Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 5298242401649793284 8 code13 the Magician (level 2, -6/22 HPs) Began as a Djinni Conjurer on Jan 10, 2026. Mangled by a gnoll ... wielding a +0 club (9 damage) ... on level 1 of the Dungeon. The game lasted 00:00:38 (272 turns). code13 the Magician (Djinni Conjurer) Turns: 272, Time: 00:00:39 Health: -6/22 AC: 2 Str: 6 XL: 2 Next: 15% Gold: 16 EV: 11 Int: 19 God: SH: 0 Dex: 11 rFire + + . - Nothing wielded rCold x . . (no offhand) rNeg . . . a - +0 robe rPois ∞ (no helmet) rElec . (no cloak) rCorr . (no gloves) SInv . (no amulet) Will ..... (no ring) Stlth ++ (no ring) HPRegen 0.23/turn %: infuse magic (-7 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 1 of the Dungeon. You visited 1 branch of the dungeon, and saw 1 of its levels. You collected 16 gold pieces. Inventory: Armour a - a +0 robe (worn) b - a +0 pair of gloves Scrolls c - a scroll of poison {unknown} Skills: + Level 0.4 Fighting + Level 2.3 Dodging - Level 1.5 Stealth + Level 3.5 Spellcasting + Level 3.5 Conjurations - Level 3.5 Hexes - Level 3.5 Summonings - Level 3.5 Necromancy - Level 3.5 Translocations - Level 3.5 Forgecraft - Level 3.5 Fire Magic - Level 3.5 Ice Magic - Level 3.5 Air Magic - Level 3.5 Earth Magic - Level 3.5 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 64% 1d6 3% 1 b - Searing Ray Conj 32% 2d5 5% 2 d - Fulminant Prism Conj/Alch 8% 3d6 34% 4 g - Iskenderun's Mystic Conj/Tloc 16% 2d5 (+2d2 34% 4 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (1/15) 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 jackal misses you. Your magical contamination has completely faded away. Casting: Magic Dart (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a jackal (almost dead, 100% to hit) The magic dart hits the jackal. You kill the jackal! * * * LOW HITPOINT WARNING * * * A gnoll comes into view. It is wielding a +0 club. You have reached level 2! Casting: Magic Dart (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 5% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a jackal (almost dead, 72% to hit) The searing ray hits the jackal! You kill the jackal! (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The searing ray hits the gnoll. The gnoll is moderately wounded. * * * LOW HITPOINT WARNING * * * The searing ray hits the gnoll. The gnoll is heavily wounded. * * * LOW HITPOINT WARNING * * * The gnoll hits you with a +0 club. * * * LOW HITPOINT WARNING * * * Casting: Searing Ray (safe; 5% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 5% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a gnoll, wielding a +0 club (heavily wounded, 81% to hit) The searing ray hits the gnoll. The gnoll is almost dead. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The gnoll hits you with a +0 club! You die... .# #..#######......)....#........ .# #>.# #..####.......###.### .###..# #..# #...#.#.###.# ......# #..# #...........# #####.# #..# ##..##..##### #.# #..# #......# ## #.#######..### #.###..# .# #.#..........# #.###..####### .# #.#.########@# #............. .# #.# #j# #.###.##...### .# ... #.# #....#..# .# #.. #..# ####....# .# ##.. ##.#.# .# ..## ##....# .# ..# #..#..## .# #..# #....... .# #.†# #.#.#... You could see a gnoll. Vanquished Creatures A hobgoblin (D:1) 3 jackals (D:1) A quokka (D:1) 2 ball pythons (D:1) 7 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | code13 the Djinni Conjurer began the quest for the Orb. 0 | D:1 | code13 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: 0/0 269 | D:1 | Reached XP level 2. HP: 10/22 MP: 0/0 272 | D:1 | Mangled by a gnoll Illustrated notes Levels and vault maps discovered: D:1: psy_arrival_statuary, layout_loops_ring Action || total ---------------------------++------- Cast: Magic Dart || 12 Searing Ray || 2 Armour: Robe || 4 Dodge: Dodged || 4