Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 10049916512704653221 20 code13 the Magician (level 3, 24/26 HPs) Began as a Djinni Conjurer on Mar 3, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:27 (598 turns). code13 the Magician (Djinni Conjurer) Turns: 598, Time: 00:01:28 Health: 24/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 68 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 68 gold pieces. Inventory: Armour a - a +0 robe (worn) b - a +0 leather armour Talismans c - the quill talisman "Botehos" {rPois Slay+5, @t} (You found it on level 1 of the Dungeon) [quill talisman] rPois: It protects you from poison. Slay+5: It affects your accuracy & damage with ranged weapons and melee (+5). Scrolls c - a scroll of vulnerability {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: Shops: D:2 = 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: Magic Dart (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (100% to hit) The magic dart hits the endoplasm. The endoplasm is heavily wounded. Casting: Magic Dart (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (heavily wounded, 100% to hit) The magic dart hits the endoplasm. The endoplasm is almost dead. 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: an endoplasm (almost dead, 98% to hit) The searing ray hits the endoplasm! You kill the endoplasm! (Press . to maintain the ray.) You stop channelling your searing ray. You now have 68 gold pieces (gained 13). Found an escape hatch in the floor. You encounter a hobgoblin. Found 6 poisoned darts and 8 gold pieces. 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 (asleep, 100% to hit) The searing ray hits the hobgoblin! You kill the hobgoblin! (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) 5 endoplasms A hobgoblin (D:2) 2 quokkas (D:1) 2 ball pythons (D:1) A frilled lizard (D:1) 4 goblins A kobold (D:1) 2 rats (D:1) 19 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: 21/22 MP: 0/0 387 | D:1 | Identified the quill talisman "Botehos" {rPois Slay+5} 533 | D:2 | Found Ijaogue's Jewellery Shoppe. 598 | D:2 | Reached XP level 3. HP: 24/26 MP: 0/0 598 | D:2 | Learned a level 1 spell: Kinetic Grapnel 598 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: angelslayer_arrival_pentagon, layout_rooms, serial_bayou_lake_a D:2: minmay_chambers_of_ones, layout_basic, serial_shops, nicolae_shop_just_a_little_nook, nicolae_shop_temple_entry_statues_fountains, nicolae_shop_hallway_stairs, shop Action || total ---------------------------++------- Cast: Magic Dart || 32 Searing Ray || 5 Armour: Robe || 1