If saved for the endgame, these can be used to prevent critical spirits from timing out/spare you from needing* to wait for your spirits to cycle before starting it.
*I've typically always just gone for it with little regard for that. It can be fun to end up needing to re-bind some sub-optimal spirits to get through the endgame. But these provide the option.
Add to Ana, Bard, Bin, Cave, Drow, Elf, Knight, Noble, Ranger, and Samurai quests. Also add shallow water to Barb
Also add to Vlad's tower, pleasant castle, chaos, neutral, and law quests, as well as the dun savana and the drowned city.
-Update inclusion code to work with grass instead of room
Martial artists regen power if standing barefoot on grass.
Herbivourous pets can eat from grass squares, providing nutrition as if they had eaten a food ration (4000 turns of nutrition)
Engraving: Grass is not dusty, but it also doesn't dull weapons.
-Wands of death kill grass squares, wands of sleep don't
Remove racial zombies, retaining one generic (human) 'zombie' for emergencies (like the Rogue level)
Make the blood checks take into acount undead status
Make breathless-ness and silent-ness acount for undead status
Ditto infravision and peace-minded checks
When an S_Zombie is called for, substitute in a random zombified humanoid
Do better job subbing in the special derived undead attacks
Fix handling of derived undead during turn attempts
Fix Church altar to be one of the regular gods.
Get rid of the Keter room, replace it with a decorative room, at least for now.
Add a teleport region to constrain arival on the end level.