Dungeon Crawl Stone Soup version 0.33.1 (webtiles) character file. Game seed: 6153877019474119163 94 eadaral the Magician (level 4, -6/31 HPs) Began as a Djinni Conjurer on Sept 10, 2025. Mangled by a sleepcap (8 damage) ... on level 3 of the Dungeon. The game lasted 00:03:42 (1983 turns). eadaral the Magician (Djinni Conjurer) Turns: 1983, Time: 00:03:42 Health: -6/31 AC: 2 Str: 12 XL: 4 Next: 94% Gold: 108 EV: 11 Int: 21 God: SH: 0 Dex: 12 rFire + + . c - staff of air rCold x . . (no offhand) rNeg . . . a - +0 robe rPois ∞ (no helmet) rElec + (no cloak) rCorr . (no gloves) SInv . (no amulet) Will ..... j - +6 ring of strength Stlth ++ (no ring) HPRegen 0.25/turn %: infuse magic (-7 HP) @: flying A: sickness immunity, fire resistance 2, cold vulnerability 1, float, innate caster, HP casting, extra vitality 1, horns 1, evolution 1, subdued magic 1, MP-powered wands a: no special abilities You were on level 3 of the Dungeon. You visited 1 branch of the dungeon, and saw 3 of its levels. You collected 108 gold pieces. Inventory: Armour a - a +0 robe (worn) e - a +0 helmet Magical Staves c - a staff of air (weapon) Jewellery b - a ring of fire j - a +6 ring of strength (worn) Scrolls k - a scroll of identify Potions f - 2 potions of cancellation g - a potion of enlightenment {unknown} h - a potion of ambrosia {unknown} i - a potion of attraction {unknown} Skills: * Level 0.4 Fighting * Level 2.3 Dodging + Level 1.6 Stealth * Level 4.4 Spellcasting * Level 4.4 Conjurations * Level 4.4 Hexes * Level 4.4 Summonings * Level 4.4 Necromancy * Level 4.4 Translocations * Level 4.4 Forgecraft * Level 4.4 Fire Magic * Level 4.4 Ice Magic * Level 4.4 Air Magic * Level 4.4 Earth Magic * Level 4.4 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Iskenderun's Mystic Conj/Tloc 17% 2d5 (+2d2 16% 4 b - Fulminant Prism Conj/Alch 8% 3d7 16% 4 c - Searing Ray Conj 34% 2d5 1% 2 d - Magic Dart Conj 68% 1d6 1% 1 e - Poisonous Vapours Alch/Air 100% 1d4 1% 1 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (3/15) Altars: Innate Abilities, Weirdness & Mutations You are immune to sickness and miasma. You are immune to poison. You are 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) You have a pair of small horns on your head. You have hidden genetic potential. Your spells are a little easier to cast, but a little less powerful. You expend health (3 HP) to strengthen your wands. Message History The goblin shouts! A sleepcap comes into view. The goblin shouts! You focus your ray upon the goblin. The searing ray hits the goblin. You kill the goblin! (Press . to maintain the ray.) The searing ray hits the goblin! You kill the goblin! The searing ray hits the sleepcap. The sleepcap is lightly damaged. You finish channelling your searing ray. You focus your ray upon the sleepcap. The searing ray hits the sleepcap. The sleepcap is moderately damaged. (Press . to maintain the ray.) The sleepcap releases spores at you! The searing ray hits the sleepcap. The sleepcap is heavily damaged. The sleepcap barely misses you. The searing ray hits the sleepcap but does no damage. The sleepcap is heavily damaged. The sleepcap releases spores at you! * * * LOW HITPOINT WARNING * * * You are too injured to fight recklessly! Casting: Searing Ray (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Okay, then. The searing ray hits the sleepcap. The sleepcap is severely damaged. * * * LOW HITPOINT WARNING * * * You finish channelling your searing ray. The sleepcap releases spores at you. * * * LOW HITPOINT WARNING * * * It was a potion of mutation. You feel extremely strange. A pair of horns grows on your head! Your +0 helmet falls away! Your connection to magic feels subdued. You feel your magical essence link to the dungeon's wands. You feel a hidden potential growing inside you. The sleepcap releases spores at you! You die... ################## #................. #@################ #f# # #)# # .). # # ... # . .# ..... # ### #>.# ..... # ..# ..# # ......# # #.# ....# #.### # You could see a sleepcap. Vanquished Creatures An orc wizard (D:3) An adder (D:2) 2 dart slugs 4 orcs (D:3) 6 endoplasms 4 giant cockroaches 6 hobgoblins 4 quokkas 2 ball pythons 6 bats 2 frilled lizards (D:1) 12 goblins A kobold (D:1) 6 rats 57 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | eadaral the Djinni Conjurer began the quest for the Orb. 0 | D:1 | eadaral set off with the following spells memorised: Magic | Dart, Searing Ray, Fulminant Prism, Iskenderun's Mystic | Blast. 0 | D:1 | Reached XP level 1. HP: 15/15 MP: 0/0 292 | D:1 | Reached XP level 2. HP: 12/21 MP: 0/0 426 | D:1 | Found a faded altar of an unknown god. 819 | D:1 | Reached XP level 3. HP: 18/25 MP: 0/0 819 | D:1 | Learned a level 1 spell: Poisonous Vapours 1507 | D:2 | Reached XP level 4. HP: 29/31 MP: 0/0 1509 | D:2 | Identified the +3 whip "Yjodd" {antimagic, +Blink rC- | Str+4} 1983 | D:3 | Gained mutation: You have a pair of small horns on your | head. [potion of mutation] 1983 | D:3 | Gained mutation: Your spells are a little easier to cast, | but a little less powerful. [potion of mutation] 1983 | D:3 | Gained mutation: You expend health (3 HP) to strengthen | your wands. [potion of mutation] 1983 | D:3 | Gained mutation: You have hidden genetic potential. [potion | of mutation] 1983 | D:3 | Mangled by a sleepcap Illustrated notes Levels and vault maps discovered: D:1: lightli_arrival_windingriver, layout_basic, shapermc_ecumenical_altar_mp_urbaneastern D:2: layout_rooms D:3: layout_basic, minmay_quadrilaterals Skill XL: | 1 2 3 | ---------------+----------+----- Spellcasting | 4 | 4.4 Conjurations | 4 | 4.4 Hexes | 4 | 4.4 Summonings | 4 | 4.4 Necromancy | 4 | 4.4 Translocations | 4 | 4.4 Forgecraft | 4 | 4.4 Fire Magic | 4 | 4.4 Ice Magic | 4 | 4.4 Air Magic | 4 | 4.4 Earth Magic | 4 | 4.4 Alchemy | 4 | 4.4 Fighting | | 0.4 Dodging | | 2.3 Stealth | | 1.6 Action | 1- 3 | 4- 6 || total ---------------------------+-------+-------++------- Melee: Unarmed | 5 | || 5 Staff | 1 | || 1 Cast: Magic Dart | 17 | || 17 Searing Ray | 28 | 14 || 42 Use: Scroll | 3 | 1 || 4 Potion | | 1 || 1 Armour: Robe | 8 | 8 || 16 Dodge: Dodged | 14 | 2 || 16