Dungeon Crawl Stone Soup version 0.29.1-13-g9f3cf754e1 (webtiles) character file. Game seed: 7720130180488477479 0 duchin the Conjurer (level 1, 13/13 HPs) Began as a Merfolk Wanderer on Jan 22, 2023. Quit the game on level 1 of the Dungeon. The game lasted 00:00:17 (4 turns). duchin the Conjurer (Merfolk Wanderer) Turns: 4, Time: 00:00:18 Health: 13/13 AC: 2 Str: 9 XL: 1 Next: 0% Magic: 3/3 EV: 10 Int: 15 God: Gold: 0 SH: 3 Dex: 12 Spells: 4/4 levels left rFire . . . SeeInvis . a - +0 dagger rCold . . . Faith . d - +0 buckler rNeg . . . Spirit . c - +0 robe rPois . Reflect . (no helmet) rElec . Harm . (no cloak) rCorr . Rampage . (no gloves) Will ..... (no boots) Stlth ++........ (no amulet) HPRegen 0.04/turn (no ring) MPRegen 0.08/turn (no ring) @: no status effects A: (nimble swimmer 2), mertail a: no special abilities You were on level 1 of the Dungeon. You visited 1 branch of the dungeon, and saw 1 of its levels. Inventory: Hand Weapons a - a +0 dagger (weapon) e - a +0 sling Armour c - a +0 robe (worn) d - a +0 buckler (worn) Scrolls b - a scroll of teleportation Skills: + Level 1.1 Stealth + Level 1.0 Shields + Level 2.0 Spellcasting + Level 3.2 Conjurations + Level 1.5 Earth Magic You had 4 spell levels left. You didn't know any spells. Your spell library contained the following spells: Spells Type Power Damage Failure Level Sandblast Erth 12% 2d6 16% 1 Shock Conj/Air 24% 1d4 16% 1 Stone Arrow Conj/Erth 16% 3d8 32% 3 Dazzling Flash Conj/Hex 12% N/A 43% 3 Fulminant Prism Conj/Hex 3% 3d6 83% 4 Dungeon Overview and Level Annotations Branches: Dungeon (1/15) Altars: Innate Abilities, Weirdness & Mutations ((You are very nimble when in or above water. (Stealth+, EV+, Speed+++))) Your lower body shifts to a powerful aquatic tail in water. Message History Ran out of altars for temple! x2 Welcome, duchin the Merfolk Wanderer. Below lies the Orb of Zot, rumoured to be powerful enough to resurrect a god... Press ? for a list of commands and other information. Found a sling and 2 stones. Found a staircase leading out of the dungeon. You begin with the following items: a +0 dagger, a scroll of teleportation, a +0 robe, a +0 buckler; and the following spells available to memorise: Sandblast, Shock, Stone Arrow, Dazzling Flash, Fulminant Prism. Okay, then. You don't know any spells. You see here a +0 sling. e - a +0 sling You don't know any spells. Unknown command. Are you sure you want to abandon this character and quit the game? (Confirm with "yes".) #.. #.# #.# #.# #.##### # #.#.#.#.# #....(..# #@..<...# #.......# #.#.#.#.# #.##### # 8.8 .... #.... #.#### There were no monsters in sight! Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | duchin the Merfolk Wanderer began the quest for the Orb. 0 | D:1 | duchin set off with the following items: a +0 dagger, a | scroll of teleportation, a +0 robe, a +0 buckler; and the | following spells available to memorise: Sandblast, Shock, | Stone Arrow, Dazzling Flash, Fulminant Prism. 0 | D:1 | Reached XP level 1. HP: 13/13 MP: 3/3 4 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: psy_arrival_basics, layout_loops_cross, shapermc_ecumenical_altar_mp_vishouse