Dungeon Crawl Stone Soup version 0.27.0-1-g7a089689b8 (webtiles) character file. Game seed: 5133417006021546703 567 shummie the Conjurer (level 7, 51/51 HPs) Began as a Demonspawn Conjurer on July 31, 2021. Quit the game on level 5 of the Dungeon. The game lasted 00:06:11 (4805 turns). shummie the Conjurer (Demonspawn Conjurer) Turns: 4805, Time: 00:06:11 Health: 51/51 AC: 8 Str: 8 XL: 7 Next: 11% Magic: 6/13 EV: 11 Int: 25 God: Gold: 204 SH: 0 Dex: 13 Spells: 7/14 levels left rFire . . . SeeInvis . (no weapon) rCold . . . Faith . (no shield) rNeg . . . Spirit . i - +0 leather armour rPois . Reflect . (no helmet) rElec . Harm . (no cloak) rCorr . Rampage . o - +0 pair of gloves of the Cuttlefish {Int+4} Will ..... (no boots) Stlth +++....... (no amulet) HPRegen 0.17/turn k - +4 ring of protection MPRegen 0.13/turn (no ring) @: no status effects A: claws 2, thin skeletal structure 1, powered by death 1, spiny 1 a: no special abilities You were on level 5 of the Dungeon. You visited 1 branch of the dungeon, and saw 5 of its levels. You collected 204 gold pieces. Inventory: Missiles h - 17 poisoned darts Armour a - a +0 robe i - a +0 leather armour (worn) (You found it on level 2 of the Dungeon) j - a +0 pair of gloves (You found it on level 2 of the Dungeon) o - the +0 pair of gloves of the Cuttlefish (worn) {Int+4} (You found it on level 4 of the Dungeon) Int: It affects your intelligence (+4). Jewellery k - a +4 ring of protection (left hand) (You found it on level 3 of the Dungeon) Wands p - a wand of charming (9) (You found it on level 4 of the Dungeon) t - a wand of flame (17) (You found it on level 5 of the Dungeon) Scrolls b - 3 scrolls of teleportation {unknown} d - a scroll of acquirement {unknown} f - a scroll of magic mapping {unknown} g - a scroll of fog {unknown} l - a scroll of enchant armour {unknown} n - 7 scrolls of identify {unknown} u - a scroll of enchant weapon {unknown} Potions c - 3 potions of attraction {unknown} e - 3 potions of curing {unknown} m - 3 potions of lignification {unknown} q - a potion of brilliance {unknown} r - a potion of invisibility {unknown} s - a potion of degeneration {unknown} Skills: + Level 2.3 Fighting - Level 1.7 Dodging - Level 1.7 Stealth - Level 4.0 Spellcasting - Level 7.0 Conjurations + Level 1.5 Hexes You had 7 spell levels left. You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 100% 1d8 1% 1 b - Searing Ray Conj 80% 3d6 1% 2 c - Fulminant Prism Conj/Hex 13% 3d9 22% 4 Your spell library contained the following spells: Spells Type Power Damage Failure Level Dazzling Flash Conj/Hex 52% N/A 7% 3 Pain Necr 20% 1d5 13% 1 Summon Small Mammal Summ 20% N/A 13% 1 Blink Tloc N/A N/A 21% 2 Sublimation of Blood Necr 2% N/A 21% 2 Summon Guardian Golem Hex/Summ 8% N/A 28% 3 Iskenderun's Mystic Bla Conj/Tloc 22% 2d6 30% 4 Call Canine Familiar Summ 5% N/A 36% 3 Lesser Beckoning Tloc 2% N/A 36% 3 Irradiate Conj/Tmut 11% 3d17 65% 5 Petrify Tmut/Erth 5% N/A 78% 4 Agony Necr 5% N/A 98% 5 Excruciating Wounds Necr 2% N/A 98% 5 Manifold Assault Tloc 5% N/A 98% 5 Dungeon Overview and Level Annotations Branches: Dungeon (5/15) Temple: D:4-7 Altars: Nemelex Xobeh Annotations: D:4 Sigmund Innate Abilities, Weirdness & Mutations You have very sharp fingernails. You have a somewhat thin skeletal structure. (Dex +2, Stealth+) You regenerate a little health from kills. You are partially covered in sharp spines. Message History You kill the scorpion! You finish channeling your searing ray. Training target 1.0 for Fighting reached! Your Fighting skill increases to level 1! You now have 7/12 mp. You see here a scorpion corpse. You add the spells Summon Small Mammal, Call Canine Familiar and Summon Guardian Golem to your library. You start resting. Health restored: 43; MP restored: 12 A water moccasin comes into view. A water moccasin is nearby! The water moccasin hisses angrily. Casting: Searing Ray (safe; 1% risk of failure) Aiming: Searing Ray (safe; 1% risk of failure) Aim: a water moccasin (68% to hit) The searing ray misses the water