Dungeon Crawl Stone Soup version 0.34.1-3-ga2c7840dd7 (webtiles) character file. Game seed: 5990602641001573289 21 code13 the Magician (level 3, 15/26 HPs) Began as a Djinni Conjurer on May 1, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:02:17 (1721 turns). code13 the Magician (Djinni Conjurer) Turns: 1721, Time: 00:02:18 Health: 15/26 AC: 2 Str: 6 XL: 3 Next: 2% Gold: 99 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 +.... b - ring of willpower 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 99 gold pieces. Inventory: Armour a - a +0 robe (worn) Jewellery b - a ring of willpower (worn) Scrolls c - a scroll of silence {unknown} e - 4 scrolls of identify {unknown} h - a scroll of fog {unknown} Potions d - a potion of haste {unknown} f - 2 potions of resistance {unknown} j - 2 potions of heal wounds {unknown} k - 2 potions of brilliance {unknown} l - a potion of curing {unknown} n - a potion of cancellation {unknown} o - a potion of attraction {unknown} Baubles g - 2 flux baubles 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 - Soul Splinter Necr 76% N/A 2% 1 d - Fulminant Prism Conj/Alch 9% 3d6 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 (Press . to maintain the ray.) A nearby plant withers and dies. 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 ribbon worm (moderately wounded, 92% to hit) The searing ray hits the plant. The plant is lightly damaged. The searing ray hits the ribbon worm. The ribbon worm is heavily wounded. (Press . to maintain the ray.) 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 ribbon worm (moderately wounded, 92% to hit) The searing ray hits the ribbon worm. The ribbon worm is severely wounded. (Press . to maintain the ray.) A nearby plant withers and dies. The ribbon worm bites you. You stop channelling your searing ray. The ribbon worm 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 ribbon worm (heavily wounded, 92% to hit) The searing ray hits the ribbon worm! You kill the ribbon worm! (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 Soul Splinter wells up from within. Spell assigned to 'c'. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) PP.. Pß.. ...r # .⌠^ '## ## ####^.## #. ##.#†!.P# #. #..'..÷P# #. #@.## #### #. #..⌠####..# #. ##....#.#.#######. ##...#........... ###.###.#######. #.....# #..... ####### #.#### #.# # #.# # You could see a rat. Vanquished Creatures 2 ribbon worms (D:2) 2 endoplasms (D:1) A hobgoblin (D:1) A ball python (D:2) 3 bats 3 frilled lizards 4 goblins 2 kobolds 3 rats 21 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: 0/0 427 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 735 | D:1 | You are sucked into a shaft and drop 1 floor! 1721 | D:2 | Reached XP level 3. HP: 15/26 MP: 0/0 1721 | D:2 | Learned a level 1 spell: Soul Splinter 1721 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: amcnicky_arrival_feature_with_door, layout_loops_corners D:2: layout_loops_ring, darby_scavenged_remnants Action || total ---------------------------++------- Attack: Normal || 4 Melee: Unarmed || 4 Cast: Magic Dart || 19 Searing Ray || 19 Armour: Robe || 11 Dodge: Dodged || 7