Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 13447194596935818481 42 code13 the Magician (level 3, -6/27 HPs) Began as a Djinni Conjurer on Feb 20, 2026. Mangled by a gnoll ... wielding a +0 flail (7 damage) ... on level 2 of the Dungeon. The game lasted 00:01:51 (770 turns). code13 the Magician (Djinni Conjurer) Turns: 770, Time: 00:01:53 Health: -6/27 AC: 2 Str: 6 XL: 3 Next: 80% Gold: 40 EV: 11 Int: 21 God: SH: 5 Dex: 11 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 . b - amulet of reflection Will ..... (no ring) Stlth ++ (no ring) HPRegen 0.24/turn %: reflection, infuse magic (-7 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 (worn) Jewellery b - an amulet of reflection (worn) c - a +4 ring of slaying Scrolls c - a scroll of noise {unknown} d - 2 scrolls of identify {unknown} e - a scroll of revelation {unknown} h - a scroll of blinking {unknown} j - a scroll of fog {unknown} k - a scroll of vulnerability {unknown} Potions f - 2 potions of heal wounds {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 - Foxfire Conj/Fire 80% 2x1d8 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 You stop channelling your searing ray. There is a stone staircase leading up here. 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 gnoll, wielding a +0 flail (severely wounded, 81% to hit) The searing ray hits the gnoll. The gnoll is moderately wounded. The searing ray hits the gnoll. You kill the gnoll! (Press . to maintain the ray.) You stop channelling your searing ray. The gnoll misses you. 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 gnoll, wielding a +0 flail (moderately wounded, 81% to hit) The searing ray hits the gnoll. The gnoll is severely wounded. The searing ray hits the gnoll. The gnoll is moderately wounded. (Press . to maintain the ray.) The gnoll hits you with a +0 flail! * * * LOW HITPOINT WARNING * * * You stop channelling your searing ray. The gnoll hits you with a +0 flail! * * * LOW HITPOINT WARNING * * * 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 gnoll, wielding a +0 flail (severely wounded, 81% to hit) The searing ray hits the gnoll. The gnoll is almost dead. The searing ray hits the gnoll. The gnoll is almost dead. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The gnoll hits you with a +0 flail! You die... #.# #......... ####...## #.##.......... ........# #.#........... ........# #.#........... ........######.#........... ........................... ...............#........... ........####............... .......)jj@....#......<.... .......#######.#.##[....### ....... #.#.######.... ....... #.#.# ##### .....)j #.#.# ....... #.#.# ....... #...# ....... #..## #### You could see 2 gnolls. Vanquished Creatures 2 gnolls (D:2) An adder (D:2) A ribbon worm (D:2) A hobgoblin (D:1) A quokka (D:2) 2 ball pythons 3 bats (D:1) A frilled lizard (D:1) 4 goblins (D:1) A kobold (D:2) A rat (D:1) 18 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: 0/0 286 | D:1 | Reached XP level 2. HP: 17/22 MP: 0/0 620 | D:2 | Reached skill level 1 in Fighting 620 | D:2 | Reached XP level 3. HP: 22/27 MP: 0/0 620 | D:2 | Learned a level 1 spell: Foxfire 770 | D:2 | Mangled by a gnoll Illustrated notes Levels and vault maps discovered: D:1: giann_forest_graveyard, layout_basic D:2: minmay_chambers_of_ones, layout_rooms 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 || 32 Searing Ray || 11 Armour: Robe || 6 Dodge: Dodged || 5