Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 11330439729264347873 41 code13 the Magician (level 3, 10/27 HPs) Began as a Djinni Conjurer on Feb 26, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:47 (750 turns). code13 the Magician (Djinni Conjurer) Turns: 750, Time: 00:01:47 Health: 10/27 AC: 3 Str: 6 XL: 3 Next: 75% Gold: 0 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . (33%) - Nothing wielded rCold x . . (150%) (no offhand) rNeg . . . (100%) d - +1 robe {Will+} rPois ∞ (0%) (no helmet) rElec . (100%) (no cloak) rCorr . (100%) (no gloves) SInv . (no amulet) Will ++... b - ring of willpower 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. Inventory: Missiles c - 5 atropa-tipped darts e - 2 poisoned darts Armour a - a +0 robe d - a +1 robe of willpower (worn) Jewellery b - a ring of willpower (worn) Scrolls c - a scroll of revelation {unknown} d - a scroll of fear {unknown} e - 2 scrolls of identify {unknown} Skills: + Level 1.2 Fighting + Level 2.8 Dodging - Level 1.5 Stealth + Level 3.8 Spellcasting + Level 3.8 Conjurations - Level 3.8 Hexes - Level 3.8 Summonings - Level 3.8 Necromancy - Level 3.8 Translocations - Level 3.8 Forgecraft - Level 3.8 Fire Magic - Level 3.8 Ice Magic - Level 3.8 Air Magic - Level 3.8 Earth Magic - Level 3.8 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 80% 1d7 2% 1 b - Searing Ray Conj 40% 2d5 3% 2 c - Soul Splinter Necr 80% N/A 2% 1 d - Fulminant Prism Conj/Alch 10% 3d9 26% 4 g - Iskenderun's Mystic Conj/Tloc 20% 2d6 (+2d3 26% 4 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (2/15) Altars: Shops: D:1 ( 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 gnoll! (Press . to maintain the ray.) You stop channelling your searing ray. Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a gnoll, wielding a +0 club and wearing a +0 robe (wandering, hasn't noticed you, 100% to hit) The magic dart hits the gnoll. The gnoll is lightly wounded. Casting: Magic Dart (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a gnoll, wielding a +0 club and wearing a +0 robe (lightly wounded, 81% to hit) The searing ray hits the gnoll. The gnoll is moderately wounded. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * You stop channelling your searing ray. Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a gnoll, wielding a +0 club and wearing a +0 robe (moderately wounded, 81% to hit) The searing ray hits the gnoll. The gnoll is heavily wounded. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * You stop channelling your searing ray. The gnoll closely misses you. Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a gnoll, wielding a +0 club and wearing a +0 robe (heavily wounded, 81% to hit) The searing ray misses the gnoll. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The gnoll barely misses you. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) #..........# #####..##### #..# # #..# #. #####..##### ... #.##..........>.... ####......##.#####.... ...[........>........# ######@#..).........## #....j##........#... .....†.$###.......#.# ......... ##.)......###. .......). #.....#...... .........###..)..#...## ......................## .†.#....#####........... ...........### You could see a gnoll. Vanquished Creatures An adder (D:2) 2 gnolls (D:2) A ribbon worm (D:2) 3 hobgoblins (D:1) 3 ball pythons A bat (D:2) An endoplasm (D:1) 2 frilled lizards (D:1) 2 goblins (D:1) A kobold (D:2) 17 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: 0/0 109 | D:1 | Found Yfoenteph's Antique Weapon Shoppe. 479 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 719 | D:2 | Reached skill level 1 in Fighting 719 | D:2 | Reached XP level 3. HP: 21/27 MP: 0/0 719 | D:2 | Learned a level 1 spell: Soul Splinter 750 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: scummos_arrival_forest, layout_basic, serial_shops, nicolae_shop_statue_plus D:2: layout_rooms, serial_shops, nicolae_shop_tiny_statue_garden, basic_altar, chequers_decorated_corner Skill XL: | 1 2 | ---------------+-------+----- Fighting | 1 | 1.2 Dodging | | 2.8 Stealth | | 1.5 Spellcasting | | 3.8 Conjurations | | 3.8 Hexes | | 3.8 Summonings | | 3.8 Necromancy | | 3.8 Translocations | | 3.8 Forgecraft | | 3.8 Fire Magic | | 3.8 Ice Magic | | 3.8 Air Magic | | 3.8 Earth Magic | | 3.8 Alchemy | | 3.8 Action || total ---------------------------++------- Cast: Magic Dart || 26 Searing Ray || 13 Dodge: Dodged || 3