- Restarting right after dying is a bad idea, as you will have 1 HP.
- smj has noted that the game is dependent on teamwork and is in fact designed
 to be played multiplayer.
- The daytime at the bottom of the screen is only ever updated when you press
 ';'.  It does not update automatically when the in-game time changes.
- Monsters:
- 'a' - anhkheg
- 'j' - jackal
- 's' - skeleton
- 'z' - zombie
- The original creator of mdg is an SDFer with the username of 'jcg'.  His SDF
 website contains information on mdg and its development at
 <http://jcg.freeshell.org/mdg/>.

Spells:
- 'G' - glow
 - lets you see in dark areas
 - lasts for quite a while
 - When casting it succeeds, you get the message "it's brighter now".
 - While this spell is in effect, an 'L' appears in your "Mode" line.
 - You receive the message "it's getting dark..." before Glow wears off.
- 'D' - detect
 - lets you see traps, hidden walls/pathways, invisible monsters, hidden safe
   zones, shallow water (represented as empty terrain), and possibly other
   things as well.
 - wears off rather quickly (in 60 seconds?)
 - When casting it succeeds, you get the message "your vision sharpens".
 - While this spell is in effect, an 'D' appears in your "Mode" line.
 - From kthorn: A hint on 'D'etect: you can stack this up to three times.
   You'll see "DDD" in the mode line if stacked three times.  Some things are
   only revealed after stacking the effect two or three times.

Locations:
- Although the map displayed is 40 characters wide and 15 characters high,
  locations themselves are actually 38 characters wide and 13 characters high.
  The rows & columns on the edge of the screen actually belong to adjacent
  locations.  Moving into one of these edges sends you to just inside the edge
  of the adjacent location, which borrows its edge from the location you just
  left, making it appear as though adjacent locations share two rows/columns
  of tiles.
 - If a location has no neighbor in a given direction, the corresponding edge
   is filled with a filler character dependent on the location, and you cannot
   move into it.
- A safe zone seems to be simply a tile that a monster cannot enter.
- At night, when the 'glow' spell is not in effect, the east & west edges of
  the starting location are represented by '#'s which you can pass through
  into dark terrain.
- The walls inside the maze in the overgrown garden are initially invisible
  and can only be seen via the 'detect' spell.
- The Shrine of Lord reff contains a safe zone between the pillars and a
  barrier of traps at the entrance to the shrine.  These can only be seen via
  the 'detect' spell.
- Many of the locations (especially the Gruesome Swamp) contain shallow water
  pathways that need to be mapped out.
- In the dungeon underneath the overgrown garden, there is a secret path in
  the walls that takes you east into the west side of the Troll's lair.