Dungeon Crawl Stone Soup version 0.33.1-1-gc282f97621 (webtiles) character file. Game seed: 2831267721751615254 36 shadizar the Magician (level 3, -5/25 HPs) Began as a Djinni Conjurer on June 25, 2025. Frozen to death by an endoplasm (6 damage) ... on level 2 of the Dungeon. The game lasted 00:00:49 (907 turns). shadizar the Magician (Djinni Conjurer) Turns: 907, Time: 00:00:50 Health: -5/25 AC: 2 Str: 6 XL: 3 Next: 57% Gold: 75 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . - Nothing wielded 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 0.24/turn %: infuse magic (-6 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 75 gold pieces. Inventory: Armour a - a +0 robe (worn) e - the +0 leather armour of a Thousand Beds {rCorr MP+9 SInv} (You found it on level 2 of the Dungeon) rCorr: It protects you from acid and corrosion. MP+9: It affects your magic capacity (+9). SInv: It lets you see invisible. Scrolls b - a scroll of fear {unknown} c - a scroll of enchant armour {unknown} d - a scroll of identify {unknown} Skills: - Level 2.5 Dodging - Level 1.9 Stealth + Level 3.9 Spellcasting + Level 3.9 Conjurations - Level 3.9 Hexes - Level 3.9 Summonings - Level 3.9 Necromancy - Level 3.9 Translocations - Level 3.9 Forgecraft - Level 3.9 Fire Magic - Level 3.9 Ice Magic - Level 3.9 Air Magic - Level 3.9 Earth Magic - Level 3.9 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 80% 1d7 2% 1 b - Searing Ray Conj 40% 2d5 3% 2 c - Fulminant Prism Conj/Alch 10% 3d9 24% 4 d - Iskenderun's Mystic Conj/Tloc 20% 2d6 (+2d3 24% 4 e - Kinetic Grapnel Frge 80% 1d7 2% 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 There is a stone staircase leading down here. HP restored. Done exploring. You fly downwards. The gnoll hits you with a +0 halberd! The gnoll barely misses you. There is a stone staircase leading up here. Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a gnoll, wielding a +0 halberd (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 endoplasm hits you but does no damage. The gnoll barely misses you. The searing ray hits the gnoll. The gnoll is moderately wounded. The endoplasm hits you but does no damage. The gnoll closely misses you. The searing ray hits the gnoll. The gnoll is severely wounded. The endoplasm barely misses you. The gnoll misses you. The searing ray hits the gnoll but does no damage. The gnoll is severely wounded. You finish channelling your searing ray. The endoplasm closely misses you. The gnoll hits you with a +0 halberd! * * * LOW HITPOINT WARNING * * * Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a gnoll, wielding a +0 halberd (severely wounded, 81% to hit) You focus your ray upon the gnoll. The searing ray hits the gnoll. You kill the gnoll! (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The endoplasm freezes you. You are frozen. The cold chills you terribly! You die... ######### #...#... #.....# ## .. ######....# #... ............# ....# ...######.@J#...[.. ## #..........)....# ..# ..........)....## .. #...........#..# .. # #.............#########. .# ........#.............. ..# .............#........#...# .(......#..#......Jj.<....# ...................j......# You could see an endoplasm. Vanquished Creatures 3 gnolls (D:2) 2 dart slugs (D:1) A hobgoblin (D:1) A quokka (D:1) 3 endoplasms (D:1) A frilled lizard (D:1) A kobold (D:1) 5 rats (D:1) 17 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | shadizar the Djinni Conjurer began the quest for the Orb. 0 | D:1 | shadizar 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: 0/0 174 | D:1 | Reached XP level 2. HP: 15/21 MP: 0/0 740 | D:2 | Reached XP level 3. HP: 21/25 MP: 0/0 740 | D:2 | Learned a level 1 spell: Kinetic Grapnel 793 | D:2 | Identified the +0 leather armour of a Thousand Beds {rCorr | MP+9 SInv} 907 | D:2 | Frozen to death by an endoplasm Illustrated notes Levels and vault maps discovered: D:1: kennysheep_arrival_seaside, layout_loops_cross, minivault_24 D:2: layout_rooms Action || total ---------------------------++------- Cast: Magic Dart || 36 Searing Ray || 3 Armour: Robe || 8 Dodge: Dodged || 15