Crash caused by signal #11: Segmentation fault Version: Dungeon Crawl Stone Soup 0.32-a0-708-g9ec0c11 Platform: unix Bits: 64 Game mode: normal Tiles: online Seed: 8727023233330240747, deterministic pregen: 1 Command line: /var/dcss/builds/dcss-trunk/latest/bin/dcss -name Coo1 -rc /var/dcss/gamedata/dcss-trunk/rc-files/Coo1.rc -macro /var/dcss/gamedata/dcss-trunk/rc-files/Coo1.macro -morgue /var/dcss/gamedata/dcss/morgue/Coo1/ -extra-opt-first travel_delay=20 -extra-opt-first rest_delay=0 -dir /var/dcss/gamedata/dcss-trunk/save/ -webtiles-socket /var/dcss/sockets/Coo1:2024-03-14.20:59:10.sock -await-connection RC options: restart_after_game = false Crash caused by signal #11: Segmentation fault Obtained 18 stack frames. /var/dcss/builds/dcss-trunk/latest/bin/dcss(_Z17write_stack_traceP8_IO_FILE+0x38) [0x7afc78]: write_stack_trace(_IO_FILE*) /var/dcss/builds/dcss-trunk/latest/bin/dcss(_Z13do_crash_dumpv+0x3de) [0x7b996e]: do_crash_dump() /var/dcss/builds/dcss-trunk/latest/bin/dcss(_Z20crash_signal_handleri+0x1f0) [0x7b00e0]: crash_signal_handler(int) /lib/x86_64-linux-gnu/libc.so.6(+0x354c0) [0x7f80efe9c4c0]: /var/dcss/builds/dcss-trunk/latest/bin/dcss(_ZNK7monster8friendlyEv+0x4) [0xb7db24]: monster::friendly() const /var/dcss/builds/dcss-trunk/latest/bin/dcss(_Z12god_protectsPK5actorRK7monsterb+0x1a0) [0xc51fb0]: god_protects(actor const*, monster const&, bool) /var/dcss/builds/dcss-trunk/latest/bin/dcss(_Z11place_cloud10cloud_typeRK9coord_defiPK5actoriib+0xa5) [0x7920a5]: place_cloud(cloud_type, coord_def const&, int, actor const*, int, int, bool) /var/dcss/builds/dcss-trunk/latest/bin/dcss(_Z11cast_scorchRK5actorib+0x4d8) [0xcb8618]: cast_scorch(actor const&, int, bool) /var/dcss/builds/dcss-trunk/latest/bin/dcss() [0xc969e3] /var/dcss/builds/dcss-trunk/latest/bin/dcss(_Z11your_spells10spell_typeibPK8item_defP4distb+0xa1c) [0xc9bf9c]: your_spells(spell_type, int, bool, item_def const*, dist*, bool) /var/dcss/builds/dcss-trunk/latest/bin/dcss(_Z12cast_a_spellb10spell_typeP4distb+0x14e) [0xc9e00e]: cast_a_spell(bool, spell_type, dist*, bool) /var/dcss/builds/dcss-trunk/latest/bin/dcss(_Z17do_cast_spell_cmdb+0x16) [0xc9eca6]: do_cast_spell_cmd(bool) /var/dcss/builds/dcss-trunk/latest/bin/dcss(_Z15process_command12command_typeS_+0x162e) [0xe32c2e]: process_command(command_type, command_type) /var/dcss/builds/dcss-trunk/latest/bin/dcss() [0xe2ef4a] /var/dcss/builds/dcss-trunk/latest/bin/dcss() [0xe2fa9d] /var/dcss/builds/dcss-trunk/latest/bin/dcss(main+0x18c) [0x70375c]: /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f80efe87840]: /var/dcss/builds/dcss-trunk/latest/bin/dcss(_start+0x29) [0x704249]: Trying to run gdb. GNU gdb (Ubuntu 8.2-0ubuntu1~16.04.1) 8.2 Copyright (C) 2018 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law. Type "show copying" and "show warranty" for details. This GDB was configured as "x86_64-linux-gnu". Type "show configuration" for configuration details. For bug reporting instructions, please see: . Find the GDB manual and other documentation resources online at: . For help, type "help". Type "apropos word" to search for commands related to "word". [Thread debugging using libthread_db enabled] Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1". 