Dungeon Crawl Stone Soup version 0.34.1-3-ga2c7840dd7 (webtiles) character file. Game seed: 15955931896181101762 20 code13 the Magician (level 3, 18/26 HPs) Began as a Djinni Conjurer on May 1, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:01:03 (592 turns). code13 the Magician (Djinni Conjurer) Turns: 592, Time: 00:01:03 Health: 18/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 47 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 1 of the Dungeon. You visited 1 branch of the dungeon, and saw 1 of its levels. You collected 47 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls c - a scroll of identify {unknown} e - a scroll of noise {unknown} Potions d - a potion of magic {unknown} f - a potion of brilliance {unknown} j - a potion of ambrosia {unknown} k - a potion of heal wounds {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 d - Fulminant Prism Conj/Alch 9% 3d7 28% 4 g - Iskenderun's Mystic Conj/Tloc 18% 2d6 (+2d2 28% 4 A - Apportation Tloc 36% N/A 2% 1 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 Aim: a ball python (asleep, 100% to hit) The searing ray hits the ball python! You kill the ball python! (Press . to maintain the ray.) You encounter a bat. You stop channelling your searing ray. 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 bat (wandering, hasn't noticed you, 66% to hit) The searing ray hits the bat. The bat is severely wounded. (Press . to maintain the ray.) The bat closely misses you. You stop channelling your searing ray. The bat hits 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: a bat (severely wounded, 66% to hit) The searing ray misses the bat. (Press . to maintain the ray.) The bat hits you but does no damage. You stop channelling your searing ray. The bat barely 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 bat (severely wounded, 66% to hit) The searing ray hits the bat. You kill the bat! (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 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 3 endoplasms (D:1) A hobgoblin (D:1) 4 jackals (D:1) 6 ball pythons (D:1) 3 bats (D:1) 2 goblins (D:1) A kobold (D:1) 2 rats (D:1) 22 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: 17/22 MP: 0/0 592 | D:1 | Reached XP level 3. HP: 18/26 MP: 0/0 592 | D:1 | Learned a level 1 spell: Apportation 592 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_rooms_with_view, layout_loops_ring, item_on_display_a_b Action || total ---------------------------++------- Cast: Magic Dart || 27 Searing Ray || 12 Armour: Robe || 3 Dodge: Dodged || 3