Dungeon Crawl Stone Soup version 0.29.1-2-gbd0b4ee654 (webtiles) character file. Game seed: 7925451747536469449 20 Orcman the Conjurer (level 2, 0/11 HPs) Began as a Felid Conjurer on Nov 22, 2022. Slain by a bat (1 damage) ... on level 1 of the Dungeon. The game lasted 00:01:03 (706 turns). Orcman the Conjurer (Felid Conjurer) Turns: 706, Time: 00:01:05 Health: 0/11 AC: 1 Str: 3 XL: 2 Next: 58% Magic: 4/6 EV: 17 Int: 19 God: Gold: 26 SH: 0 Dex: 14 Spells: 2/5 levels left Lives: 0 Deaths: 0 rFire . . . SeeInvis + (weapon unavailable) rCold . . . Faith . (shield unavailable) rNeg . . . Spirit . (body armour unavailable) rPois . Reflect . (helmet unavailable) rElec . Harm . (cloak unavailable) rCorr . Rampage . (gloves unavailable) Will ..... (boots unavailable) Stlth ++........ (no amulet) HPRegen 0.03/turn (no ring) MPRegen 0.10/turn (no ring) @: quick A: very small, claws 1, fangs 3, see invisible, speed 1, shaggy fur 1, stealthy paws, no weapons or thrown items, no armour, multi-lived 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 26 gold pieces. Inventory: Potions a - a potion of magic b - a potion of mutation {unknown} c - a potion of curing {unknown} Skills: + Level 2.8 Dodging + Level 2.9 Stealth + Level 2.1 Spellcasting + Level 4.1 Conjurations You had 2 spell levels left. You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 68% 1d6 3% 1 b - Searing Ray Conj 34% 2d5 4% 2 Your spell library contained the following spells: Spells Type Power Damage Failure Level Dazzling Flash Conj/Hex 18% N/A 22% 3 Fulminant Prism Conj/Hex 4% 3d6 56% 4 Iskenderun's Mystic Bla Conj/Tloc 9% 2d4 56% 4 Dungeon Overview and Level Annotations Branches: Dungeon (1/15) Altars: Innate Abilities, Weirdness & Mutations You have sharp claws. You have razor-sharp teeth. You have supernaturally acute eyesight. (SInv) You cover ground quickly. (Speed+) You are covered in fur. (AC +1) Your paws help you pounce on unaware monsters. You are incapable of wielding weapons or throwing items. You cannot wear armour. You gain extra lives every three experience levels. Message History Aim: a bat (severely wounded, about 54% to evade your paws) You closely miss the bat. The bat is severely wounded. The bat hits you. Attack: -) Teeth and claws Press: ? - help, Dir - move target, f - endoplasm, p - bat Aim: an endoplasm (about 14% to evade your paws) You scratch the endoplasm but do no damage. You claw the endoplasm. The endoplasm is heavily wounded. The bat misses you. The endoplasm freezes you. You are frozen. Attack: -) Teeth and claws Press: ? - help, Dir - move target, f/p - endoplasm Aim: an endoplasm (moderately wounded, about 14% to evade your paws) You scratch the endoplasm. You bite the endoplasm. The endoplasm is almost dead. The bat misses you. The endoplasm hits you. Attack: -) Teeth and claws Press: ? - help, Dir - move target, f/p - endoplasm Aim: an endoplasm (almost dead, about 14% to evade your paws) You scratch the endoplasm but do no damage. The endoplasm is almost dead. The bat hits you. * * * LOW HITPOINT WARNING * * * The endoplasm freezes you. You are frozen. * * * LOW HITPOINT WARNING * * * You are too injured to fight recklessly! Casting: Magic Dart (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line, f/p - endoplasm Aim: an endoplasm (almost dead, 98% to hit) The searing ray hits the endoplasm. You kill the endoplasm! (Press . to maintain the ray.) The bat hits you. You die... .#...# ##.....## ...### ##...## #.# ##'## #. #.# # ########.# .......#.## #....## ###†....####### #......b@†...... #.##...#.####### #........# ###..#### #### You could see a bat. Vanquished Creatures A dart slug (D:1) 2 ball pythons (D:1) A bat (D:1) 4 endoplasms (D:1) A giant cockroach (D:1) A hobgoblin (D:1) 2 kobolds (D:1) A quokka (D:1) A frilled lizard (D:1) 2 goblins (D:1) 16 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | Orcman the Felid Conjurer began the quest for the Orb. 0 | D:1 | Reached XP level 1. HP: 7/7 MP: 4/4 401 | D:1 | Reached skill level 4 in Conjurations 401 | D:1 | Reached XP level 2. HP: 11/11 MP: 3/6 404 | D:1 | Learned a level 2 spell: Searing Ray 706 | D:1 | Slain by a bat Illustrated notes Levels and vault maps discovered: D:1: noname_arrival_rooms_in_the_neighbourhood, layout_loops_corners Skill XL: | 1 | ---------------+----+----- Conjurations | 4 | 4.1 Dodging | | 2.8 Stealth | | 2.9 Spellcasting | | 2.1 Action || total -------------------------++------- Melee: Unarmed || 11 Bite || 2 Punch || 1 Cast: Magic Dart || 26 Searing Ray || 1 Stab: Sleeping || 2 Armor: Skin || 1 Dodge: Dodged || 7