Dungeon Crawl Stone Soup version 0.30.1-9-gdf580d7c3d (webtiles) character file. valtara the Conjurer (Octopode Conjurer) Turns: 1997, Time: 00:12:27 Health: 27/27 AC: 1 Str: 6 XL: 4 Next: 30% Magic: 7/7 EV: 13 Int: 22 God: Gold: 97 SH: 0 Dex: 10 Spells: 4/7 levels left rFire . . . l - +0 trident rCold . . . (no shield) rNeg . . . (helmet restricted) rPois . (no amulet) rElec . (no ring) rCorr . (no ring) SInv . (no ring) Will ..... (no ring) Stlth +++ (no ring) HPRegen 0.24/turn (no ring) MPRegen 0.10/turn (no ring) (no ring) %: no passive effects @: no status effects A: almost no armour, amphibious, 8 rings, camouflage 1, gelatinous body 1, (nimble swimmer 1), tentacles a: no special abilities You are on level 3 of the Dungeon. You have visited 1 branch of the dungeon, and seen 3 of its levels. You have collected 97 gold pieces. Inventory: Hand Weapons k - a +0 antimagic dagger l - a +0 trident (weapon) Missiles b - 2 atropa-tipped darts (quivered) m - 7 javelins r - 3 poisoned darts Magical Staves p - a staff of conjuration Scrolls f - a scroll labelled LALUPA CAEPH g - 2 scrolls labelled ESHRUN WIAPT h - a scroll labelled VUERCH SUQUKH i - 3 scrolls labelled CAFAJYU OXAAZOO q - a scroll labelled HANEUG DAAN Potions a - a potion of magic c - a blue potion d - a clear potion e - a dark potion j - a coppery potion n - a smoky grey potion o - a pink potion s - a puce potion Skills: + Level 0.8 Polearms + Level 1.6 Throwing + Level 2.2 Dodging * Level 3.9 Stealth + Level 0.6 Unarmed Combat + Level 2.1 Spellcasting + Level 4.4 Conjurations You have 4 spell levels left. You know the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 84% 1d7 2% 1 b - Searing Ray Conj 42% 2d6 3% 2 Your spell library contains the following spells: Spells Type Power Damage Failure Level Dazzling Flash Conj/Hex 24% N/A 17% 3 Fulminant Prism Conj/Hex 6% 3d7 50% 4 Iskenderun's Mystic Bla Conj/Tloc 12% 2d5 50% 4 Dungeon Overview and Level Annotations Branches: Dungeon (3/15) Altars: Dithmenos Shops: D:2 ? Innate Abilities, Weirdness & Mutations You cannot wear most types of armour. You are amphibious. You can wear up to eight rings at the same time. Your skin changes colour to match your surroundings (Stealth+). Your rubbery body absorbs attacks. (AC +1, EV +1) ((You are camouflaged when in or above water. (Stealth+))) You have tentacles for arms and can constrict up to eight enemies at once. Message History A jackal comes into view. Casting: Magic Dart (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line, f - jackal Aim: a jackal (asleep, 100% to hit) The magic dart hits the jackal but does no damage. The jackal barks! You hear a bark! A jackal comes into view. Casting: Magic Dart (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line, f/p - jackal Aim: a jackal (72% to hit) The searing ray hits the jackal. The jackal is heavily wounded. (Press . to maintain the ray.) Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line, f/p - jackal Aim: a jackal (heavily wounded, 72% to hit) The searing ray hits the jackal! You kill the jackal! (Press . to maintain the ray.) Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line, f - jackal Aim: a jackal (72% to hit) The searing ray hits the jackal. The jackal is almost dead. (Press . to maintain the ray.) Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You don't have enough magic to cast this spell. You reach to attack! You hit the jackal. You kill the jackal! You start resting. Magic restored. .......#.#.# .......#.#.#.# .......'...#.# .......#...#.# ########...#.# #...#.# #..<#†# #.#.#.#.# #...@...# ###.#....... #.#.####.# #.### #.# ... ... ... There are no monsters in sight! Vanquished Creatures 2 adders (D:2) A worm (D:2) 3 dart slugs 5 bats 7 endoplasms 5 hobgoblins 2 jackals (D:3) 5 kobolds A quokka (D:1) 5 frilled lizards 6 goblins 2 rats 44 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | valtara the Octopode Conjurer began the quest for the Orb. 0 | D:1 | Reached XP level 1. HP: 11/11 MP: 3/3 229 | D:1 | Reached XP level 2. HP: 17/17 MP: 5/5 597 | D:1 | Reached XP level 3. HP: 17/21 MP: 6/6 636 | D:1 | Learned a level 2 spell: Searing Ray 889 | D:2 | Found a shadowy altar of Dithmenos. 921 | D:2 | Reached skill level 1 in Throwing 1186 | D:2 | Found The Oracle's Delphic Readings. 1216 | D:2 | Reached XP level 4. HP: 27/27 MP: 1/7 Illustrated notes Skill XL: | 1 2 3 | ---------------+----------+----- Stealth | 3 | 3.9 Throwing | 1 | 1.6 Polearms | | 0.8 Dodging | | 2.2 Unarmed Combat | | 0.6 Spellcasting | | 2.1 Conjurations | | 4.4 Action | 1- 3 | 4- 6 || total ---------------------------+-------+-------++------- Melee: Unarmed | 11 | || 11 Constrict | 8 | || 8 Tentacles | 4 | || 4 Trident | 30 | 2 || 32 Throw: Dart | 18 | || 18 Javelin | 15 | || 15 Cast: Magic Dart | 18 | 16 || 34 Searing Ray | 2 | 8 || 10 Stab: Sleeping | 4 | || 4 Armour: Skin | 5 | || 5 Dodge: Dodged | 19 | || 19