Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 2340748799201997855 20 code13 the Magician (level 3, 2/26 HPs) Began as a Djinni Conjurer on Feb 28, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:02:14 (1297 turns). code13 the Magician (Djinni Conjurer) Turns: 1297, Time: 00:02:15 Health: 2/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 114 EV: 5 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, held 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 114 gold pieces. Inventory: Missiles b - 5 poisoned darts Armour a - a +0 robe (worn) Jewellery c - a +5 ring of evasion d - an amulet of faith Scrolls c - a scroll of blinking {unknown} e - a scroll of immolation {unknown} h - a scroll of amnesia {unknown} Potions d - a potion of curing {unknown} f - 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 d - Fulminant Prism Conj/Alch 9% 3d7 28% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 28% 4 A - Apportation Tloc 38% N/A 2% 1 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 Aiming: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a ribbon worm (lightly wounded, catching its breath, 92% to hit) The searing ray hits the ribbon worm. The ribbon worm is heavily wounded. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The ribbon worm closely misses you. You stop channelling your searing ray. The ribbon worm expels a string of sticky webbing. The stream of webbing hits 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 ribbon worm (heavily wounded, catching its breath, 92% to hit) The searing ray hits the ribbon worm. The ribbon worm is severely wounded. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The ribbon worm bites you but does no damage. Unknown command. 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 ribbon worm (heavily wounded, 92% to hit) The searing ray hits the ribbon worm. The ribbon worm is almost dead. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The ribbon worm expels a string of sticky webbing. The stream of webbing hits you but does no damage. You stop channelling your searing ray. The ribbon worm bites you. * * * LOW HITPOINT WARNING * * * Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You don't have enough health to cast this spell. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) #.. #.##.#####.##.############### ... #.............# ############..# ########..# ..........# ########.## #.# #.# #@# ......w.# ######### You could see a ribbon worm (catching breath). Vanquished Creatures A dart slug (D:1) A hobgoblin (D:2) 3 jackals (D:1) 2 quokkas A ball python (D:2) A bat (D:1) 4 endoplasms 2 goblins (D:1) A kobold (D:1) 2 rats 18 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: 0/0 104 | D:1 | Reached XP level 2. HP: 14/22 MP: 0/0 829 | D:1 | Found Taoqakiqo's Distillery. 1288 | D:2 | Reached XP level 3. HP: 14/26 MP: 0/0 1288 | D:2 | Learned a level 1 spell: Apportation 1297 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: saegor_arrival_simple_e, layout_basic, serial_shops, shop, kennysheep_another_room D:2: layout_loops_ring, uniq_robin Action || total ---------------------------++------- Cast: Magic Dart || 39 Searing Ray || 12 Armour: Robe || 4 Dodge: Dodged || 4