Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 7611581792504349850 44 code13 the Magician (level 3, -5/27 HPs) Began as a Djinni Conjurer on Feb 19, 2026. Frozen to death by an endoplasm (7 damage) ... on level 1 of the Dungeon. The game lasted 00:03:46 (965 turns). code13 the Magician (Djinni Conjurer) Turns: 965, Time: 00:03:48 Health: -5/27 AC: 3 Str: 6 XL: 3 Next: 85% 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%) (no helmet) rElec . (100%) b - +0 cloak rCorr . (100%) (no gloves) SInv . (no amulet) Will ..... (no ring) Stlth ++ (no ring) HPRegen 0.24/turn %: infuse magic (-6 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 2 of its levels. You collected 47 gold pieces. Inventory: Armour a - a +0 robe (worn) b - a +0 cloak (worn) Scrolls c - a scroll of amnesia {unknown} e - a scroll of enchant armour {unknown} h - a scroll of identify {unknown} Potions d - a potion of curing {unknown} f - a potion of berserk rage {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 - Soul Splinter Necr 80% N/A 2% 1 d - Fulminant Prism Conj/Alch 10% 3d9 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 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 bites you but does no damage. The endoplasm closely misses you. 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: an adder (moderately wounded, 63% to hit) The searing ray hits the adder. The adder is almost dead. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The adder bites you but does no damage. The endoplasm hits you. * * * LOW HITPOINT WARNING * * * The adder closely misses you. 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: an adder (almost dead, 63% to hit) The searing ray hits the adder! You kill the adder! (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The endoplasm 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. Restarting spell: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (98% to hit) The searing ray hits the endoplasm. The endoplasm is severely wounded. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The endoplasm freezes you. You are frozen! The cold chills you terribly! You die... #.###..##.#..#...##).####.# # #.##...##>.#>:............# # #.#.....#...............### # #.#..(..........÷##.###.## # #.#..............##.##.#.## # #.#......#......###.#.###.### #.#.##..........# #..#####.## #.#.##)#.....†..# #.##...##.. ##.....###..J@...# ##.......## ##.....#####......# ##........ #.......##..##....# #..##.### #.....##.#.#.####.# ####.## #.....##...##...### ###...## ####....####.####...###...### ........# ##.## ##.......## #####.#####...## ###.<.### #..........###.......## You could see an endoplasm. Vanquished Creatures An adder (D:1) A dart slug (D:1) An endoplasm (D:1) 5 hobgoblins 11 jackals (D:1) 2 quokkas (D:1) 2 bats (D:1) 3 goblins (D:1) 2 kobolds (D:1) A rat (D:1) 29 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: 0/0 112 | D:1 | Reached XP level 2. HP: 14/22 MP: 0/0 465 | D:1 | Reached XP level 3. HP: 20/26 MP: 0/0 465 | D:1 | Learned a level 1 spell: Soul Splinter 467 | D:1 | Reached skill level 1 in Fighting 965 | D:1 | Frozen to death by an endoplasm Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_simpleton_a, layout_loops_ring, minmay_statues_item D:2: layout_basic, chequers_serial_rivers_micro_d, minmay_misc_feat_roman Skill XL: | 1 2 3 | ---------------+----------+----- 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 || 24 Searing Ray || 34 Armour: Robe || 20 Dodge: Dodged || 18