0x00007f80f0241f2a in __waitpid (pid=27302, stat_loc=stat_loc@entry=0x0, options=options@entry=0) at ../sysdeps/unix/sysv/linux/waitpid.c:29 #0 0x00007f80f0241f2a in __waitpid (pid=27302, stat_loc=stat_loc@entry=0x0, options=options@entry=0) at ../sysdeps/unix/sysv/linux/waitpid.c:29 resultvar = 18446744073709551104 sc_ret = #1 0x00000000007afaf5 in call_gdb (file=file@entry=0x7f80f022c540 <_IO_2_1_stderr_>) at crash.cc:438 gdb = attach_cmd = "attach 27164\000\000\000\000\000\000\000" #2 0x00000000007b998a in do_crash_dump () at dbg-asrt.cc:692 t = 1710450054 dir = "/var/dcss/gamedata/dcss/morgue/Coo1/" name = "/var/dcss/gamedata/dcss/morgue/Coo1/crash-Coo1-20240314-210054.txt", '\000' signal_info = "Crash caused by signal #11: Segmentation fault" cause_msg = "Crash caused by signal #11: Segmentation fault" file = 0x7f80f022c540 <_IO_2_1_stderr_> #3 0x00000000007b00e0 in crash_signal_handler (sig_num=11) at crash.cc:198 No locals. #4 No locals. #5 0x0000000000b7db24 in monster::friendly (this=this@entry=0x0) at monster.cc:2989 No locals. #6 0x0000000000c51fb0 in god_protects (agent=agent@entry=0x132d420 , target=..., quiet=quiet@entry=true) at religion.cc:2706 aligned = #7 0x00000000007920a5 in place_cloud (cl_type=cl_type@entry=CLOUD_STEAM, ctarget=..., cl_range=2, agent=agent@entry=0x132d420 , spread_rate=spread_rate@entry=11, excl_rad=excl_rad@entry=-1, do_conducts=true) at cloud.cc:775 mons = 0x0 conducts = {{conduct = 20635904, pgain = 0, known = 95, victim = std::unique_ptr = {get() = 0x23}, did_sanctuary = true}, {conduct = DID_NOTHING, pgain = 0, known = false, victim = std::unique_ptr = {get() = 0x23}, did_sanctuary = true}, {conduct = DID_NOTHING, pgain = 0, known = false, victim = std::unique_ptr = {get() = 0x23}, did_sanctuary = true}} whose = killer = source = cloud = old = #8 0x0000000000cb8618 in cast_scorch (agent=..., pow=pow@entry=13, fail=fail@entry=false) at spl-damage.cc:1901 range = targeter = std::unique_ptr = {get() = 0x2f82ae0} targ = 0x13ae130 seen = base_dam = post_ac_dam = 3 p = {x = 33, y = 25} beam = {origin_spell = SPELL_NO_SPELL, range = -2, glyph = 42 U'*', colour = 0 '\000', flavour = BEAM_FIRE, real_flavour = BEAM_MAGIC, drop_item = false, item_mulches = false, item = 0x0, launcher = 0x0, source = {x = 0, y = 0}, target = {x = 0, y = 0}, damage = {num = 0, size = 0}, ench_power = 0, hit = 0, thrower = KILL_MISC, ex_size = 0, source_id = 0, source_name = "", name = "", short_name = "", hit_verb = "", loudness = 0, hit_noise_msg = "", explode_noise_msg = "", pierce = false, is_explosion = false, is_death_effect = false, aimed_at_spot = false, aux_source = "", affects_nothing = false, effect_known = true, effect_wanton = false, no_saving_throw = false, draw_delay = 15, explode_delay = 50, redraw_per_cell = true, special_explosion = 0x0, was_missile = false, animate = true, ac_rule = ac_type::normal, obvious_effect = false, seen = false, heard = false, path_taken = std::vector of length 0, capacity 0, extra_range_used = 0, is_tracer = false, is_targeting = false, aimed_at_feet = false, msg_generated = false, noise_generated = false, passed_target = false, in_explosion_phase = false, attitude = ATT_HOSTILE, foe_ratio = 0, hit_count = std::map with 0 elements, foe_info = {count = 0, power = 0, hurt = 0, helped = 0, dont_stop = false}, friend_info = {count = 0, power = 0, hurt = 0, helped = 0, dont_stop = false}, chose_ray = false, beam_cancelled = false, dont_stop_player = false, dont_stop_trees = false, overshoot_prompt = true, friendly_past_target = false, bounces = 0, bounce_pos = {x = 0, y = 0}, reflections = 0, reflector = 0, use_target_as_pos = false, auto_hit = false, ray = {r = {start = {x = 0, y = 0}, dir = {x = 0, y = 0}}, on_corner = false, cycle_idx = -1}, tile_beam = 8, can_see_invis = false, nightvision = false, can_trigger_bullseye = false, message_cache = std::set with 0 elements} damage = #9 0x0000000000c969e3 in _do_cast (spell=SPELL_SCORCH, powc=13, spd=..., beam=..., god=GOD_NO_GOD, fail=, actual_spell=true) at spl-cast.cc:2283 target = {x = 33, y = 26} zap = #10 0x0000000000c9bf9c in your_spells (spell=, powc=13, actual_spell=, evoked_wand=, target=, force_failure=) at spl-cast.cc:2116 wiz_cast = target_local = {isValid = false, isTarget = false, isEndpoint = false, isCancel = false, choseRay = false, interactive = false, target = {x = 0, y = 0}, delta = {x = 0, y = 0}, ray = {r = {start = {x = 0, y = 0}, dir = {x = 0, y = 0}}, on_corner = false, cycle_idx = -1}, find_target = false, fire_context = 0x0, cmd_result = 2000} beam = {origin_spell = SPELL_SCORCH, range = 3, glyph = 42 U'*', colour = 0 '\000', flavour = BEAM_MAGIC, real_flavour = BEAM_MAGIC, drop_item = false, item_mulches = false, item = 0x0, launcher = 0x0, source = {x = 0, y = 0}, target = {x = 0, y = 0}, damage = {num = 0, size = 0}, ench_power = 0, hit = 0, thrower = KILL_MISC, ex_size = 0, source_id = 0, source_name = "", name = "", short_name = "", hit_verb = "", loudness = 0, hit_noise_msg = "", explode_noise_msg = "", pierce = false, is_explosion = false, is_death_effect = false, aimed_at_spot = false, aux_source = "", affects_nothing = false, effect_known = true, effect_wanton = false, no_saving_throw = false, draw_delay = 15, explode_delay = 50, redraw_per_cell = true, special_explosion = 0x0, was_missile = false, animate = true, ac_rule = ac_type::normal, obvious_effect = false, seen = false, heard = false, path_taken = std::vector of length 0, capacity 0, extra_range_used = 0, is_tracer = false, is_targeting = false, aimed_at_feet = false, msg_generated = false, noise_generated = false, passed_target = false, in_explosion_phase = false, attitude = ATT_HOSTILE, foe_ratio = 0, hit_count = std::map with 0 elements, foe_info = {count = 0, power = 0, hurt = 0, helped = 0, dont_stop = false}, friend_info = {count = 0, power = 0, hurt = 0, helped = 0, dont_stop = false}, chose_ray = false, beam_cancelled = false, dont_stop_player = false, dont_stop_trees = false, overshoot_prompt = true, friendly_past_target = false, bounces = 0, bounce_pos = {x = 0, y = 0}, reflections = 0, reflector = 0, use_target_as_pos = false, auto_hit = false, ray = {r = {start = {x = 0, y = 0}, dir = {x = 0, y = 0}}, on_corner = false, cycle_idx = -1}, tile_beam = 50179520, can_see_invis = false, nightvision = false, can_trigger_bullseye = false, message_cache = std::set with 0 elements} flags = {<_enum_bitfield_exponent_base<-1, false>> = {}, flags = 65536} range = hitfunc = std::unique_ptr = {get() = 0x2a72fb0} is_targeted = false god = use_targeter = fail = 0 orig_target_pos = orig_target = 0x0 self_target = false had_tele = false cast_result = #11 0x0000000000c9e00e in cast_a_spell (check_range=, spell=SPELL_SCORCH, _target=0x0, force_failure=) at spl-cast.cc:937 reason = "" cost = 2 hp_cost = cast_result = #12 0x0000000000c9eca6 in do_cast_spell_cmd (force=force@entry=false) at spl-cast.cc:693 No locals. #13 0x0000000000e32c2e in process_command (cmd=CMD_CAST_SPELL, prev_cmd=CMD_MOVE_DOWN) at main.cc:2166 No locals. #14 0x0000000000e2ef4a in _input () at main.cc:1258 cmd = CMD_CAST_SPELL real_prev_cmd = CMD_MOVE_DOWN player_disabled = {was_disabled = false} #15 0x0000000000e2fa9d in _launch_game () at main.cc:486 game_start = ccon = {cstate = false} #16 0x000000000070375c in _launch_game_loop () at main.cc:385 game_ended = false game_ended = ge = fe = E = #17 main (argc=, argv=0x7fff56f603a8) at main.cc:335 echo = {prev_state = {value = maybe_bool::mbool_t::maybe, static maybe = {value = maybe_bool::mbool_t::maybe, static maybe = , static t = {value = maybe_bool::mbool_t::t, static maybe = , static t = , static f = {value = maybe_bool::mbool_t::f, static maybe = , static t = , static f = }}, static f = }, static t = , static f = }} [Inferior 1 (process 27164) detached] Compilation