Dungeon Crawl Stone Soup version 0.34.0 (webtiles) character file. Game seed: 13028154598788845767 29 code13 the Magician (level 3, 0/27 HPs) Began as a Djinni Conjurer on Feb 9, 2026. Slain by an adder (1 damage) ... on level 2 of the Dungeon. The game lasted 00:02:20 (834 turns). code13 the Magician (Djinni Conjurer) Turns: 834, Time: 00:02:21 Health: 0/27 AC: 3 Str: 6 XL: 3 Next: 32% Gold: 40 EV: 10 Int: 21 God: SH: 0 Dex: 11 rFire + + . (33%) - Nothing wielded rCold x . . (150%) (no offhand) rNeg . . . (100%) c - +0 leather armour rPois ∞ (0%) (no helmet) rElec . (100%) (no cloak) rCorr . (100%) (no gloves) SInv . (no amulet) Will +.... b - ring of willpower 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 40 gold pieces. Inventory: Armour a - a +0 robe c - a +0 leather armour (worn) Jewellery b - a ring of willpower (worn) Scrolls c - a scroll of teleportation {unknown} e - a scroll of fear {unknown} Potions d - 2 potions of curing {unknown} f - 2 potions of lignification {unknown} j - a potion of brilliance {unknown} Skills: + Level 1.1 Fighting + Level 2.6 Dodging - Level 1.5 Stealth + Level 3.7 Spellcasting + Level 3.7 Conjurations - Level 3.7 Hexes - Level 3.7 Summonings - Level 3.7 Necromancy - Level 3.7 Translocations - Level 3.7 Forgecraft - Level 3.7 Fire Magic - Level 3.7 Ice Magic - Level 3.7 Air Magic - Level 3.7 Earth Magic - Level 3.7 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 76% 1d6 4% 1 b - Searing Ray Conj 38% 2d5 6% 2 c - Shock Conj/Air 76% 1d7 4% 1 d - Fulminant Prism Conj/Alch 9% 3d7 38% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 38% 4 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 Casting: Searing Ray (safe; 6% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 6% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a hobgoblin (78% to hit) The searing ray hits the hobgoblin. The hobgoblin is almost dead. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The adder bites you but does no damage. The hobgoblin hits you. * * * LOW HITPOINT WARNING * * * Casting: Searing Ray (safe; 6% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 6% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a hobgoblin (almost dead, 78% to hit) The searing ray hits the hobgoblin. You kill the hobgoblin! (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The adder bites you. * * * LOW HITPOINT WARNING * * * Casting: Searing Ray (safe; 6% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 6% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an adder (63% to hit) The searing ray hits the adder. The adder is moderately wounded. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The adder closely misses you. The adder bites you. * * * LOW HITPOINT WARNING * * * The searing ray misses the adder. * * * LOW HITPOINT WARNING * * * The adder bites you. * * * LOW HITPOINT WARNING * * * Without enough magic to sustain it, your Searing Ray dissipates. The adder bites you. You die... .....## #.....# #####.....## .##..........## ............... ............... ........†...... .....:.@S...... ..........).... ............... ............### ............# ########....# ##### You could see an adder. Vanquished Creatures 5 endoplasms (D:1) 5 hobgoblins 2 ball pythons (D:1) 3 bats (D:1) A frilled lizard (D:1) 3 goblins (D:1) 4 kobolds 3 quokkas 4 rats (D:1) 30 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: 0/0 111 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 491 | D:1 | Reached XP level 3. HP: 22/26 MP: 0/0 491 | D:1 | Learned a level 1 spell: Shock 554 | D:1 | Reached skill level 1 in Fighting 833 | D:2 | HP: 1/27 [adder (2)] 834 | D:2 | Slain by an adder Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_tiny_k, layout_basic D:2: layout_basic, basic_altar, uniq_natasha Skill XL: | 1 2 3 | ---------------+----------+----- Fighting | 1 | 1.1 Dodging | | 2.6 Stealth | | 1.5 Spellcasting | | 3.7 Conjurations | | 3.7 Hexes | | 3.7 Summonings | | 3.7 Necromancy | | 3.7 Translocations | | 3.7 Forgecraft | | 3.7 Fire Magic | | 3.7 Ice Magic | | 3.7 Air Magic | | 3.7 Earth Magic | | 3.7 Alchemy | | 3.7 Action || total ---------------------------++------- Cast: Magic Dart || 33 Searing Ray || 13 Shock || 7 Armour: Leather armour || 8 Dodge: Dodged || 5