Dungeon Crawl Stone Soup version 0.29.0-15-g675c0067aa (webtiles) character file. Game seed: 14516543927226239854 537 mortz the Magician (level 7, -15/47 HPs) Began as a Djinni Conjurer on Sept 11, 2022. Was an Initiate of Makhleb. Demolished by an ice beast (21 damage) ... on level 5 of the Dungeon. The game lasted 00:26:39 (6690 turns). mortz the Magician (Djinni Conjurer) Turns: 6690, Time: 00:26:43 Health: -15/47 AC: 4 Str: 12 XL: 7 Next: 50% Gold: 248 EV: 12 Int: 27 God: Makhleb [......] SH: 0 Dex: 11 rFire + + . SeeInvis . a - +4 dagger "Morg" {pain, Will+ Int+5} rCold x . . Faith . (no shield) rNeg . . . Spirit . v - +1 leather armour {Will+} rPois ∞ Reflect . (no helmet) rElec . Harm . (no cloak) rCorr . Rampage . (no gloves) Will ++... (boots unavailable) Stlth ++........ (no amulet) HPRegen 0.15/turn h - +6 ring of strength MPRegen 0.00/turn r - +4 ring of slaying @: flying A: sickness immunity, fire resistance 2, cold vulnerability 1, float, innate caster, HP casting, extra vitality 1 a: Renounce Religion You were on level 5 of the Dungeon. You worshipped Makhleb. Makhleb was noncommittal. You visited 2 branches of the dungeon, and saw 6 of its levels. You collected 248 gold pieces. Inventory: Hand Weapons a - the +4 dagger "Morg" (weapon) {pain, Will+ Int+5} (You found it on level 2 of the Dungeon) In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. Your inability to study Necromancy prevents you from drawing on the full power of this weapon. Int: It affects your intelligence (+5). Will: It increases your willpower. b - a +0 vampiric dagger d - a +0 dagger e - a +0 dagger g - a +1 war axe of venom j - the +4 mace of the Summoning Ass {drain, Int+3} (You found it on level 5 of the Dungeon) A truly terrible weapon, it drains the life of any living foe it strikes. Int: It affects your intelligence (+3). p - a +0 hand axe u - a +2 vampiric hand axe Armour s - a +0 robe v - a +1 leather armour of willpower (worn) Magical Staves z - a staff of death Jewellery h - a +6 ring of strength (left hand) r - a +4 ring of slaying (right hand) Wands A - a wand of charming (7) Scrolls i - a scroll of summoning l - 2 scrolls of teleportation n - 2 scrolls of magic mapping x - a scroll of brand weapon Potions c - a potion of heal wounds f - a potion of berserk rage k - 2 potions of cancellation {unknown} m - a potion of flight {unknown} o - a potion of haste q - a potion of mutation {unknown} t - 2 potions of lignification w - a potion of brilliance {unknown} Skills: + Level 1.0 Fighting + Level 0.8 Short Blades + Level 2.3 Armour + Level 3.0 Dodging * Level 3.1 Stealth * Level 5.4 Spellcasting You couldn't memorise any spells. You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 100% 1d8 1% 1 b - Searing Ray Conj 72% 2d7 1% 2 c - Iskenderun's Mystic Conj/Tloc 36% 2d9 10% 4 d - Fulminant Prism Conj/Hex 18% 3d11 10% 4 e - Dazzling Flash Conj/Hex 72% N/A 2% 3 f - Foxfire Conj/Fire 100% 2x1d9 1% 1 g - Call Imp Summ 36% N/A 1% 2 h - Summon Guardian Gole Hex/Summ 36% N/A 2% 3 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (5/15) Zot: 23479 Temple (1/1) D:4 Zot: 5825 Altars: Cheibriados Dithmenos Fedhas Makhleb Nemelex Xobeh Okawaru Ru Trog Wu Jian The Shining One Annotations: D:3 1 runed translucent door, 1 exclusion, Crazy Yiuf, Sigmund Innate Abilities, Weirdness & Mutations You are immune to sickness and miasma. You are immune to poison. Your flesh is 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 reach down and open the door. There is an open door here. You now have 248 gold pieces (gained 13). Found an escape hatch in the floor. A necrophage and an ice beast come into view. Found a leather armour. The ice beast attacks as you move away! The ice beast barely misses you. The ice beast attacks as you move away! The ice beast barely misses you. Casting: Searing Ray (safe; 1% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 1% risk of failure) Press: ? - help, Shift-Dir - straight line, f - ice beast Aim: an ice beast (81% to hit) The searing ray misses the ice beast. (Press . to maintain the ray.) The ice beast hits you but does no damage. The searing ray hits the ice beast! The ice beast is moderately wounded. The ice beast hits you but does no damage. The searing ray misses the ice beast. The ice beast closely misses you. The searing ray hits the ice beast! The ice beast is almost dead. You finish channelling your searing ray. The ice beast hits you. The ice beast freezes you! You feel a terrible chill! Casting: Searing Ray (safe; 1% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 1% risk of failure) Press: ? - help, Shift-Dir - straight line, f/p - ice beast Aim: an ice beast (almost dead, 81% to hit) The searing ray misses the ice beast. (Press . to maintain the ray.) The ice beast hits you. The ice beast freezes you! You feel a terrible chill! * * * LOW HITPOINT WARNING * * * The searing ray hits the ice beast. The ice beast is almost dead. * * * LOW HITPOINT WARNING * * * The ice beast hits you. * * * LOW HITPOINT WARNING * * * The ice beast freezes you!! You feel a terrible chill! You die... #.####### #### ### #...[...####.##.#..#$... ..n...............