Dungeon Crawl Stone Soup version 0.29.1-15-g9cfb28693d (webtiles) character file. Game seed: 7536888115538716811 0 turtlewat the Magician (level 1, 15/15 HPs) Began as a Djinni Conjurer on Apr 20, 2023. Got out of the dungeon alive. The game lasted 00:00:07 (2 turns). turtlewat the Magician (Djinni Conjurer) Turns: 2, Time: 00:00:08 Health: 15/15 AC: 2 Str: 6 XL: 1 Next: 0% Gold: 0 EV: 12 Int: 19 God: SH: 0 Dex: 11 rFire + + . SeeInvis . (no weapon) rCold x . . Faith . (no shield) rNeg . . . Spirit . a - +0 robe rPois ∞ Reflect . (no helmet) rElec . Harm . (no cloak) rCorr . Rampage . (no gloves) Will ..... (boots unavailable) Stlth ++........ (no amulet) HPRegen 0.05/turn (no ring) MPRegen 0.00/turn (no ring) @: flying A: sickness immunity, fire resistance 2, cold vulnerability 1, float, innate caster, HP casting, extra vitality 1 a: no special abilities You escaped. You visited 1 branch of the dungeon, and saw 1 of its levels. Inventory: Armour a - a +0 robe (worn) Skills: + Level 2.1 Dodging + Level 1.5 Stealth + Level 3.2 Spellcasting You couldn't memorise any spells. You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 60% 1d6 3% 1 b - Searing Ray Conj 30% 2d5 6% 2 c - Dazzling Flash Conj/Hex 30% N/A 12% 3 d - Fulminant Prism Conj/Hex 7% 3d7 36% 4 e - Iskenderun's Mystic Conj/Tloc 15% 2d5 36% 4 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (1/15) Altars: Innate Abilities, Weirdness & Mutations You are immune to sickness and miasma. You are immune to poison. Your flesh is very heat resistant. (rF++) You are vulnerable to cold. (rC-) You float through the air rather than walking. You learn spells naturally, not from books. Your magical power is your life essence. You have superior vitality. (+4 MHP) Message History Welcome, turtlewat the Djinni Conjurer. Everyone else who sought the Orb of Zot has failed. Will you be different? Press ? for a list of commands and other information. Found an escape hatch in the floor. Found a staircase leading out of the dungeon. You begin with the following spells memorised: Magic Dart, Searing Ray, Dazzling Flash, Fulminant Prism, Iskenderun's Mystic Blast. Unknown command. You can't go down here! Are you sure you want to leave the Dungeon? This will make you lose the game! You have escaped! #≈≈ ####§§≈≈≈ #@.§§.... #>....... ####≈≈≈≈≈ ≈#≈≈ ≈≈# ≈# # There were no monsters in sight! Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | turtlewat the Djinni Conjurer began the quest for the Orb. 0 | D:1 | turtlewat set off with the following spells memorised: | Magic Dart, Searing Ray, Dazzling Flash, Fulminant Prism, | Iskenderun's Mystic Blast. 0 | D:1 | Reached XP level 1. HP: 15/15 MP: 0/0 2 | D:$ | Got out of the dungeon alive. Illustrated notes Levels and vault maps discovered: D:1: lightli_molten_gateway, layout_basic, hellmonk_ecumenical_altar_lost_god, minmay_box_of_dots