Dungeon Crawl Stone Soup version 0.7.1-1-g7ce9b19 character file.
1612878 Demos the Gelid (level 26, 145/145 HPs)
Began as a Mummy Conjurer on Sept 18, 2010.
Was the Champion of Sif Muna.
Escaped with the Orb
... and 4 runes (of 4 types) on Sept 27, 2010!
The game lasted 14:19:16 (132787 turns).
Demos the Gelid (Mummy Conjurer) Turns: 132787, Time: 14:19:16
HP 145/145 AC 27 Str 19 Exp: 26/1144684 (1), need: 42515
MP 39/43 EV 18 Int 24 God: Sif Muna [******]
Gold 4074 SH 20 Dex 16 Spells: 16 memorised, 0 levels left
Res.Fire : + + . See Invis. : + y - +4,+6 hand axe of the Toadstool {vamp, Hun
Res.Cold : + + . Warding : + X - +0 leather armour "Pnoapis" {rF+ SInv}
Life Prot.: + + + Conserve : . J - +5 buckler "Piesenk" {rC+}
Res.Poison: + Res.Corr. : . I - +3 crown of Dyrovepreva {Hunger rElec Int+
Res.Elec. : + Clarity : . o - +1 cloak "Stroepecw" {+Inv rElec MR Stlth+
Spirit.Shd: . Stasis : . Z - +1 pair of gauntlets {Str+3}
Sust.Abil.: . . Rnd.Telep. : . Y - +2 pair of boots {Stlth+}
Res.Mut. : . Ctrl.Telep.: . E - brooch of Shielding {Ward AC+4 EV+4}</brooch of Sh
Res.Rott. : + Levitation : + V - +5 ring of strength
Saprovore : . . . Ctrl.Flight: + g - ring of protection from fire
@: icy armour, deflect missiles, flying, slightly glowing, very
quick, hasted, very resistant to hostile enchantments, very stealthy
A: in touch with death, cold resistance 1, life protection 3, poison
resistance, torment resistance
a: Self-Restoration, Channel Energy, Forget Spell, Renounce Religion,
Evoke Invisibility
You escaped.
You worshipped Sif Muna.
Sif Muna was exalted by your worship.
You were not hungry.
You visited 12 branches of the dungeon, and saw 81 of its levels.
You visited 3 portal chambers: sewer, ice cave, wizlab.
You collected 8401 gold pieces.
You spent 4227 gold pieces at shops.
You used 120 gold pieces for miscellaneous purposes.
Inventory:
Hand weapons
a - a +4 blowgun
w - the +0,+0 Staff of Olgreb {venom, rPois}
(You bought it in a shop on level 8 of the Vaults)
It poisons the flesh of those it strikes.
It protects you from poison.
y - the +4,+6 hand axe of the Toadstool (weapon) {vamp, Hunger+ rF+ Dex+4}
(You found it on level 6 of the Pits of Slime)
It inflicts no extra harm, but heals its wielder somewhat when it strikes a
living foe.
It affects your dexterity (+4).
It protects you from fire.
It greatly speeds your metabolism.
z - the +5,+5 dagger of Reinforcement {stab, +Inv rN+}
(You took it off a deep elf sorcerer on level 7 of the Elven Halls)
It inflicts extra damage upon your enemies.
It protects you from negative energy.
It lets you turn invisible.
A - the +0,+10 hand axe of Terror {freeze, -TELE MR SInv}
(You took it off a deep elf demonologist on level 7 of the Elven Halls)
It has been specially enchanted to freeze those struck by it, causing extra
injury to most foes and up to double damage against particularly
susceptible opponents. It can also slow down cold-blooded creatures.
It increases your resistance to enchantments.
It enhances your eyesight.
It prevents most forms of teleportation.
B - the +2,+5 quarterstaff of Jithal {flame, +Inv rF+ SInv}
(You took it off a deep elf conjurer on level 4 of the Elven Halls)
It emits flame when wielded, causing extra injury to most foes and up to
double damage against particularly susceptible opponents.
