Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 7830096103009083188 43 code13 the Magician (level 3, -4/27 HPs) Began as a Djinni Conjurer on Feb 18, 2026. Frozen to death by an endoplasm (6 damage) ... on level 2 of the Dungeon. The game lasted 00:01:42 (994 turns). code13 the Magician (Djinni Conjurer) Turns: 994, Time: 00:01:44 Health: -4/27 AC: 7 Str: 6 XL: 3 Next: 82% Gold: 47 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . (33%) - Nothing wielded rCold x . . (150%) (no offhand) rNeg . . . (100%) a - +0 robe rPois ∞ (0%) c - +0 helmet rElec . (100%) (no cloak) rCorr . (100%) (no gloves) SInv . (no amulet) Will ..... b - +4 ring of protection Stlth ++ (no ring) HPRegen 0.24/turn %: infuse magic (-5 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 47 gold pieces. Inventory: Missiles d - 3 poisoned darts Armour a - a +0 robe (worn) c - a +0 helmet (worn) Jewellery b - a +4 ring of protection (worn) Scrolls c - 2 scrolls of identify {unknown} Potions d - a potion of enlightenment {unknown} f - 2 potions of brilliance {unknown} Skills: + Level 1.2 Fighting + Level 2.8 Dodging - Level 1.5 Stealth + Level 3.8 Spellcasting + Level 3.8 Conjurations - Level 3.8 Hexes - Level 3.8 Summonings - Level 3.8 Necromancy - Level 3.8 Translocations - Level 3.8 Forgecraft - Level 3.8 Fire Magic - Level 3.8 Ice Magic - Level 3.8 Air Magic - Level 3.8 Earth Magic - Level 3.8 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 - Slow Hex 80% N/A 2% 1 d - Fulminant Prism Conj/Alch 10% 3d8 26% 4 g - Iskenderun's Mystic Conj/Tloc 20% 2d6 (+2d3 26% 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 * * * LOW HITPOINT WARNING * * * The ribbon worm bites you. * * * LOW HITPOINT WARNING * * * You encounter a hobgoblin. Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a ribbon worm (almost dead, 92% to hit) The searing ray hits the ribbon worm! You kill the ribbon worm! (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a goblin, wielding a +0 club (72% to hit) The searing ray hits the goblin. The goblin is heavily wounded. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * You stop channelling your searing ray. The goblin hits you but does no damage. 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 goblin, wielding a +0 club (heavily wounded, 72% to hit) The searing ray hits the goblin. You kill the goblin! The searing ray hits the endoplasm. The endoplasm is moderately wounded. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The searing ray hits the endoplasm. The endoplasm is almost dead. * * * LOW HITPOINT WARNING * * * The endoplasm freezes you. You are frozen. The cold chills you terribly! You die... . ..## #.... #....# .†....### ......g.##### #.J@..# #####.# #.## #..# ##.# #.###### #†.. #..#...# #+#... ##.#...##...... #.....##...... You could see an endoplasm and a hobgoblin. Vanquished Creatures 2 adders (D:2) A dart slug (D:1) A ribbon worm (D:2) 2 hobgoblins 2 quokkas (D:1) 3 ball pythons A bat (D:2) 4 endoplasms (D:1) 3 frilled lizards 3 goblins 3 rats (D:1) 25 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: 0/0 173 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 892 | D:2 | Reached skill level 1 in Fighting 892 | D:2 | Reached XP level 3. HP: 22/27 MP: 0/0 892 | D:2 | Learned a level 1 spell: Slow 994 | D:2 | Frozen to death by an endoplasm Illustrated notes Levels and vault maps discovered: D:1: psy_arrival_terrarium, layout_loops_ring, minmay_tiny_reverse_x D:2: layout_basic, basic_ecumenical_altar Skill XL: | 1 2 | ---------------+-------+----- Fighting | 1 | 1.2 Dodging | | 2.8 Stealth | | 1.5 Spellcasting | | 3.8 Conjurations | | 3.8 Hexes | | 3.8 Summonings | | 3.8 Necromancy | | 3.8 Translocations | | 3.8 Forgecraft | | 3.8 Fire Magic | | 3.8 Ice Magic | | 3.8 Air Magic | | 3.8 Earth Magic | | 3.8 Alchemy | | 3.8 Action || total ---------------------------++------- Cast: Magic Dart || 56 Searing Ray || 5 Armour: Robe || 7 Dodge: Dodged || 4