Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 4941895933323487653 28 code13 the Magician (level 3, 16/26 HPs) Began as a Djinni Conjurer on Mar 4, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:00:55 (804 turns). code13 the Magician (Djinni Conjurer) Turns: 804, Time: 00:00:55 Health: 16/26 AC: 2 Str: 6 XL: 3 Next: 27% Gold: 59 EV: 12 Int: 21 God: SH: 0 Dex: 17 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 ..... b - +6 ring of dexterity 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 59 gold pieces. Inventory: Armour a - a +0 robe (worn) Jewellery b - a +6 ring of dexterity (worn) c - a +6 ring of intelligence Scrolls c - 2 scrolls of identify {unknown} e - a scroll of poison {unknown} h - a scroll of immolation {unknown} Potions d - a potion of haste {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 + Level 0.9 Invocations 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% 3d6 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: 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 encounter an adder. There is a stone staircase leading up here. An adder is nearby! 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: an adder (asleep, 100% to hit) The searing ray hits the adder. The adder is lightly wounded. The adder hisses angrily. (Press . to maintain the ray.) You stop channelling your searing ray. The adder bites you. 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: an adder (lightly wounded, 63% to hit) The searing ray hits the adder. The adder is heavily wounded. (Press . to maintain the ray.) The adder barely misses you. You stop channelling your searing ray. The adder barely misses you. The adder bites 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: an adder (heavily wounded, 63% to hit) The searing ray hits the adder! You kill the adder! (Press . to maintain the ray.) You have reached level 3! Your experience leads to an increase in your attributes! Your base attributes are Str 6, Int 19, Dex 11. Increase (s)trength, (i)ntelligence, or (d)exterity? You feel clever. x2 The power to cast Apportation wells up from within. Spell assigned to 'A'. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) #....... #...... #..... ####.... ####......## #..........#.# #.....†.....# #@# #.# #.. ##.. ... #... #..# ..# There were no monsters in sight! Vanquished Creatures An adder (D:2) 2 hobgoblins (D:1) 4 jackals (D:1) 4 ball pythons (D:1) 3 endoplasms (D:1) A frilled lizard (D:1) 3 goblins (D:1) 2 kobolds (D:1) 20 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: 0/0 182 | D:1 | Reached XP level 2. HP: 22/22 MP: 0/0 733 | D:1 | Found a faded altar of an unknown god. 804 | D:2 | Reached XP level 3. HP: 16/26 MP: 0/0 804 | D:2 | Learned a level 1 spell: Apportation 804 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: evilmike_arrival_rings, layout_rooms, chequers_ecumenical_altar_grove D:2: layout_loops_ring, basic_altar Action || total ---------------------------++------- Cast: Magic Dart || 21 Searing Ray || 13 Armour: Robe || 5 Dodge: Dodged || 6