It protects you from fire.
It enhances your eyesight.
It lets you turn invisible.
C - the +3,+1 spear of Wyrd {speed, AC+4}
(You bought it in a shop on level 8 of the Vaults)
Attacks with this weapon take half as long as usual.
It affects your AC (+4).
M - the +12,+10 sword of Jihad {holy, *Rage rN+ MR EV+3 Stlth--}
(You bought it in a shop on level 8 of the Vaults)
It has been blessed by the Shining One to cause great damage to the undead
and demons.
It affects your evasion (+3).
It protects you from negative energy.
It increases your resistance to enchantments.
It makes you angry.
It makes you much less stealthy.
This sword was The Shining One's gift to a worshipper.
P - the +5,+9 great sword of Capital Punishment {slice, rElec}
(You found it on level 24 of the Dungeon)
It inflicts extra damage upon your enemies.
It insulates you from electricity.
T - the +6,+2 whip of Uncertain Death {flame, AC+4 Str+2 Int+3}
(You found it on level 7 of the Elven Halls)
It emits flame when wielded, causing extra injury to most foes and up to
double damage against particularly susceptible opponents. Big, fiery blades
are also staple armaments of hydra-hunters.
It affects your AC (+4).
It affects your strength (+2).
It affects your intelligence (+3).
Missiles
c - 10 curare-tipped +6 needles
t - 16 +5 dwarven darts of dispersal (quivered)
K - 13 +3 darts of dispersal
Armour
m - the +3 ring mail of Omimamiw {EV+5 Acc+3 Stlth--}
(You found it on level 2 of the Elven Halls)
It affects your evasion (+5).
It affects your accuracy (+3).
It makes you much less stealthy.
n - the +1 ratskin cloak {rPois rN+ Dex-1 Int-1}
(You found it on level 7 of the Lair of Beasts)
It affects your intelligence (-1).
It affects your dexterity (-1).
It protects you from poison.
It protects you from negative energy.
An enchantress with a magic loom and way too much time on her hands
stitched this cloak from the hides of hundreds of rats, most of them
orange. It's a bit awkward to wear and looks rather foolish, but it
provides excellent protection from rats of all kinds.
o - the +1 cloak "Stroepecw" (worn) {+Inv rElec MR Stlth++}
(You found it on level 4 of the Lair of Beasts)
It insulates you from electricity.
It increases your resistance to enchantments.
It lets you turn invisible.
It makes you much more stealthy.
s - the +3 shield of the Gardener {Str+3 Dam+1}
(You found it on level 8 of the Vaults)
It affects your strength (+3).
It affects your damage-dealing abilities (+1).
v - the +3 hat of Pondering {ponderous, MR Int+5 MP+10}
(You took it off Gastronok on level 9 of the Dungeon)
It affects your intelligence (+5).
It increases your resistance to enchantments.
It affects your mana capacity (+10).
The favorite hat of the slug wizard Gastronok, stained with reddish slime
and enchanted to aid in his arcane pondering. It has been specially
enchanted to protect against the effects of salt, though you probably don't
care.
x - the +3 buckler "Zugayjet" {Dex+3}
(You found it on level 8 of the Lair of Beasts)
It affects your dexterity (+3).
I - the +3 crown of Dyrovepreva (worn) {Hunger rElec Int+2 SInv}
(You found it on level 23 of the Dungeon)
It affects your intelligence (+2).
It insulates you from electricity.
It enhances your eyesight.
It speeds your metabolism.
J - the +5 buckler "Piesenk" (worn) {rC+}
(You found it on level 11 of the Dungeon)
It protects you from cold.
X - the +0 leather armour "Pnoapis" (worn) {rF+ SInv}
(You found it on level 5 of the Vaults)
It protects you from fire.
It enhances your eyesight.
