Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 14338149103410618703 18 code13 the Magician (level 2, 0/22 HPs) Began as a Djinni Conjurer on Feb 27, 2026. Slain by a hobgoblin (1 damage) ... on level 1 of the Dungeon. The game lasted 00:00:37 (543 turns). code13 the Magician (Djinni Conjurer) Turns: 543, Time: 00:00:38 Health: 0/22 AC: 2 Str: 6 XL: 2 Next: 90% Gold: 34 EV: 11 Int: 19 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%) (no cloak) rCorr . (100%) (no gloves) SInv . (no amulet) Will ..... (no ring) Stlth ++ (no ring) HPRegen 0.23/turn %: infuse magic (-1 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 1 of its levels. You collected 34 gold pieces. Inventory: Armour a - a +0 robe (worn) b - an orb of glass c - a +0 leather armour Scrolls c - a scroll of teleportation {unknown} e - a scroll of identify {unknown} h - a scroll of fog {unknown} Potions d - a potion of haste {unknown} f - a potion of attraction {unknown} j - a potion of enlightenment {unknown} Skills: + Level 0.9 Fighting + Level 2.5 Dodging - Level 1.5 Stealth + Level 3.6 Spellcasting + Level 3.6 Conjurations - Level 3.6 Hexes - Level 3.6 Summonings - Level 3.6 Necromancy - Level 3.6 Translocations - Level 3.6 Forgecraft - Level 3.6 Fire Magic - Level 3.6 Ice Magic - Level 3.6 Air Magic - Level 3.6 Earth Magic - Level 3.6 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 68% 1d6 3% 1 b - Searing Ray Conj 34% 2d5 4% 2 d - Fulminant Prism Conj/Alch 8% 3d6 32% 4 g - Iskenderun's Mystic Conj/Tloc 17% 2d5 (+2d2 32% 4 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (1/15) 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 Aiming: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a gnoll, wielding a +0 whip (81% to hit) The searing ray hits the gnoll. The gnoll is heavily wounded. (Press . to maintain the ray.) 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 gnoll, wielding a +0 whip (heavily wounded, 81% to hit) The searing ray misses the gnoll. (Press . to maintain the ray.) The gnoll hits you with a +0 whip. You stop channelling your searing ray. 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: a gnoll, wielding a +0 whip (heavily wounded, 81% to hit) The searing ray misses the gnoll. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The gnoll hits you but does no damage. 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 gnoll, wielding a +0 whip (heavily wounded, 81% to hit) 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 whip. * * * LOW HITPOINT WARNING * * * The hobgoblin hits you. You die... .........# ########.# ##### #.# ....####.# ###.##..^# #.##.### #.##.# #.##.############ #.............@j# ####.##########g# #.# .# #.# .# #.# .# #.# .. #.# ## #.# You could see a gnoll and a hobgoblin. Vanquished Creatures 4 endoplasms (D:1) A hobgoblin (D:1) 3 quokkas (D:1) 2 ball pythons (D:1) 4 bats (D:1) 3 frilled lizards (D:1) 2 kobolds (D:1) A rat (D:1) 20 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: 0/0 120 | D:1 | Reached XP level 2. HP: 15/22 MP: 0/0 543 | D:1 | HP: 1/22 [gnoll/+0 whip (3)] 543 | D:1 | Slain by a hobgoblin Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_tiny_c, layout_loops_ring, chequers_serial_rivers_micro_b, minmay_nonomino_d4 Action || total ---------------------------++------- Cast: Magic Dart || 28 Searing Ray || 17 Armour: Robe || 8