Dungeon Crawl Stone Soup version 0.33.1-1-gc282f97621 (webtiles) character file. Game seed: 6388512427875038804 14 Quake2Marine the Magician (level 2, -8/21 HPs) Began as a Djinni Conjurer on July 10, 2025. Mangled by a gnoll ... wielding a +0 whip (9 damage) ... on level 1 of the Dungeon. The game lasted 00:01:01 (517 turns). Quake2Marine the Magician (Djinni Conjurer) Turns: 517, Time: 00:01:02 Health: -8/21 AC: 2 Str: 6 XL: 2 Next: 55% Gold: 47 EV: 11 Int: 19 God: SH: 0 Dex: 11 rFire + + . c - +0 dagger rCold x . . (no offhand) rNeg . . . a - +0 robe rPois ∞ (no helmet) rElec . (no cloak) rCorr . (no gloves) SInv . (no amulet) Will ..... (no ring) Stlth ++ (no ring) HPRegen 0.23/turn %: infuse magic (-9 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 47 gold pieces. Inventory: Hand Weapons c - a +0 dagger (weapon) Armour a - a +0 robe (worn) Scrolls b - a scroll of brand weapon {unknown} d - a scroll of fear {unknown} e - a scroll of immolation {unknown} g - a scroll of blinking {unknown} Potions f - a potion of lignification {unknown} Skills: - Level 2.1 Dodging - Level 1.5 Stealth + Level 3.8 Spellcasting + Level 3.8 Conjurations + Level 3.8 Hexes + Level 3.8 Summonings + Level 3.8 Necromancy + Level 3.8 Translocations + Level 3.8 Forgecraft + Level 3.8 Fire Magic + Level 3.8 Ice Magic + Level 3.8 Air Magic + Level 3.8 Earth Magic + Level 3.8 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 72% 1d6 3% 1 b - Searing Ray Conj 36% 2d5 4% 2 c - Fulminant Prism Conj/Alch 9% 3d6 28% 4 d - Iskenderun's Mystic Conj/Tloc 18% 2d6 (+2d2 28% 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. 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 Aiming: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a gnoll, wielding a +0 whip (lightly wounded, 81% to hit) You focus your ray upon the gnoll. The searing ray hits the plant! The plant begins to die. The plant is lightly damaged. The searing ray hits the gnoll. The gnoll is heavily wounded. (Press . to maintain the ray.) Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a gnoll, wielding a +0 whip (heavily wounded, 81% to hit) You focus your ray upon the gnoll. The searing ray misses the gnoll. The searing ray hits the plant! The plant begins to die. The plant is lightly damaged. The searing ray hits the plant. The plant begins to die. The plant is lightly damaged. (Press . to maintain the ray.) The gnoll barely misses you. The searing ray misses the gnoll. The searing ray hits the plant. The plant is lightly damaged. The searing ray hits the plant. The plant is lightly damaged. The gnoll hits you with a +0 whip! The searing ray hits the gnoll. The gnoll is heavily wounded. The searing ray hits the plant. The plant is lightly damaged. The searing ray hits the plant! The plant is lightly damaged. The gnoll hits you with a +0 whip! * * * LOW HITPOINT WARNING * * * Without enough magic to sustain it, your Searing Ray dissipates. A nearby plant withers and dies. x2 The gnoll closely misses you. A nearby plant withers and dies. The gnoll hits you with a +0 whip! You die... #.######.##........# ............P..P...# ########.#.PP......# #### #.#...P...P.# ...### #.#.P.P..P..# .....###...PP......# #.....##.#.PP......# ...#..##....P....j.# ..#)...####.....@.## .#.....#####.###### #...#..##....# ..##...##†#### ##......#.# ..........# ######.##.# .......##.# ##.....##.# You could see a gnoll. Vanquished Creatures 2 dart slugs (D:1) 2 hobgoblins (D:1) A ball python (D:1) 2 bats (D:1) An endoplasm (D:1) 2 goblins (D:1) A kobold (D:1) A rat (D:1) 12 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | Quake2Marine the Djinni Conjurer began the quest for the | Orb. 0 | D:1 | Quake2Marine 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: 0/0 245 | D:1 | Reached XP level 2. HP: 15/21 MP: 0/0 515 | D:1 | HP: 1/21 [gnoll/+0 whip (7)] 517 | D:1 | Mangled by a gnoll Illustrated notes Levels and vault maps discovered: D:1: minmay_arrival_radiant_lines, layout_loops_ring, nicolae_grassy_gnolls Action || total ---------------------------++------- Melee: Dagger || 1 Cast: Magic Dart || 31 Searing Ray || 2 Armour: Robe || 11 Dodge: Dodged || 5