Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 222021321234239904 10 code13 the Magician (level 2, 1/22 HPs) Began as a Djinni Conjurer on Feb 26, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:00:34 (293 turns). code13 the Magician (Djinni Conjurer) Turns: 293, Time: 00:00:35 Health: 1/22 AC: 2 Str: 6 XL: 2 Next: 30% Gold: 37 EV: 1 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 %: no passive effects @: flying, constricted 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 2 of its levels. You collected 37 gold pieces. Inventory: Armour a - a +0 robe (worn) Skills: + Level 0.6 Fighting + Level 2.4 Dodging - Level 1.5 Stealth + Level 3.5 Spellcasting + Level 3.5 Conjurations - Level 3.5 Hexes - Level 3.5 Summonings - Level 3.5 Necromancy - Level 3.5 Translocations - Level 3.5 Forgecraft - Level 3.5 Fire Magic - Level 3.5 Ice Magic - Level 3.5 Air Magic - Level 3.5 Earth Magic - Level 3.5 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 64% 1d6 3% 1 b - Searing Ray Conj 32% 2d5 4% 2 d - Fulminant Prism Conj/Alch 8% 3d6 32% 4 g - Iskenderun's Mystic Conj/Tloc 16% 2d5 (+2d2 32% 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 hobgoblin. The hobgoblin is heavily wounded. (Press . to maintain the ray.) Your magical contamination has completely faded away. You stop channelling your searing ray. The hobgoblin closely 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 hobgoblin (heavily wounded, 78% to hit) The searing ray misses the hobgoblin. (Press . to maintain the ray.) The ball python bites you but does no damage. The ball python grabs you. The ball python constricts you. The hobgoblin hits you. You can't go up here! Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You aren't experienced enough to cast this spell. You closely miss the ball python. You stop channelling your searing ray. The ball python bites you. * * * LOW HITPOINT WARNING * * * The ball python constricts you. * * * LOW HITPOINT WARNING * * * The hobgoblin hits you. * * * LOW HITPOINT WARNING * * * Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You aren't experienced enough to cast this spell. You closely miss the ball python. Your off-hand punch misses the ball python. The ball python bites you but does no damage. The ball python constricts you. * * * LOW HITPOINT WARNING * * * The ball python barely misses you. The ball python constricts you. * * * LOW HITPOINT WARNING * * * The hobgoblin hits you but does no damage. The kobold hits you with a +0 dagger. * * * LOW HITPOINT WARNING * * * Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) .............## ####...###............# ..$.....# ........# .....r..# ........# .......J# ......SK# .$....g@# ........# ######### You could see an endoplasm, a quokka, a hobgoblin, a ball python and a kobold. Vanquished Creatures A dart slug (D:1) 3 endoplasms (D:1) 3 bats 3 goblins 10 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 99 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 150 | D:1 | You are sucked into a shaft and drop 1 floor! 292 | D:1 | HP: 1/22 [kobold/+0 dagger (3)] 293 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: minmay_arrival_split_and_join, layout_rooms, serial_shops, nicolae_shop_window_shopping D:2: minmay_alternating_diamond, layout_loops_ring, mrwooster_statue_mirror, nicolae_half_adder Action || total ---------------------------++------- Attack: Normal || 2 Melee: Unarmed || 2 Cast: Magic Dart || 13 Searing Ray || 8 Armour: Robe || 13 Dodge: Dodged || 2