Y - a +2 pair of boots of stealth (worn)
Z - a +1 pair of gauntlets of strength (worn)
Magical devices
h - a wand of healing (7)
H - a wand of teleportation (7)
Q - a wand of disintegration (7)
Scrolls
d - 11 scrolls of blinking
f - 4 scrolls of fog
j - 6 scrolls of teleportation
u - a scroll of torment
Jewellery
e - an uncursed ring of teleportation
g - a ring of protection from fire (left hand)
i - an uncursed amulet of conservation
p - an uncursed amulet of resist mutation
q - the ring of Robustness {AC+8}
(You bought it in a shop on level 26 of the Dungeon)
[ring of protection]
It affects your AC (+8).
r - the ring of Qeom {Hunger AC+6 Int+1 SInv}
(You found it on level 6 of the Pits of Slime)
[ring of hunger]
It affects your AC (+6).
It affects your intelligence (+1).
It enhances your eyesight.
D - the ring of Vivae {AC+3 EV+3 Dam+1}
(You found it on level 7 of the Elven Halls)
[ring of evasion]
It affects your evasion (+3).
It affects your AC (+3).
It affects your damage-dealing abilities (+1).
E - the brooch of Shielding (around neck) {Ward AC+4 EV+4}
(You found it on level 8 of the Vaults)
[amulet of warding]
It affects your AC (+4).
It affects your evasion (+4).
Back in the good old days, every adventurer had one of these handy devices.
That, and a pony.
F - a +3,+3 ring of slaying
N - an uncursed amulet of stasis
V - a +5 ring of strength (right hand)
W - an uncursed ring of teleport control
Books
U - the Guide on Creation and Venom
(You found it in Eringya's Formal Garden)
Spells Type Level
Cure Poison Poison 2
Call Imp Summoning 2
Sticks to Snakes Transmutation/Summoning 2
Poisonous Cloud Conjuration/Poison/Air 5
Haunt Necromancy/Summoning 7
Magical staves
l - a staff of enchantment
O - a staff of wizardry
Orbs of Power
b - the Orb of Zot
Miscellaneous
k - a disc of storms
G - a barnacled rune of Zot
L - a decaying rune of Zot
R - a silver rune of Zot
S - a slimy rune of Zot
You had 1 experience left.
Skills:
+ Level 5 Fighting
- Level 5 Maces & Flails
- Level 1 Staves
- Level 1 Throwing
- Level 2 Armour
+ Level 6 Dodging
- Level 4 Stealth
- Level 1 Stabbing
- Level 4 Shields
+ Level 2 Traps & Doors
+ Level 17 Spellcasting
+ Level 15 Conjurations
- Level 14 Enchantments
+ Level 3 Summonings
- Level 5 Translocations
- Level 17 Ice Magic
- Level 5 Air Magic
- Level 1 Poison Magic
- Level 16 Invocations
- Level 2 Evocations
You couldn't memorise any spells.
You knew the following spells:
Your Spells Type Power Success Level
a - Magic Dart Conj ##### Perfect 1
b - Selective Amnesia Ench N/A Excellent 4
c - Abjuration Summ #####..... Excellent 3
d - Bolt of Cold Ice/Conj #######... Excellent 6
e - Throw Icicle Ice/Conj #######.. Excellent 4
f - Extension Ench #######... Excellent 5
g - Ozocubu's Refrigerat Ice ########.. Excellent 5
h - Flight Air/Ench #######... Excellent 4
i - Blink Tloc N/A Excellent 2
j - Apportation Tloc ######.... Excellent 1
k - Iron Shot Erth/Conj #######... Good 6
l - Swiftness Air/Ench #######... Excellent 2
m - Haste Ench #######.. Excellent 6
n - Deflect Missiles Air/Ench #######... Very Good 6
o - Summon Butterflies Summ #####..... Excellent 1
p - Ozocubu's Armour Ice/Ench #######... Excellent 3
This is my final game for 0.7. Playing a mummy wasn't as hard as I thought it'd be, but they're incredibly boring. Mummies aren't as boring as demigods, but I don't plan on playing them again. Ice magic is great and I prefer it over fire magic now. Throw Icicle and Refrigeration remained useful for the entire game.