code>DESERTfalse</code>| This tells the game whether to show the location on the world map or not. If it is set to true, <code>JUNGLE</code>then the location will be undiscoverable unless some internal condition within the game is met, <code>STEPPE</code>that triggers the location to be revealed. If it is set to false, then the location will be accessible from the beginning of the game.|-| <code>LEAFY_FORESTCanBeOnAnyTerrain</code>, | <code>EVERGREEN_FORESTtrue</code>, or <code>TUNDRAfalse</code>| If set to true, <code>GLACIER</code>this forces the world map generator to ignore the requirement to place the location in its exact native terrain type. It places these locations in the first available spot from Attnam outwards. Note that This is necessary sometimes, to more or less guarantee the location to be accessible to the tundra type produces player. If it is set to false, there is a high chance the familiar snow terrainlocation will spawn on another continent.
|}