Dungeon Crawl Stone Soup version 0.29.1-14-g9c671dbff4 (webtiles) character file. Game seed: 7743616873870422926 0 duchin the Magician (level 1, 16/16 HPs) Began as a Merfolk Wanderer on Feb 19, 2023. Quit the game on level 1 of the Dungeon. The game lasted 00:00:02 (0 turns). duchin the Magician (Merfolk Wanderer) Turns: 0, Time: 00:00:03 Health: 16/16 AC: 2 Str: 10 XL: 1 Next: 0% Magic: 4/4 EV: 12 Int: 14 God: Gold: 0 SH: 0 Dex: 12 Spells: 6/6 levels left rFire . . . SeeInvis . a - +0 dagger rCold . . . Faith . (no shield) rNeg . . . Spirit . c - +0 robe rPois . Reflect . (no helmet) rElec . Harm . (no cloak) rCorr . Rampage . (no gloves) Will ..... (no boots) Stlth ++........ (no amulet) HPRegen 0.05/turn (no ring) MPRegen 0.09/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) Armour c - a +0 robe (worn) Potions b - a potion of haste d - a potion of curing Skills: + Level 2.1 Fighting + Level 1.3 Dodging + Level 1.1 Stealth + Level 3.0 Spellcasting + Level 2.0 Hexes + Level 1.0 Invocations You had 6 spell levels left. You didn't know any spells. Your spell library contained the following spells: Spells Type Power Damage Failure Level Slow Hex 28% N/A 10% 1 Ensorcelled Hibernation Hex/Ice 8% N/A 22% 2 Dazzling Flash Conj/Hex 8% N/A 38% 3 Fulminant Prism Conj/Hex 2% 3d6 80% 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 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 scroll labelled JERRUSK AKEEDI. Found a staircase leading out of the dungeon. You begin with the following items: a +0 dagger, a potion of haste, a +0 robe, a potion of curing; and the following spells available to memorise: Slow, Ensorcelled Hibernation, Dazzling Flash, Fulminant Prism. Are you sure you want to abandon this character and quit the game? (Confirm with "yes".) #.# ## ##.# # ~~~♣~♣ #~ .P... # #~.PPP.♣♣ ~# #~..P...♣.~# .#♣♣.......♣#.. .......@...~..# ##♣♣.......♣### #~..P..?P.~# #~.PPP.PPP~# #~..P...P.~# #~~~~♣~♣~~~# ######.##### #.. 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 | potion of haste, a +0 robe, a potion of curing; and the | following spells available to memorise: Slow, Ensorcelled | Hibernation, Dazzling Flash, Fulminant Prism. 0 | D:1 | Reached XP level 1. HP: 16/16 MP: 4/4 0 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: ldierk_walled_garden, layout_basic, roderic_lattice_a, minmay_misc_feat_alley