Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 13809948726690966445 7 code13 the Magician (level 2, -1/22 HPs) Began as a Djinni Conjurer on Jan 27, 2026. Slain by a quokka (3 damage) ... on level 1 of the Dungeon. The game lasted 00:00:30 (191 turns). code13 the Magician (Djinni Conjurer) Turns: 191, Time: 00:00:32 Health: -1/22 AC: 2 Str: 6 XL: 2 Next: 5% Gold: 24 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 (-2 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 24 gold pieces. Inventory: Armour a - a +0 robe (worn) b - a +0 leather armour 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 gnoll is severely wounded. The quokka twitches its whiskers. Casting: Magic Dart (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You aren't experienced enough to cast this spell. 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 quokka (almost dead, 100% to hit) The magic dart hits the gnoll. The gnoll is severely wounded. The gnoll closely misses you. 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 quokka (almost dead, 100% to hit) The magic dart hits the quokka. You kill the quokka! The gnoll hits you with a +0 flail! Ouch! That really hurt! * * * LOW HITPOINT WARNING * * * 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 gnoll, wielding a +0 flail (severely wounded, 81% to hit) The searing ray misses the gnoll. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The gnoll barely misses you. Casting: Searing Ray (safe; 5% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You don't have enough health to cast this spell. You hit the gnoll but do no damage. The gnoll is severely wounded. You stop channelling your searing ray. The quokka bites you. You die... #....# #....# #....######## # #...........# .# #####.......# .# #.......# ###.. ##......##... #.......#.# #.......@j# #########r†g.... ###.##. # You could see a gnoll, a quokka and a goblin. Vanquished Creatures A dart slug (D:1) A hobgoblin (D:1) A quokka (D:1) 2 endoplasms (D:1) A frilled lizard (D:1) 6 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: 0/0 190 | D:1 | Reached XP level 2. HP: 3/22 MP: 0/0 191 | D:1 | Slain by a quokka Illustrated notes Levels and vault maps discovered: D:1: lemuel_arrival_broad_hall, layout_basic Action || total ---------------------------++------- Melee: Unarmed || 1 Cast: Magic Dart || 18 Searing Ray || 1 Armour: Robe || 3 Dodge: Dodged || 2