info: <<<<<<<<<<< Compiled with GCC 9.4.0 Build platform: x86_64-linux-gnu Platform: x86_64-linux-gnu CFLAGS: -O2 -pipe -DUSE_TILE -DUSE_TILE_WEB -Wall -Wformat-security -Wundef -Wextra -Wno-missing-field-initializers -Wno-implicit-fallthrough -Wno-type-limits -Wno-uninitialized -Wno-array-bounds -Wno-format-zero-length -Wmissing-declarations -Wredundant-decls -Wno-parentheses -Wwrite-strings -Wshadow -pedantic -Wuninitialized -Iutil -I. -isystem /usr/include/lua5.1 -g -DWIZARD -DASSERTS -DREGEX_PCRE -DCLUA_BINDINGS -DDGAMELAUNCH -DWEB_DIR_PATH="/web/" -D_GNU_SOURCE -isystem /usr/include/ncursesw LDFLAGS: -rdynamic -fuse-ld=gold -O2 >>>>>>>>>>> Place info: branch = 0, depth = 1 Level id: D:1 Level build method = random_map_for_place, level layout type = rooms, absdepth0 = 0 Level vaults: onia_arrival_handbag layout_basic corexii_leaking_fountain serial_bayou_ford_a Markers: <<<<<<<<<<<<<<<<<<<<<< Marker #0, type 0 at (49, 54): feature (stone_stairs_up_i) >>>>>>>>>>>>>>>>>>>>>> Messages: <<<<<<<<<<<<<<<<<<<<<< Welcome, Coo1 the Mountain Dwarf Fire Elementalist. Are you destined to find the magnificent Orb of Zot, or to die trying? Press ? for a list of commands and other information. Welcome back, Coo1 the Mountain Dwarf Fire Elementalist. Press ? for a list of commands and other information. Found a staircase leading out of the dungeon. A rat comes into view. Found a sling. Found an escape hatch in the floor. The rat squeaks loudly. Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! The foxfire hits the rat but does no damage. The foxfire hits the rat. The rat is heavily wounded. Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! The foxfire hits the rat but does no damage. The rat is heavily wounded. The foxfire hits the rat. You kill the rat! Found an escape hatch in the floor. Welcome back, Coo1 the Mountain Dwarf Fire Elementalist. Welcome back, Coo1 the Mountain Dwarf Fire Elementalist. Press ? for a list of commands and other information. A rat comes into view. The rat squeaks loudly. Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You don't know that spell. Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Okay, then. Unknown command. Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! The foxfire hits the rat. You kill the rat! Your foxfire dissipates! A hobgoblin comes into view. The hobgoblin shouts! Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! A ball python comes into view. The foxfire hits the hobgoblin. The hobgoblin is lightly wounded. The foxfire hits the hobgoblin. The hobgoblin is moderately wounded. The ball python hisses angrily. Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! The foxfire hits the hobgoblin but does no damage. The hobgoblin is moderately wounded. The foxfire hits the hobgoblin. You kill the hobgoblin! Your Conjurations skill increases to level 1! The foxfire hits the ball python. The ball python is moderately wounded. The foxfire hits the ball python. You kill the ball python! You start resting. Magic restored. You open the door. There is an open door here. Found a helmet. Found an escape hatch in the floor. You see here a +0 helmet. c - a +0 helmet You start putting on your armour. You continue putting on your +0 helmet. x4 You finish putting on your +0 helmet. A hobgoblin comes into view. The hobgoblin shouts! A hobgoblin is nearby! Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! Your foxfire dissipates! The foxfire hits the hobgoblin. The hobgoblin is moderately wounded. Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! The foxfire hits the hobgoblin but does no damage. The hobgoblin is moderately wounded. The foxfire hits the hobgoblin. The hobgoblin is heavily wounded. Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! You barely miss the hobgoblin. The hobgoblin is heavily wounded. The foxfire hits the hobgoblin but does no damage. The hobgoblin is heavily wounded. The foxfire hits the hobgoblin. You kill the hobgoblin! You see here a +0 sling. d - a +0 sling (weapon) A rat comes into view. Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! The rat squeaks loudly. Okay, then. The foxfire hits the rat. The rat is severely wounded. You shoot a sling bullet. The sling bullet hits the rat but does no damage. The rat is severely wounded. You shoot a sling bullet. The sling bullet closely misses the rat. The rat barely misses you. You shoot a sling bullet. The sling bullet closely misses the rat. The rat bites you. You shoot a sling bullet. The sling bullet closely misses the rat. The rat completely misses you. The rat bites you but does no damage. You shoot a sling bullet. The sling bullet completely misses the rat. The rat bites you but does no damage. Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You miscast Foxfire. You are very lightly contaminated with residual magic. Nothing appears to happen. The rat barely misses you. You shoot a sling bullet. The sling bullet barely misses the rat. The rat closely misses you. The rat bites you. Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! The rat bites you but does no damage. You shoot a sling bullet. The sling bullet hits the rat. You kill the rat! Your foxfire dissipates! x2 Your magical contamination has completely faded away. You start resting. Magic restored. A rat comes into view. The rat squeaks loudly. A hobgoblin comes into view. Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! The hobgoblin shouts! The foxfire hits the rat. The rat is heavily wounded. The foxfire hits the rat. You kill the rat! Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! The foxfire hits the hobgoblin. The hobgoblin is severely wounded. The foxfire hits the hobgoblin but does no damage. The hobgoblin is severely wounded. Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You miscast Foxfire. You are very lightly contaminated with residual magic. Nothing appears to happen. The hobgoblin hits you. The hobgoblin hits you. You shoot a sling bullet. The sling bullet hits the hobgoblin but does no damage. The hobgoblin is heavily wounded. The hobgoblin barely misses you. Magic courses through your body. The hobgoblin hits you. Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! The hobgoblin hits you. Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! The foxfire hits the hobgoblin. The hobgoblin is almost dead. The hobgoblin closely misses you. The foxfire hits the hobgoblin but does no damage. The hobgoblin is almost dead. The foxfire hits the hobgoblin but does no damage. The hobgoblin is almost dead. The foxfire hits the hobgoblin. You kill the hobgoblin! Your magical contamination has completely faded away. You start resting. Magic restored. You start resting. An endoplasm comes into view. Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! Your foxfire dissipates! Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! Casting: Foxfire (safe; 9% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! The foxfire hits the endoplasm. The endoplasm is almost dead. The foxfire hits the endoplasm. You kill the endoplasm! Your Fire Magic skill increases to level 4! You have reached level 2! You start memorising the spell. You continue memorising. x2 You finish memorising. Spell assigned to 'b'. Your foxfire dissipates! A goblin comes into view. It is wielding a +0 club. Casting: Foxfire (safe; 8% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You conjure some foxfire! The goblin shouts! The foxfire hits the goblin. The goblin is severely wounded. The foxfire hits the goblin. You kill the goblin! You now have 7 gold pieces. Things that are here: a +0 club; a goblin corpse You start resting. Magic restored. You enter the shallow water. Moving in this stuff is going to be slow. A ball python comes into view. What are your orders? t - Shout! Orders for allies: a - Attack new target. r - Retreat! s - Stop attacking. g - Guard the area. f - Follow me. Anything else - Cancel. You shout for attention! You hear a loud squeak. A rat comes into view. You enter the shallow water. Moving in this stuff is going to be slow. The ball python completely misses you. The ball python grabs you. The ball python constricts you. You escape the ball python's grasp. The ball python attacks as it pursues you! The ball python closely misses you. Casting: Foxfire (safe; 8% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Flames lash the ball python. You kill the ball python! >>>>>>>>>>>>>>>>>>>>>> Version history: Game started: 0.32-a0-708-g9ec0c11 Game state: mouse_enabled: 0, waiting_for_command: 0, terminal_resized: 0 io_inited: 1, need_save: 1, saving_game: 0, updating_scores: 0: seen_hups: 1, map_stat_gen: 0, type: 1, arena_suspended: 0 prev_cmd = CMD_CAST_SPELL repeat_cmd = CMD_NO_CMD Player: {{{{{{{{{{{ Name: [Coo1] Species: Mountain Dwarf Job: Fire Elementalist HP: 20/20; mods: 0/0 MP: 2/4; mod: 0 Stats: 10 (10) 15 (15) 10 (10) Position: (33, 26), god: No God (0), turn_is_over: 0, banished: 0 Standing on/in/over feature: some shallow water Skills (mode: manual) Name | can_currently_train | train | training | level | points | progress Fighting | X | 0 | 0 | 0 | 0 | 0/42 Short Blades | X | 0 | 0 | 0 | 0 | 0/70 Long Blades | X | 0 | 0 | 0 | 0 | 0/59 Axes | X | 0 | 0 | 0 | 0 | 0/35 Maces & Flails | X | 0 | 0 | 0 | 0 | 0/35 Polearms | X | 0 | 0 | 0 | 0 | 0/50 Staves | X | 0 | 0 | 0 | 0 | 0/42 Ranged Weapons | X | 0 | 0 | 0 | 0 | 0/70 Throwing | X | 0 | 0 | 0 | 0 | 0/70 Armour | X | 0 | 0 | 0 | 0 | 0/42 Dodging | X | 0 | 0 | 1 | 167 | 83/168 Stealth | X | 0 | 0 | 1 | 143 | 73/142 Shields | X | 0 | 0 | 0 | 0 | 0/42 Unarmed Combat | X | 0 | 0 | 0 | 0 | 0/50 Spellcasting | X | 0 | 0 | 1 | 195 | 125/142 Conjurations | X | 0 | 0 | 1 | 67 | 8/119 Hexes | X | 0 | 0 | 0 | 0 | 0/50 Summonings | X | 0 | 0 | 0 | 0 | 0/50 Necromancy | X | 0 | 0 | 0 | 0 | 0/42 Translocations | X | 0 | 0 | 0 | 0 | 0/70 Fire Magic | X | 1 | 100 | 4 | 365 | 12/177 Ice Magic | X | 0 | 0 | 0 | 0 | 0/59 Air Magic | X | 0 | 0 | 0 | 0 | 0/84 Earth Magic | X | 0 | 0 | 0 | 0 | 0/42 Alchemy | X | 0 | 0 | 0 | 0 | 0/70 Invocations | X | 0 | 0 | 0 | 0 | 0/29 Evocations | X | 0 | 0 | 0 | 0 | 0/42 Shapeshifting | X | 0 | 0 | 0 | 0 | 0/70 Spell bugs: Durations: #179: 4 Attributes: #12: 7 #49: 14 Mutations: runic magic: 1 (innate) artefact enchanting: 1 (innate) Inventory bugs: Equipment: eq slot #0, inv slot #3: +0 sling eq slot #2, inv slot #2: +0 helmet eq slot #6, inv slot #0: +0 robe }}}}}}}}}}} Webtiles message buffer: Webtiles JSON stack: Screenshot: ♣♣~~~.~~~~♣♣~# ♣~PP~...~~~~~♣ ♣~~~..~.P~Pr~♣ ### ♣P~...~~P~P~♣...# .. ♣♣~~...♣~~~~♣♣...##.. .. ♣~~....~~≈≈P~♣...##... . ♣~~....~~~≈≈P~.#...... ♣♣~P...~P≈P~♣#.#.# ... ♣P...~@≈≈~~##.#.#.###.# #..~...~P~≈~♣...#.#...... ....#...~~~~~♣.....####### ..###...♣~~P♣♣..##........ .. #...~~~~~#..###....### ####~~~~~.... #....... ##♣P~#######....... #♣.# #.....#. #.# ####..#. clua stack: dlua stack: Lua persistent data: <<<<<<<<<<<<<<<<<<<<<< >>>>>>>>>>>>>>>>>>>>>> Lua marker contents: <<<<<<<<<<<<<<<<<<<<<< >>>>>>>>>>>>>>>>>>>>>>