Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 15402216670433631778 22 code13 the Magician (level 3, 27/27 HPs) Began as a Djinni Conjurer on Feb 20, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:29 (875 turns). code13 the Magician (Djinni Conjurer) Turns: 875, Time: 00:01:30 Health: 27/27 AC: 2 Str: 6 XL: 3 Next: 7% Gold: 45 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 45 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls c - 2 scrolls of enchant armour {unknown} d - a scroll of noise {unknown} e - a scroll of acquirement {unknown} h - a scroll of teleportation {unknown} j - 3 scrolls of amnesia {unknown} Potions f - a potion of heal wounds {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 - Kinetic Grapnel Frge 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 The searing ray misses the jackal. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The jackal bites you. * * * LOW HITPOINT WARNING * * * The jackal completely misses you. You stop channelling your searing ray. The jackal bites you but does no damage. 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 jackal (severely wounded, 72% to hit) The searing ray hits the jackal! You kill the jackal! The searing ray hits the jackal. The jackal is almost dead. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * 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 Kinetic Grapnel wells up from within. Spell assigned to 'c'. You stop channelling your searing ray. The jackal barely misses 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: a jackal (almost dead, 72% to hit) The searing ray hits the jackal! You kill the jackal! (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * Your Fighting skill increases to level 1! You stop channelling your searing ray. You see here a jackal corpse. You encounter a ball python. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) #.########## #.# #....# ....... #.# ####.# ....... #.# ######.##....... #†# ...........S.... #.# #.#..#.##.......######.#### #.#..#.# .................# #......# ........###.#.##.# #...##.# ## #@###.#.##.# #......##.# #.##....##.# ..........# #.##..#.##.# ##.######## #.##..#.##.# #.# #..........# ##.####### ####.####### .......... ..# #.######## #### #.# You could see a ball python (wandering). Vanquished Creatures An endoplasm (D:2) 2 hobgoblins (D:1) 6 jackals (D:2) A quokka (D:1) 2 ball pythons 2 bats (D:1) 2 frilled lizards (D:1) A goblin (D:1) 3 kobolds 2 rats 22 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: 0/0 146 | D:1 | Found a faded altar of an unknown god. 219 | D:1 | Reached XP level 2. HP: 16/22 MP: 0/0 774 | D:2 | Reached XP level 3. HP: 9/26 MP: 0/0 774 | D:2 | Learned a level 1 spell: Kinetic Grapnel 776 | D:2 | Reached skill level 1 in Fighting 875 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: lightli_arrival_maybe_door_vault, layout_rooms, hellmonk_ecumenical_altar_blasted D:2: layout_loops_cross, uniq_crazy_yiuf_cottage Skill XL: | 1 2 3 | ---------------+----------+----- 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 || 31 Searing Ray || 14 Armour: Robe || 4 Dodge: Dodged || 6