Dungeon Crawl Stone Soup version 0.34.0-21-g137ed264d3 (webtiles) character file. Game seed: 15629443269770389653 21 code13 the Magician (level 3, 17/26 HPs) Began as a Djinni Conjurer on Feb 25, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:23 (1155 turns). code13 the Magician (Djinni Conjurer) Turns: 1155, Time: 00:01:23 Health: 17/26 AC: 2 Str: 6 XL: 3 Next: 2% Gold: 64 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 64 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls c - a scroll of fear {unknown} e - a scroll of identify {unknown} h - a scroll of poison {unknown} Potions d - a potion of haste {unknown} f - 2 potions of mutation {unknown} j - a potion of curing {unknown} k - a potion of might {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 - Kinetic Grapnel Frge 76% 1d7 2% 1 d - Fulminant Prism Conj/Alch 9% 3d7 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 You kill the jackal! (Press . to maintain the ray.) You encounter a jackal. You stop channelling your searing ray. You encounter a jackal. 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 (72% to hit) The searing ray hits the jackal! You kill the jackal! (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 jackal (wandering, hasn't noticed you, 72% to hit) The searing ray hits the jackal. The jackal is almost dead. The jackal barks! (Press . to maintain the ray.) You encounter an adder. 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 jackal (almost dead, 72% to hit) The searing ray hits the jackal. You kill the jackal! (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 Kinetic Grapnel wells up from within. Spell assigned to 'c'. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) #.# #.# ##.# ### #..# #.. ##.###### #.# ####.......# #.# #.......##.# #.# .#. #.##....##.###:##.S... +.............@†$..... #..........#######...# #####..##### # ##.# #.# #.# #.# #.# #.# You could see an adder. Vanquished Creatures A dart slug (D:1) An endoplasm (D:1) 2 hobgoblins (D:1) 3 jackals (D:2) 2 quokkas (D:1) 2 ball pythons (D:1) A bat (D:1) A goblin (D:1) 4 kobolds (D:1) 2 rats (D:1) 19 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: 0/0 318 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 1155 | D:2 | Reached XP level 3. HP: 17/26 MP: 0/0 1155 | D:2 | Learned a level 1 spell: Kinetic Grapnel 1155 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: elethiomel_arrival_maze, layout_loops_corners, kennysheep_decorative_pillar D:2: layout_loops_corners Action || total ---------------------------++------- Cast: Magic Dart || 25 Searing Ray || 13 Armour: Robe || 5 Dodge: Dodged || 2