Seeded DCSS version 0.33.0-15-gcd872fe207 (webtiles) character file. Game seed: 20250530 (custom seed) 49 corvidae the Conjurer (level 3, -2/26 HPs) Began as a Draconian Conjurer on May 30, 2025. Succumbed to a water moccasin's poison ... on level 3 of the Dungeon. The game lasted 00:05:01 (2905 turns). corvidae the Conjurer (Draconian Conjurer) Turns: 2905, Time: 00:05:01 Health: -2/26 AC: 5 Str: 9 XL: 3 Next: 51% Magic: 0/6 EV: 11 Int: 20 God: Gold: 78 SH: 0 Dex: 9 Spells: 2/7 levels left rFire . . . e - +0 dagger rCold . . . (no offhand) rNeg . . . (no helmet) rPois . (no cloak) rElec . (no gloves) rCorr . (no boots) SInv . (no amulet) Will ..... (no ring) Stlth ++ (no ring) HPRegen 0.24/turn MPRegen 0.10/turn %: no passive effects @: lethally poisoned (-2 -> -17) A: AC +5, unfitting armour, cold-blooded, armoured tail 1 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 78 gold pieces. Inventory: Hand Weapons e - a +0 dagger (weapon) Missiles b - 2 throwing nets Scrolls c - 2 scrolls of fear {unknown} f - 2 scrolls of summoning {unknown} g - 4 scrolls of identify {unknown} j - a scroll of enchant weapon {unknown} k - a scroll of brand weapon {unknown} m - 2 scrolls of poison {unknown} p - a scroll of immolation {unknown} Potions a - a potion of magic i - a potion of berserk rage {unknown} l - a potion of might {unknown} n - a potion of cancellation {unknown} o - a potion of heal wounds {unknown} q - a potion of enlightenment {unknown} Talismans d - an inkwell talisman h - the medusa talisman of Action {Int+4 Slay-3} (You found it on level 1 of the Dungeon) [medusa talisman] Int+4: It affects your intelligence (+4). Slay-3: It affects your accuracy & damage with ranged weapons and melee (-3). Skills: + Level 1.8 Dodging + Level 1.9 Stealth + Level 2.5 Spellcasting + Level 4.9 Conjurations + Level 0.2 Alchemy You had 2 spell levels left. You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 88% 1d7 1% 1 b - Searing Ray Conj 44% 2d6 3% 2 c - Mercury Arrow Conj/Alch 24% 2d7 8% 2 Your spell library contained the following spells: Spells Type Power Damage Failure Level Kiss of Death Conj/Necr 48% 2d9 5% 1 Poisonous Vapours Alch/Air 12% 1d1 14% 1 Call Canine Familiar Summ 2% N/A 41% 3 Confusing Touch Hex 2% N/A 41% 3 Sigil of Binding Hex 2% N/A 41% 3 Tukima's Dance Hex 2% N/A 41% 3 Fulminant Prism Conj/Alch 6% 3d7 45% 4 Iskenderun's Mystic Bla Conj/Tloc 12% 2d5 (+2d2 47% 4 Olgreb's Toxic Radiance Alch 3% N/A 80% 4 Dimensional Bullseye Hex/Tloc 1% N/A 83% 4 Dispel Undead Necr 2% 3d7 83% 4 Passage of Golubria Tloc 2% N/A 83% 4 Yara's Violent Unravell Hex/Alch 1% 3d3 98% 5 Dungeon Overview and Level Annotations Branches: Dungeon (3/15) Altars: Shops: D:2 : Innate Abilities, Weirdness & Mutations Your plain brown scales are hard. (AC +5) You cannot fit into any form of body armour. You are cold-blooded and may be slowed by cold attacks. You have an armoured tail. Message History The searing ray hits the water moccasin. The water moccasin is heavily wounded. You feel sick. The water moccasin barely misses you. Without enough magic to sustain it, your Searing Ray dissipates. You feel sick. The water moccasin barely misses you. x2 Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You don't know that spell. Okay, then. You feel sick. You barely miss the water moccasin. The water moccasin is heavily wounded. You feel sick. The water moccasin is no longer weakened. The water moccasin closely misses you. You completely miss the water moccasin. The water moccasin is heavily wounded. You feel sick. The water moccasin bites you. The water moccasin misses you. You closely miss the water moccasin. The water moccasin is heavily wounded. You feel sick. The water moccasin closely misses you. You closely miss the water moccasin. The water moccasin is heavily wounded. You feel sick. The water moccasin barely misses you. x2 Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 1% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a water moccasin (heavily wounded, 100% to hit) The magic dart hits the water moccasin. The water moccasin is severely wounded. You feel sick. You are no longer poisoned. The water moccasin bites you. * * * LOW HITPOINT WARNING * * * You are lethally poisoned! The water moccasin poisons you! You closely miss the water moccasin. The water moccasin is severely wounded. You die... ############### ### #.S@..........# #.. #.########..#.####.# #. #.........# #. #.#######.# #. #.# #.. .. #.# ### ## #.# #.# You could see a water moccasin. Vanquished Creatures 2 adders (D:2) 3 ribbon worms An endoplasm (D:1) A giant cockroach (D:2) 4 hobgoblins 3 ball pythons 4 bats A frilled lizard (D:1) 5 goblins 5 kobolds 3 rats 32 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | corvidae the Draconian Conjurer began the quest for the | Orb. 0 | D:1 | Reached XP level 1. HP: 14/14 MP: 3/3 235 | D:1 | Identified the medusa talisman of Action {Int+4 Slay-3} 654 | D:1 | Reached XP level 2. HP: 20/20 MP: 0/5 896 | D:1 | Learned a level 2 spell: Searing Ray 899 | D:1 | Learned a level 2 spell: Mercury Arrow 1993 | D:2 | Found Rigeoze's Vocational Training. 2064 | D:2 | Reached XP level 3. HP: 26/26 MP: 1/6 2893 | D:3 | Noticed a water moccasin 2905 | D:3 | Succumbed to a water moccasin's poison Illustrated notes Levels and vault maps discovered: D:1: lightli_arrival_boilingwater, layout_basic, reono_crystal_passage D:2: layout_basic, nicolae_shop_vocational D:3: layout_loops_ring Action || total ---------------------------++------- Melee: Unarmed || 5 Tailslap || 1 Dagger || 5 Cast: Magic Dart || 52 Mercury Arrow || 12 Searing Ray || 1 Armour: Skin || 10 Dodge: Dodged || 14