Dungeon Crawl Stone Soup version 0.34.1-3-ga2c7840dd7 (webtiles) character file. Game seed: 15766701993709088434 21 code13 the Magician (level 3, 22/26 HPs) Began as a Djinni Conjurer on Mar 23, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:19 (907 turns). code13 the Magician (Djinni Conjurer) Turns: 907, Time: 00:01:20 Health: 22/26 AC: 2 Str: 6 XL: 3 Next: 2% Gold: 5 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 5 gold pieces. Inventory: Armour a - a +0 robe (worn) b - a +0 leather armour Jewellery c - a ring of see invisible d - a +6 ring of strength Scrolls c - 2 scrolls of identify {unknown} Potions d - a potion of attraction {unknown} f - a potion of magic {unknown} j - a potion of cancellation {unknown} Skills: + Level 0.8 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 0.8 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 c - Freeze Ice 76% 1d8 2% 1 d - Fulminant Prism Conj/Alch 9% 3d7 28% 4 g - Iskenderun's Mystic Conj/Tloc 19% 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 Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You can't see any susceptible monsters within range! (Use Z to cast anyway.) Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You can't see any susceptible monsters within range! (Use Z to cast anyway.) Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You can't see any susceptible monsters within range! (Use Z to cast anyway.) Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You can't see any susceptible monsters within range! (Use Z to cast anyway.) 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 dart slug (100% to hit) The searing ray hits the dart slug! The dart slug is almost dead. (Press . to maintain the ray.) The dart slug launches a dart at you. The slug dart misses you. You stop channelling your searing ray. The dart slug launches a dart at you. The slug dart misses 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: a dart slug (almost dead, 100% to hit) The searing ray hits the dart slug. You kill the dart slug! (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 Freeze 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 2 dart slugs A ribbon worm (D:2) 2 endoplasms (D:1) A hobgoblin (D:1) 2 ball pythons (D:1) 3 bats (D:1) 5 kobolds (D:1) 2 rats (D:1) 18 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: 0/0 175 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 907 | D:2 | Reached XP level 3. HP: 22/26 MP: 0/0 907 | D:2 | Learned a level 1 spell: Freeze 907 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_boxes_within_box, layout_basic D:2: layout_loops_ring, minmay_misc_feat_diagonals, minmay_misc_feat_enclosed, minmay_misc_feat_alley Action || total ---------------------------++------- Cast: Magic Dart || 25 Searing Ray || 7 Armour: Robe || 1 Dodge: Dodged || 3