Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 12236973138851566512 21 code13 the Magician (level 3, 18/26 HPs) Began as a Djinni Conjurer on Feb 19, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:25 (1087 turns). code13 the Magician (Djinni Conjurer) Turns: 1087, Time: 00:01:25 Health: 18/26 AC: 2 Str: 6 XL: 3 Next: 5% Gold: 36 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%) (no cloak) rCorr . (100%) (no gloves) SInv . (no amulet) Will ..... (no ring) Stlth ++ (no ring) HPRegen 0.24/turn %: no passive effects @: 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 36 gold pieces. Inventory: Armour a - a +0 robe (worn) b - a +0 leather armour Scrolls c - 3 scrolls of blinking {unknown} d - a scroll of identify {unknown} e - a scroll of torment {unknown} h - a scroll of silence {unknown} k - a scroll of teleportation {unknown} Potions f - a potion of invisibility {unknown} j - a potion of heal wounds {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 76% 1d6 2% 1 b - Searing Ray Conj 38% 2d5 4% 2 c - Kiss of Death Conj/Necr 76% 2d11 2% 1 d - Fulminant Prism Conj/Alch 9% 3d6 28% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 28% 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 magic dart hits the frilled lizard. You kill the frilled lizard! Found a stone staircase leading down. Key pressed, stopping explore. Key pressed, stopping explore. You encounter an adder. Casting: Magic Dart (safe; 3% 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 adder (wandering, hasn't noticed you, 63% to hit) The searing ray misses the adder. (Press . to maintain the ray.) The adder hisses angrily. 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: an adder (63% to hit) The searing ray hits the adder. The adder is heavily wounded. (Press . to maintain the ray.) The adder completely misses you. You stop channelling your searing ray. The adder bites you. 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 adder (heavily wounded, 63% to hit) The searing ray hits the adder. You kill the adder! (Press . to maintain the ray.) You have reached level 3! Your experience leads to an increase in your attributes! Increase (s)trength, (i)ntelligence, or (d)exterity? You feel clever. x2 The power to cast Kiss of Death wells up from within. Spell assigned to 'c'. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) ######### ##.......##### #............# ###........###.# #.........## #.# #.....#.####.## #.....†.......# #.....#@###..## ###.##....#.###..# . ....##.##.#......# .. #..#..##.#####.## ... ##........#####.# ....##.......#.......# ....†........#.####### ...............# .######.####.#### There were no monsters in sight! Vanquished Creatures An adder (D:2) 3 hobgoblins A ball python (D:1) 2 bats (D:1) 4 frilled lizards 2 kobolds 3 rats 16 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: 0/0 392 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 1087 | D:2 | Reached XP level 3. HP: 18/26 MP: 0/0 1087 | D:2 | Learned a level 1 spell: Kiss of Death 1087 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: sevenhm_arrival_forest_fort_large_2, layout_basic, serial_rivers, chequers_serial_rivers_marsh, chequers_serial_rivers_small_3, chequers_serial_rivers_room_a, chequers_serial_rivers_small_a D:2: layout_basic, minivault_26 Action || total ---------------------------++------- Cast: Magic Dart || 21 Searing Ray || 4 Armour: Robe || 1 Dodge: Dodged || 2