Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 13009362263006031365 21 code13 the Magician (level 3, 23/26 HPs) Began as a Djinni Conjurer on Mar 1, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:02:20 (1096 turns). code13 the Magician (Djinni Conjurer) Turns: 1096, Time: 00:02:21 Health: 23/26 AC: 4 Str: 6 XL: 3 Next: 2% Gold: 48 EV: 10 Int: 21 God: SH: 0 Dex: 11 rFire + + . (33%) - Nothing wielded rCold x . . (150%) (no offhand) rNeg . . . (100%) c - +0 leather armour rPois ∞ (0%) (no helmet) rElec . (100%) b - +0 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 48 gold pieces. Inventory: Missiles d - 3 poisoned darts Armour a - a +0 robe b - a +0 cloak (worn) c - a +0 leather armour (worn) Scrolls c - 3 scrolls of identify {unknown} d - a scroll of fog {unknown} e - 2 scrolls of revelation {unknown} h - a scroll of poison {unknown} Potions f - 3 potions of brilliance {unknown} j - a potion of haste {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 4% 1 b - Searing Ray Conj 38% 2d5 7% 2 c - Kinetic Grapnel Frge 76% 1d7 4% 1 d - Fulminant Prism Conj/Alch 9% 3d7 41% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 41% 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 Key pressed, stopping explore. Key pressed, stopping explore. Key pressed, stopping explore. Key pressed, stopping explore. Key pressed, stopping explore. Found a stone staircase leading down. Key pressed, stopping explore. There is a stone staircase leading down here. Key pressed, stopping explore. Key pressed, stopping explore. j - an orange potion Found a stone staircase leading up. e - 2 scrolls labelled ICHOAFIOME (gained 1) Key pressed, stopping explore. Key pressed, stopping explore. You now have 48 gold pieces (gained 10). You encounter an endoplasm. The endoplasm quivers. Casting: Searing Ray (safe; 8% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (100% to hit) The magic dart hits the endoplasm. The endoplasm is lightly wounded. Casting: Magic Dart (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 8% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (lightly wounded, 98% to hit) The searing ray hits the endoplasm! You kill the endoplasm! (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".) ................# ........####.#..# ........# #.#..# ........# #.# .. ######... #.# ## #.##.##.# #. #....######## ###.......... ###@..####. ..........# #########..# .... ##### There were no monsters in sight! Vanquished Creatures A dart slug (D:1) 2 endoplasms 2 hobgoblins (D:1) 2 quokkas (D:1) 7 ball pythons (D:1) A frilled lizard (D:1) 4 kobolds (D:1) 2 rats 21 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: 0/0 124 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 1096 | D:2 | Reached XP level 3. HP: 23/26 MP: 0/0 1096 | D:2 | Learned a level 1 spell: Kinetic Grapnel 1096 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: grunt_arrival_crossed_arrows, layout_basic D:2: layout_basic Action || total ---------------------------++------- Cast: Magic Dart || 27 Searing Ray || 11 Armour: Leather armour || 4 Dodge: Dodged || 3