moccasin. (Press . to maintain the ray.) You now have 10/12 mp. The searing ray hits the water moccasin! The water moccasin bites you but does no damage. You now have 9/12 mp. The searing ray hits the water moccasin! The water moccasin closely misses you. You now have 8/12 mp. The searing ray hits the water moccasin! You finish channeling your searing ray. The water moccasin closely misses you. The water moccasin completely misses you. You now have 7/12 mp. Casting: Searing Ray (safe; 1% risk of failure) Aiming: Searing Ray (safe; 1% risk of failure) Aim: a water moccasin (almost dead, 68% to hit) The searing ray hits the water moccasin! You kill the water moccasin! (Press . to maintain the ray.) Training target 7.0 for Conjurations reached! Your Conjurations skill increases to level 7! You need to enable at least one skill for training. You now have 5/12 mp. This spell is quite dangerous to cast! Memorise Fulminant Prism, consuming 4 spell levels and leaving 6? You start memorising the spell. You continue memorising. x4 You finish memorising. Spell assigned to 'c'. You see here a water moccasin corpse. Found a stone staircase leading up. MP restored: 12 You now have 180 gold pieces (gained 11). You now have 192 gold pieces (gained 12). Found a stone staircase leading down. You enter the shallow water. Moving in this stuff is going to be slow. A scorpion comes into view. A scorpion is nearby! Casting: Searing Ray (safe; 1% risk of failure) Aiming: Searing Ray (safe; 1% risk of failure) Aim: a scorpion (82% to hit) The searing ray hits the scorpion! (Press . to maintain the ray.) You now have 10/12 mp. The searing ray hits the scorpion! You kill the scorpion! Your Hexes skill increases to level 1! Health restored: 44 You now have 9/12 mp. You now have 204 gold pieces (gained 12). You add the spells Sublimation of Blood, Petrify and Irradiate to your library. You see here 22 stones. A centaur skeleton comes into view. MP restored: 12 A hound comes into view. Casting: Searing Ray (safe; 1% risk of failure) Aiming: Searing Ray (safe; 1% risk of failure) Aim: a hound (75% to hit) The searing ray hits the hound! (Press . to maintain the ray.) The hound bites you but does no damage. The hound misses you. You now have 10/12 mp. The searing ray hits the hound! You kill the hound! The centaur skeleton misses you. The centaur skeleton barely misses you. Your Fighting skill increases to level 2! You have reached level 7! Your demonic ancestry asserts itself... Sharp spines emerge from parts of your body. Health restored: 50 You now have 9/13 mp. Casting: Searing Ray (safe; 1% risk of failure) Aiming: Searing Ray (safe; 1% risk of failure) Aim: a centaur skeleton (100% to hit) The searing ray hits the centaur skeleton! (Press . to maintain the ray.) The centaur skeleton hits you but does no damage. The centaur skeleton kicks you but does no damage. The centaur skeleton closely misses you. The centaur skeleton kicks you but does no damage. You now have 7/13 mp. The searing ray hits the centaur skeleton! The centaur skeleton closely misses you. x2 You now have 6/13 mp. The searing ray hits the centaur skeleton. You destroy the centaur skeleton! Health restored: 51 #.## #.# ## #######..###.# .. .............# ## #. ########.###.# ... .. #...........# #..##. ###.####.##.# ##$../. #.# #..#.# ......†########.#####.#(## #.......@................ #....#########.###.....## #... ###### #.≈#..##..# #.. #....# #.≈≈..##..# #. #....# #.≈.####..# ##.####...†###.#.##≈≈≈.## #.................##≈≈≈# ####..........#.#.##.>≈≈ #...........##≈≈.