Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 16603287528600042755 20 code13 the Magician (level 3, 22/26 HPs) Began as a Djinni Conjurer on Mar 3, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:02:11 (771 turns). code13 the Magician (Djinni Conjurer) Turns: 771, Time: 00:02:12 Health: 22/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 30 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 30 gold pieces. Inventory: Missiles b - 2 poisoned darts e - 6 atropa-tipped darts Armour a - a +0 robe (worn) c - a +0 leather armour Jewellery d - an amulet of wildshape Scrolls c - 2 scrolls of revelation {unknown} e - a scroll of identify {unknown} h - a scroll of teleportation {unknown} j - a scroll of acquirement {unknown} Potions d - a potion of enlightenment {unknown} Skills: + Level 0.7 Fighting + Level 2.4 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 + Level 0.7 Invocations You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 72% 1d6 2% 1 b - Searing Ray Conj 36% 2d5 4% 2 c - Kinetic Grapnel Frge 72% 1d6 2% 1 d - Fulminant Prism Conj/Alch 9% 3d7 28% 4 g - Iskenderun's Mystic Conj/Tloc 18% 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 There is a stone staircase leading down here. You fly downwards. There is a stone staircase leading up here. Partly explored, can't reach some places. Partly explored, can't reach some places. You enter a teleport trap! The teleport trap disappears. Your surroundings suddenly seem different. Found 13 gold pieces. Found a stone staircase leading up. You now have 21 gold pieces (gained 13). Found a parchment of Poisonous Vapours. There is a stone staircase leading up here. You now have 30 gold pieces (gained 9). Found an escape hatch in the ceiling. Found a stone staircase leading up. You encounter a rat. Found a fuming pink potion. The rat squeaks loudly. Casting: Magic Dart (safe; 3% 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 rat (78% to hit) The searing ray hits the rat. The rat is heavily wounded. (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 rat (heavily wounded, 78% to hit) The searing ray hits the rat. You kill the rat! (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) 3 endoplasms (D:1) A hobgoblin (D:1) 2 quokkas (D:1) 3 ball pythons (D:1) 2 frilled lizards (D:1) 2 goblins (D:1) 3 kobolds (D:1) 4 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: 0/0 254 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 771 | D:2 | Reached XP level 3. HP: 22/26 MP: 0/0 771 | D:2 | Learned a level 1 spell: Kinetic Grapnel 771 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: orjb1_lava_funnel, layout_loops_cross D:2: layout_basic, uniq_robin, uniq_natasha Action || total ---------------------------++------- Cast: Magic Dart || 20 Searing Ray || 9