Dungeon Crawl Stone Soup version 0.34.1-3-ga2c7840dd7 (webtiles) character file. Game seed: 11258439717687860815 8 code13 the Magician (level 2, 1/22 HPs) Began as a Djinni Conjurer on Apr 30, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:00:49 (148 turns). code13 the Magician (Djinni Conjurer) Turns: 148, Time: 00:00:50 Health: 1/22 AC: 2 Str: 6 XL: 2 Next: 15% Gold: 18 EV: 11 Int: 19 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 0.23/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 1 of the Dungeon. You visited 1 branch of the dungeon, and saw 1 of its levels. You collected 18 gold pieces. Inventory: Armour a - a +0 robe (worn) Skills: + Level 0.3 Fighting + Level 2.3 Dodging - Level 1.5 Stealth + Level 3.5 Spellcasting + Level 3.5 Conjurations - Level 3.5 Hexes - Level 3.5 Summonings - Level 3.5 Necromancy - Level 3.5 Translocations - Level 3.5 Forgecraft - Level 3.5 Fire Magic - Level 3.5 Ice Magic - Level 3.5 Air Magic - Level 3.5 Earth Magic - Level 3.5 Alchemy + Level 0.3 Invocations You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 64% 1d6 3% 1 b - Searing Ray Conj 32% 2d5 5% 2 d - Fulminant Prism Conj/Alch 8% 3d7 34% 4 g - Iskenderun's Mystic Conj/Tloc 16% 2d5 (+2d2 34% 4 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (1/15) 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; 5% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 5% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a jackal (moderately wounded, 72% to hit) The searing ray hits the jackal but does no damage. The jackal is moderately wounded. The searing ray hits the jackal. The jackal is lightly wounded. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The jackal bites you. * * * LOW HITPOINT WARNING * * * You stop channelling your searing ray. The jackal bites you. * * * LOW HITPOINT WARNING * * * The jackal bites you. * * * LOW HITPOINT WARNING * * * Casting: Searing Ray (safe; 5% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 5% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a jackal (moderately wounded, 72% to hit) The searing ray misses the jackal. The searing ray hits the jackal. The jackal is almost dead. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The jackal closely misses you. You stop channelling your searing ray. The hobgoblin shouts! The jackal bites you. * * * LOW HITPOINT WARNING * * * The jackal bites you but does no damage. Casting: Searing Ray (safe; 5% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You don't have enough health to cast this spell. Casting: Searing Ray (safe; 5% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You don't have enough health to cast this spell. You aren't carrying any potions. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) #.... #.#.##### #....) #........ #+##..... #........ .......). #........ .......g########........ ........#...........###. ........#...........# #. ......hh............# ## .......@#...........# ........#...........#### ........#...........#... .....?..............#.## ....................#.# ....................#.# ....................#.## ............)........... ........... You could see 2 jackals and a hobgoblin. Vanquished Creatures 2 jackals (D:1) A ball python (D:1) 3 endoplasms (D:1) A frilled lizard (D:1) 2 goblins (D:1) 9 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: 0/0 138 | D:1 | Reached XP level 2. HP: 16/22 MP: 0/0 147 | D:1 | HP: 1/22 [jackal (2)] 148 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: lightli_arrival_boilingwater, layout_basic, lexackson_kobold_supper Action || total ---------------------------++------- Cast: Magic Dart || 15 Searing Ray || 4 Armour: Robe || 5 Dodge: Dodged || 1