Dungeon Crawl Stone Soup version 0.34-a0-299-g28cf5388ae (webtiles) character file. Game seed: 5085037199759282080 14 smg8007 the Magician (level 2, 0/21 HPs) Began as a Djinni Conjurer on July 7, 2025. Slain by a jackal (1 damage) ... on level 1 of the Dungeon. The game lasted 00:01:36 (307 turns). smg8007 the Magician (Djinni Conjurer) Turns: 307, Time: 00:01:36 Health: 0/21 AC: 2 Str: 6 XL: 2 Next: 60% Gold: 15 EV: 11 Int: 19 God: SH: 0 Dex: 11 rFire + + . (33%) c - +2 dagger (freeze) rCold x . . (150%) (no offhand) rNeg . . . (100%) a - +0 robe rPois ∞ (0%) (no helmet) rElec . (100%) (no cloak) rCorr . (100%) (no gloves) SInv . (no amulet) Will +.... f - ring of willpower Stlth ++ (no ring) HPRegen 0.23/turn %: infuse magic (-1 HP) @: flying A: sickness immunity, fire resistance 2, cold vulnerability 1, float, innate caster, HP casting, extra vitality 1 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. You collected 15 gold pieces. Inventory: Hand Weapons c - a +2 dagger of freezing (weapon) Armour a - a +0 robe (worn) Jewellery b - a ring of protection from fire f - a ring of willpower (worn) Scrolls g - a scroll of blinking {unknown} Potions d - 2 potions of curing {unknown} e - a potion of brilliance {unknown} Skills: + Level 2.4 Dodging + Level 1.8 Stealth + Level 3.6 Spellcasting + Level 3.6 Conjurations - Level 3.6 Hexes - Level 3.6 Summonings - Level 3.6 Necromancy - Level 3.6 Translocations - Level 3.6 Forgecraft - Level 3.6 Fire Magic - Level 3.6 Ice Magic - Level 3.6 Air Magic - Level 3.6 Earth Magic - Level 3.6 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 68% 1d6 3% 1 b - Searing Ray Conj 34% 2d5 4% 2 c - Fulminant Prism Conj/Alch 8% 3d7 32% 4 d - Iskenderun's Mystic Conj/Tloc 17% 2d5 (+2d2 32% 4 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (1/15) The Realm of Zot is guarded by orbs of winter. 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) Message History The jackal is moderately wounded. The searing ray hits the jackal. You kill the jackal! The searing ray hits the jackal. The jackal is severely wounded. The jackal bites you. The searing ray hits the jackal. You kill the jackal! You finish channelling your searing ray. The jackal bites you. x2 Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a jackal (lightly wounded, 72% to hit) You focus your ray upon the jackal. The searing ray hits the jackal. The jackal is moderately wounded. (Press . to maintain the ray.) The jackal barely misses you. The searing ray hits the jackal. The jackal is almost dead. * * * LOW HITPOINT WARNING * * * The jackal bites you. * * * LOW HITPOINT WARNING * * * The searing ray misses the jackal. * * * LOW HITPOINT WARNING * * * The jackal bites you but does no damage. The jackal bites you. * * * LOW HITPOINT WARNING * * * The searing ray misses the jackal. * * * LOW HITPOINT WARNING * * * You finish channelling your searing ray. The jackal barely misses you. You closely miss the jackal. The jackal is severely wounded. The jackal barely misses you. x2 You barely miss the jackal. The jackal is severely wounded. The jackal bites you. You die... #......# #.#########.....[...## #.######.#.# #.........##..^... #.# #.#.###+##########...... #.# #.#.##.... #...... #.# #.#.# ... #...... #.# #.#.# ... #...... #.# #.#.# #†# #...... ###.######.#'###'#### #...... =...............@h..# ...... ###########.........# ..### #............# #............# #............# #.....######## #.....# #.....# #.....# You could see a jackal. Vanquished Creatures A dart slug (D:1) A hobgoblin (D:1) 3 jackals (D:1) 2 ball pythons (D:1) A bat (D:1) An endoplasm (D:1) A frilled lizard (D:1) 3 kobolds (D:1) A quokka (D:1) A rat (D:1) 15 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | smg8007 the Djinni Conjurer began the quest for the Orb. 0 | D:1 | smg8007 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: 0/0 152 | D:1 | Reached XP level 2. HP: 20/21 MP: 0/0 307 | D:1 | Slain by a jackal Illustrated notes Levels and vault maps discovered: D:1: lightli_molten_gateway, layout_basic Action || total ---------------------------++------- Melee: Dagger || 5 Cast: Magic Dart || 24 Searing Ray || 2 Armour: Robe || 7 Dodge: Dodged || 6 Table legend: (Time is in decaauts) A = Elapsed time spent in this place. B = Non-inter-level travel time spent in this place. C = Inter-level travel time spent in this place. D = Time resting spent in this place. E = Time spent auto-exploring this place. F = Levels seen in this place. G = Mean time per level. A B C D E F G +--------+--------+--------+--------+--------+-----+--------+ Total | 306 | 306 | 0 | 0 | 119 | 1 | 306.0 | Dungeon | 306 | 306 | 0 | 0 | 119 | 1 | 306.0 | +--------+--------+--------+--------+--------+-----+--------+ Top non-repeatable levels by time: D:1: 306 daAuts