Dungeon Crawl Stone Soup version 0.34.1-1-g2be950789b (webtiles) character file. Game seed: 17745229665465772288 93 code13 the Magician (level 4, 29/32 HPs) Began as a Djinni Conjurer on Mar 19, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:03:34 (1217 turns). code13 the Magician (Djinni Conjurer) Turns: 1217, Time: 00:03:35 Health: 29/32 AC: 2 Str: 6 XL: 4 Next: 91% Gold: 44 EV: 11 Int: 21 God: SH: 0 Dex: 12 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 0.25/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 44 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls c - a scroll of fog {unknown} e - a scroll of enchant armour {unknown} h - a scroll of enchant weapon {unknown} j - a scroll of identify {unknown} Potions d - a potion of might {unknown} f - 2 potions of enlightenment {unknown} Skills: + Level 1.5 Fighting + Level 3.0 Dodging - Level 1.5 Stealth + Level 3.9 Spellcasting + Level 3.9 Conjurations - Level 3.9 Hexes - Level 3.9 Summonings - Level 3.9 Necromancy - Level 3.9 Translocations - Level 3.9 Forgecraft - Level 3.9 Fire Magic - Level 3.9 Ice Magic - Level 3.9 Air Magic - Level 3.9 Earth Magic - Level 3.9 Alchemy + Level 1.5 Invocations You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 80% 1d7 2% 1 b - Searing Ray Conj 40% 2d5 3% 2 c - Freeze Ice 80% 1d9 2% 1 d - Fulminant Prism Conj/Alch 10% 3d8 24% 4 g - Iskenderun's Mystic Conj/Tloc 20% 2d6 (+2d3 24% 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 Aim: a gnoll, wielding a +0 halberd (heavily wounded, 81% to hit) The searing ray hits the gnoll! You kill the gnoll! The searing ray hits the gnoll. The gnoll is heavily wounded. (Press . to maintain the ray.) You stop channelling your searing ray. Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a gnoll, wielding a +0 spear (heavily wounded, 81% to hit) The searing ray hits the gnoll! You kill the gnoll! (Press . to maintain the ray.) Your Dodging skill increases to level 3! You stop channelling your searing ray. You see here a +0 spear. Things that are here: a +0 spear; a gnoll corpse You see here a +0 halberd. You see here a +0 spear of venom. You encounter a kobold. It is wielding a +0 dagger and quivering stones. Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a kobold, wielding a +0 dagger and quivering stones (asleep, 100% to hit) The magic dart hits the kobold. The kobold is severely wounded. The kobold shouts! Casting: Magic Dart (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a kobold, wielding a +0 dagger and quivering stones (severely wounded, 72% to hit) The searing ray hits the kobold. You kill the kobold! (Press . to maintain the ray.) Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) ♣♣♣..♣♣ #. ♣♣♣♣.†..♣ #. ♣♣♣.....♣♣♣ #. ♣♣....♣♣♣♣ #. ♣♣♣♣...♣♣♣ #> ♣..†.♣♣♣ ## ..♣♣♣♣ ♣♣♣♣♣## ...♣ ♣♣♣♣♣ ♣♣.....## ...♣ ♣..@♣♣♣♣ ♣♣♣.......# .†.... ♣.).♣♣....♣♣♣..♣♣♣♣♣#.. .♣♣♣♣♣♣ ... ♣♣♣♣....♣♣♣ ##. ♣♣ ♣ ♣♣♣♣♣♣ #. #. #. #. #. .. There were no monsters in sight! Vanquished Creatures 4 gnolls (D:2) 4 adders (D:2) 2 endoplasms 3 quokkas (D:2) 3 ball pythons (D:1) 5 bats A frilled lizard (D:1) A goblin (D:1) 2 jackals (D:1) 2 kobolds (D:2) 4 rats 31 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: 0/0 217 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 869 | D:2 | Reached XP level 3. HP: 20/26 MP: 0/0 869 | D:2 | Learned a level 1 spell: Freeze 882 | D:2 | Reached skill level 1 in Fighting 882 | D:2 | Reached skill level 1 in Invocations 1105 | D:2 | Reached XP level 4. HP: 27/32 MP: 0/0 1217 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: roadster_arrival_rocket_small, layout_basic, minivault_27 D:2: kb_forest_paths, layout_loops_cross, serial_shops, nicolae_shop_competitors_out_of_business, serial_park_square3 [serial_park_minivault_5x5_2] Skill XL: | 1 2 3 4 | ---------------+-------------+----- Fighting | 1 | 1.5 Invocations | 1 | 1.5 Dodging | 3 | 3.0 Stealth | | 1.5 Spellcasting | | 3.9 Conjurations | | 3.9 Hexes | | 3.9 Summonings | | 3.9 Necromancy | | 3.9 Translocations | | 3.9 Forgecraft | | 3.9 Fire Magic | | 3.9 Ice Magic | | 3.9 Air Magic | | 3.9 Earth Magic | | 3.9 Alchemy | | 3.9 Action | 1- 3 | 4- 6 || total ---------------------------+-------+-------++------- Cast: Magic Dart | 29 | 3 || 32 Searing Ray | 23 | 6 || 29 Armour: Robe | 7 | || 7 Dodge: Dodged | 7 | || 7