Dungeon Crawl Stone Soup version 0.34-b1-46-g4715434a6a (webtiles) character file. Game seed: 8584117082905742460 20 UncleR the Magician (level 3, 0/25 HPs) Began as a Djinni Conjurer on Feb 19, 2026. Slain by a jackal (2 damage) ... on level 2 of the Dungeon. The game lasted 00:09:46 (1128 turns). UncleR the Magician (Djinni Conjurer) Turns: 1128, Time: 00:09:46 Health: 0/25 AC: 3 Str: 6 XL: 3 Next: 0% Gold: 89 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . (33%) b - +4 dagger (venom) rCold x . . (150%) (no offhand) rNeg . . . (100%) a - +1 robe rPois ∞ (0%) (no helmet) rElec . (100%) (no cloak) rCorr . (100%) (no gloves) SInv . (no amulet) Will ..... (no ring) Stlth ++ (no ring) HPRegen 0.24/turn %: infuse magic (-1 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 89 gold pieces. Inventory: Hand Weapons b - a +4 dagger of venom (weapon) Missiles c - 2 stones Armour a - a +1 robe (worn) d - a +0 scale mail e - a +0 chain mail Scrolls t - 2 scrolls of teleportation a - 2 scrolls of enchant armour Potions e - a potion of enlightenment M - a potion of mutation j - a potion of curing {unknown} Skills: - Level 2.1 Dodging - Level 1.5 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 - Soul Splinter Necr 80% N/A 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 The searing ray hits the jackal. The jackal is severely wounded. You finish channelling your searing ray. The jackal bites you but does no damage. x2 The jackal closely misses you. The jackal barely misses you. Casting: Searing Ray (safe; 4% 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 Aim: a jackal (severely wounded, 72% to hit) You focus your ray upon the jackal. The searing ray misses the jackal. (Press . to maintain the ray.) The jackal completely misses you. The jackal bites you but does no damage. The searing ray hits the jackal. You kill the jackal! The jackal barely misses you. You have reached level 3! Your experience leads to an increase in your attributes! Increase (S)trength, (I)ntelligence, or (D)exterity? You feel clever. x2 The power to cast Soul Splinter wells up from within. Spell assigned to 'e'. The jackal bites you but does no damage. The jackal bites you. You finish channelling your searing ray. The jackal bites you. * * * LOW HITPOINT WARNING * * * The jackal bites you. * * * 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 jackal (72% to hit) You focus your ray upon the jackal. The searing ray misses the jackal. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The jackal bites you. You die... .. # #.#### #.#....## .#..#.. ..... ...## #...####.. #@....)... ##.###h..####. .......†<## ....#...## ## ##.## #. .. #.# #. You could see a jackal. Vanquished Creatures A hobgoblin (D:1) 3 jackals (D:2) 2 quokkas (D:1) 3 ball pythons 2 bats (D:1) 3 endoplasms (D:1) A frilled lizard (D:1) 2 goblins (D:1) 3 kobolds A rat (D:1) 21 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | UncleR the Djinni Conjurer began the quest for the Orb. 0 | D:1 | UncleR 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: 0/0 280 | D:1 | Reached XP level 2. HP: 19/21 MP: 0/0 1125 | D:2 | Reached XP level 3. HP: 11/25 MP: 0/0 1125 | D:2 | Learned a level 1 spell: Soul Splinter 1128 | D:2 | Slain by a jackal Illustrated notes Levels and vault maps discovered: D:1: co_arrival_square_in_a_square_in_a_square, layout_loops_corners D:2: minmay_spotlight, layout_loops_ring, dilly_ecumenical_altar_fadedgnrine, serial_shops, nicolae_shop_gaudy_bauble, grunt_ministairs_14, uniq_jessica Action || total ---------------------------++------- Attack: Normal || 1 Melee: Unarmed || 1 Cast: Magic Dart || 22 Searing Ray || 10 Read: Identify || 2 Teleportation || 1 Enchant armour || 1 Revelation || 1 Armour: Robe || 14 Dodge: Dodged || 11