Dungeon Crawl Stone Soup version 0.34.0-21-g137ed264d3 (webtiles) character file. Game seed: 16064281104599214134 36 code13 the Magician (level 3, -3/27 HPs) Began as a Djinni Conjurer on Feb 24, 2026. Slain by a ribbon worm (6 damage) ... on level 2 of the Dungeon. The game lasted 00:02:16 (748 turns). code13 the Magician (Djinni Conjurer) Turns: 748, Time: 00:02:18 Health: -3/27 AC: 3 Str: 6 XL: 3 Next: 57% Gold: 24 EV: 5 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 . b - amulet of the acrobat Will ..... (no ring) Stlth + (no ring) HPRegen 0.24/turn %: acrobat, infuse magic (-4 HP) @: flying, held 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 24 gold pieces. Inventory: Missiles d - a throwing net {!f} Armour a - a +0 robe c - a +0 leather armour (worn) Jewellery b - an amulet of the acrobat (worn) Scrolls c - a scroll of revelation {unknown} e - a scroll of identify {unknown} h - a scroll of enchant weapon {unknown} j - a scroll of poison {unknown} k - a scroll of noise {unknown} Potions d - a potion of enlightenment {unknown} Skills: + Level 1.2 Fighting + Level 2.7 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 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 36% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 36% 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 The searing ray hits the ribbon worm. The ribbon worm is heavily wounded. (Press . to maintain the ray.) The ribbon worm bites you! You stop channelling your searing ray. The ribbon worm bites you but does no damage. Casting: Searing Ray (safe; 6% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 6% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a ribbon worm (moderately wounded, 92% to hit) The searing ray hits the ribbon worm. The ribbon worm is heavily wounded. (Press . to maintain the ray.) The ribbon worm bites you. * * * LOW HITPOINT WARNING * * * You stop channelling your searing ray. Casting: Searing Ray (safe; 6% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 6% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a ribbon worm (moderately wounded, 92% to hit) The searing ray hits the ribbon worm. The ribbon worm is heavily wounded. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The ribbon worm expels a string of sticky webbing. The stream of webbing hits you but does no damage. You stop channelling your searing ray. The ribbon worm bites you. * * * LOW HITPOINT WARNING * * * Casting: Searing Ray (safe; 6% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a ribbon worm (moderately wounded, catching its breath, 100% to hit) The magic dart hits the ribbon worm. The ribbon worm is severely wounded. * * * LOW HITPOINT WARNING * * * The ribbon worm bites you. You die... #... ####.. ## .....#### #+# .. ........# #.######.#..# ........###'#...@w...# ..............####....# ...................##..# .............####### . >.#'#..[.....# ..#.#.#[.....# ###.#.#......# ..#.#......# ###.#......# You could see a ribbon worm (catching breath). Vanquished Creatures A gnoll (D:1) 4 hobgoblins A quokka (D:1) 6 bats 7 endoplasms (D:1) 3 frilled lizards (D:1) 3 goblins (D:1) A kobold (D:1) 2 rats (D:1) 28 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: 0/0 171 | D:1 | Reached XP level 2. HP: 18/22 MP: 0/0 253 | D:1 | Reached XP level 3. HP: 8/26 MP: 0/0 253 | D:1 | Learned a level 1 spell: Shock 403 | D:1 | Reached skill level 1 in Fighting 748 | D:2 | Slain by a ribbon worm Illustrated notes Levels and vault maps discovered: D:1: heliophobic_arrival_glass_houses, layout_rooms D:2: layout_basic, basic_altar, minmay_fractal_squares_gapless_5 Skill XL: | 1 2 3 | ---------------+----------+----- Fighting | 1 | 1.2 Dodging | | 2.7 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 || 19 Shock || 13 Armour: Robe || 2 Leather armour || 5 Dodge: Dodged || 2