# There were no monsters in sight! Vanquished Creatures A water moccasin (D:5) 2 scorpions (D:5) A hound (D:5) 2 centaur skeletons (D:5) 3 iguanas (D:2 D:4) 4 gnolls (D:3) 8 adders (D:2 D:3 D:4) An adder skeleton (D:4) A worm (D:4) 3 dart slugs (D:3) An orc (D:4) 8 ball pythons (D:1 D:2 D:4) 3 endoplasms (D:1 D:4) 4 goblins (D:1 D:2 D:3 D:4) 6 hobgoblins (D:2 D:3 D:4) 9 jackals (D:2 D:3) 3 quokkas (D:3 D:4) 2 bats (D:1 D:3) 3 frilled lizards (D:1 D:3) 5 kobolds (D:1 D:2 D:3 D:4) 4 rats (D:1 D:2 D:3) 74 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | shummie the Demonspawn Conjurer began the quest for the | Orb. 0 | D:1 | Reached XP level 1. HP: 13/13 MP: 3/3 208 | D:1 | Found a faded altar of an unknown god. 844 | D:1 | Gained mutation: You regenerate a little health from kills. | [demonic ancestry] 844 | D:1 | Reached XP level 2. HP: 19/19 MP: 3/5 1115 | D:2 | Learned a level 2 spell: Searing Ray 1580 | D:2 | Reached skill level 5 in Conjurations 1740 | D:2 | Gained mutation: You have a somewhat thin skeletal | structure. (Dex +2, Stealth+) [demonic ancestry] 1740 | D:2 | Reached XP level 3. HP: 24/24 MP: 0/6 1983 | D:2 | Gained mutation: You have sharp fingernails. [demonic | ancestry] 1983 | D:2 | Reached XP level 4. HP: 30/30 MP: 4/7 2454 | D:3 | Reached skill level 6 in Conjurations 2809 | D:3 | Found a sparkling altar of Nemelex Xobeh. 2991 | D:3 | Gained mutation: You have very sharp fingernails. [demonic | ancestry] 2991 | D:3 | Reached XP level 5. HP: 35/35 MP: 2/9 3125 | D:3 | Reached skill level 3 in Spellcasting 3472 | D:4 | Identified the +0 pair of gloves of the Cuttlefish {Int+4} 3927 | D:4 | Noticed Sigmund 3940 | D:4 | Reached skill level 4 in Spellcasting 4333 | D:5 | Entered Level 5 of the Dungeon 4483 | D:5 | Reached XP level 6. HP: 42/42 MP: 7/12 4575 | D:5 | Reached skill level 1 in Fighting 4625 | D:5 | Noticed a water moccasin 4632 | D:5 | Killed a water moccasin 4633 | D:5 | Reached skill level 7 in Conjurations 4638 | D:5 | Learned a level 4 spell: Fulminant Prism 4735 | D:5 | Reached skill level 1 in Hexes 4800 | D:5 | Reached skill level 2 in Fighting 4800 | D:5 | Gained mutation: You are partially covered in sharp spines. | [demonic ancestry] 4800 | D:5 | Reached XP level 7. HP: 50/50 MP: 9/13 4805 | D:5 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_solitude, layout_basic, shapermc_ecumenical_altar_mp_highgroup D:2: layout_rooms D:3: layout_basic, nemelex_diamond_rough_becter D:4: layout_loops_ring, chequers_serial_rivers_room_b, uniq_sigmund D:5: layout_basic, chequers_serial_rivers_small_b Skill XL: | 1 2 3 4 5 6 | ---------------+-------------------+----- Conjurations | 5 6 7 | 7.0 Spellcasting | 4 | 4.0 Fighting | 2 | 2.3 Hexes | 1 | 1.5 Dodging | | 1.7 Stealth | | 1.7 Action | 1- 3 | 4- 6 | 7- 9 || total -------------------------+-------+-------+-------++------- Melee: Unarmed | 11 | 13 | || 24 Cast: Magic Dart | 20 | | || 20 Searing Ray | 10 | 42 | 1 || 53 Armor: Robe | 3 | | || 3 Leather armour | 2 | 15 | 3 || 20 Dodge: Dodged | 15 | 23 | 3 || 41 Table legend: (Time is in decaauts) A = Elapsed time spent in this place. B = Non-inter-level travel time spent in this place. C = Inter-level travel time spent in this place. D = Time resting spent in this place. E = Time spent auto-exploring this place. F = Levels seen in this place. G = Mean time per level. A B C D E F G +--------+--------+--------+--------+--------+-----+--------+ Total | 4809 | 4578 | 231 | 1003 | 3038 | 5 | 961.8 | Dungeon | 4809 | 4578 | 231 | 1003 | 3038 | 5 | 961.8 | +--------+--------+--------+--------+--------+-----+--------+ Top non-repeatable levels by time: D:1: 1309 daAuts D:4: 1071 daAuts D:3: 1020 daAuts D:2: 936 daAuts D:5: 472 daAuts Table legend: A = Kills in this place as a percentage of kills in entire the game. B = Kills by you in this place as a percentage of kills by you in the entire game. C = Kills by friends in this place as a percentage of kills by friends in the entire game. D = Other kills in this place as a percentage of other kills in the entire game. E = Experience gained in this place as a percentage of experience gained in the entire game. F = Experience gained in this place divided by the number of levels of this place that you have seen. A B C D E F +-------+-------+-------+-------+-------+---------------------- Total | 100.0 | 100.0 | N/A | N/A | 100.0 | 162.0 Dungeon | 100.0 | 100.0 | N/A | N/A | 100.0 | 162.0 +-------+-------+-------+-------+-------+----------------------