Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 16155194368647765626 25 code13 the Magician (level 3, -5/27 HPs) Began as a Djinni Conjurer on Feb 20, 2026. Frozen to death by an endoplasm (6 damage) ... on level 2 of the Dungeon. The game lasted 00:01:45 (576 turns). code13 the Magician (Djinni Conjurer) Turns: 576, Time: 00:01:46 Health: -5/27 AC: 2 Str: 12 XL: 3 Next: 17% Gold: 45 EV: 12 Int: 21 God: SH: 0 Dex: 17 rFire + + . (33%) - Nothing wielded rCold x . . (150%) (no offhand) rNeg . . . (100%) a - +0 robe rPois ∞ (0%) (no helmet) rElec . (100%) (no cloak) rCorr . (100%) (no gloves) SInv . e - amulet of the acrobat Will ..... c - +6 ring of strength Stlth ++ d - +6 ring of dexterity HPRegen 0.24/turn %: acrobat, 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 2 of the Dungeon. You visited 1 branch of the dungeon, and saw 2 of its levels. You collected 45 gold pieces. Inventory: Missiles b - 5 poisoned darts Armour a - a +0 robe (worn) Jewellery c - a +6 ring of strength (worn) d - a +6 ring of dexterity (worn) e - an amulet of the acrobat (worn) Scrolls c - a scroll of vulnerability {unknown} e - a scroll of identify {unknown} h - a scroll of brand weapon {unknown} Potions d - a potion of brilliance {unknown} f - 2 potions of curing {unknown} Skills: + Level 1.0 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 2% 1 b - Searing Ray Conj 38% 2d5 4% 2 c - Shock Conj/Air 76% 1d7 2% 1 d - Fulminant Prism Conj/Alch 9% 3d7 26% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 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 Unknown command. You stop channelling your searing ray. Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a hobgoblin (78% to hit) You miscast Searing Ray. Nothing appears to happen. * * * LOW HITPOINT WARNING * * * The hobgoblin closely misses you. You encounter a ribbon worm. Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a hobgoblin (78% to hit) The searing ray hits the hobgoblin! You kill the hobgoblin! (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * You stop channelling your searing ray. The endoplasm barely misses you. The gnoll hits you with a +0 whip. * * * LOW HITPOINT WARNING * * * Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (98% to hit) The searing ray hits the endoplasm. The endoplasm is almost dead. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The endoplasm hits you. * * * LOW HITPOINT WARNING * * * The gnoll hits you with a +0 whip. * * * LOW HITPOINT WARNING * * * You stop channelling your searing ray. The endoplasm freezes you. You are frozen. The cold chills you terribly! You die... ..j#.# # ..#J###.### #.#.......# ###.#.....# # ##### ..#...### .# #..<# ###.#.#.j.###.# #.### ...#.#.#.....#.### #.# #..###wjJ........# #.# #..#...#@.######.# #.# ####..#.#.#..# #.# #.....#.#.#..# #.###.###.#.#.#..# #.....# #.#.#.#..# ####### #......###.# ###.#......## #.........# ##.######.# You could see a ribbon worm, 2 gnolls and an endoplasm. Vanquished Creatures A gnoll (D:2) 3 hobgoblins 2 quokkas (D:1) A ball python (D:1) 4 bats (D:1) 3 endoplasms (D:1) A goblin (D:1) A kobold (D:1) A rat (D:1) 17 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: 0/0 257 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 571 | D:2 | Reached skill level 1 in Fighting 571 | D:2 | Reached XP level 3. HP: 14/27 MP: 0/0 571 | D:2 | Learned a level 1 spell: Shock 575 | D:2 | HP: 1/27 [gnoll/+0 whip (6)] 576 | D:2 | Frozen to death by an endoplasm Illustrated notes Levels and vault maps discovered: D:1: lemuel_arrival_broad_hall, layout_basic D:2: layout_basic, serial_shops, shop, minmay_increasing_density, uniq_sigmund Skill XL: | 1 2 | ---------------+-------+----- Fighting | 1 | 1.0 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 || 26 Searing Ray || 10 Armour: Robe || 4 Dodge: Dodged || 4