Dungeon Crawl Stone Soup version 0.34.1-3-ga2c7840dd7 (webtiles) character file. Game seed: 9788102903180028561 68 tuktuk the Magician (level 4, -3/31 HPs) Began as a Djinni Conjurer on Apr 19, 2026. Slain by a gnoll ... wielding a +1 whip of electrocution (19 damage) ... on level 2 of the Dungeon. The game lasted 00:02:11 (1046 turns). tuktuk the Magician (Djinni Conjurer) Turns: 1046, Time: 00:02:11 Health: -3/31 AC: 2 Str: 6 XL: 4 Next: 41% Gold: 39 EV: 11 Int: 21 God: SH: 0 Dex: 12 rFire + + . (33%) - Nothing wielded 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 ..... (no ring) Stlth ++ (no ring) HPRegen 0.25/turn %: infuse magic (-4 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 2 of the Dungeon. You visited 1 branch of the dungeon, and saw 2 of its levels. You collected 39 gold pieces. Inventory: Missiles b - 2 curare-tipped darts Armour a - a +0 robe (worn) Scrolls c - a scroll of enchant weapon {unknown} e - 2 scrolls of fog {unknown} h - a scroll of revelation {unknown} k - a scroll of teleportation {unknown} l - a scroll of enchant armour {unknown} Potions d - a potion of curing {unknown} f - a potion of attraction {unknown} j - a potion of cancellation {unknown} n - a potion of moonshine {unknown} Skills: + Level 0.1 Fighting + Level 2.4 Dodging - Level 1.5 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 - Magic Dart Conj 92% 1d7 1% 1 b - Searing Ray Conj 46% 2d6 2% 2 c - Fulminant Prism Conj/Alch 11% 3d8 19% 4 d - Iskenderun's Mystic Conj/Tloc 23% 2d6 (+2d3 19% 4 e - Slow Hex 92% N/A 1% 1 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (2/15) 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) Message History You kill the gnoll! The gnoll hits you from afar with a +0 spear. 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 Aim: a gnoll, wielding a +0 spear (81% to hit) You focus your ray upon the gnoll. The searing ray hits the gnoll! The gnoll is severely wounded. (Press . to maintain the ray.) The gnoll hits you from afar with a +0 spear! * * * LOW HITPOINT WARNING * * * The searing ray hits the gnoll. You kill the gnoll! * * * LOW HITPOINT WARNING * * * You start resting. You stop channelling your searing ray. You start resting. HP restored. Things that are here: a +0 whip; a ball python corpse You see here a +0 spear. A gnoll comes into view. The gnoll shouts! A gnoll is nearby! Casting: Searing Ray (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a gnoll, wielding a +1 whip of electrocution (81% to hit) You focus your ray upon the gnoll. The searing ray hits the gnoll. The gnoll is lightly wounded. (Press . to maintain the ray.) The searing ray misses the gnoll. The gnoll completely misses you. The searing ray hits the gnoll. The gnoll is severely wounded. The gnoll hits you with a +1 whip of electrocution! You are electrocuted!! Ouch! That really hurt! You die... #†# #...# #.# ...... #j# #...#. #S# ##.##. #.# .# #.###### ####### #.#....# #...j.# #.##.#.# #.###@# #....#.# #.# #.# ###....# #j###)# #j##### #S#<).# ##.....# #.##### #.S..#.# #j# #j##.# #.# #.##.#.# #.############......# #...j.Sj..........#.# You could see a gnoll. Vanquished Creatures 2 gnolls (D:2) An adder (D:2) 2 dart slugs (D:1) A ribbon worm (D:2) 5 hobgoblins 2 quokkas 7 ball pythons A bat (D:1) 5 endoplasms A frilled lizard (D:1) 5 goblins A kobold (D:1) 7 rats 40 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | tuktuk the Djinni Conjurer began the quest for the Orb. 0 | D:1 | tuktuk 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: 0/0 184 | D:1 | Reached XP level 2. HP: 17/21 MP: 0/0 253 | D:1 | Found a faded altar of an unknown god. 411 | D:1 | Reached XP level 3. HP: 24/25 MP: 0/0 411 | D:1 | Learned a level 1 spell: Slow 887 | D:2 | Reached XP level 4. HP: 18/31 MP: 0/0 1046 | D:2 | Slain by a gnoll Illustrated notes Levels and vault maps discovered: D:1: onia_arrival_handbag, layout_rooms, basic_ecumenical_altar, minmay_pentomino_w4 D:2: layout_basic, kennysheep_potato, minmay_shallow_snake_nest 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 | | 0.1 Dodging | | 2.4 Stealth | | 1.5 Action | 1- 3 | 4- 6 || total ---------------------------+-------+-------++------- Cast: Magic Dart | 52 | || 52 Searing Ray | 5 | 3 || 8 Armour: Robe | 5 | 4 || 9 Dodge: Dodged | 4 | 8 || 12