Dungeon Crawl Stone Soup version 0.34.1-3-ga2c7840dd7 (webtiles) character file. Game seed: 4827520226823009452 25 code13 the Magician (level 3, 17/26 HPs) Began as a Djinni Conjurer on May 1, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:09 (497 turns). code13 the Magician (Djinni Conjurer) Turns: 497, Time: 00:01:10 Health: 17/26 AC: 2 Str: 6 XL: 3 Next: 20% Gold: 62 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 62 gold pieces. Inventory: Missiles d - 2 throwing nets {!f} Armour a - a +0 robe (worn) c - a +0 leather armour e - a +0 leather armour Jewellery b - a +5 ring of evasion f - a +6 ring of strength Scrolls c - a scroll of enchant armour {unknown} d - 2 scrolls of identify {unknown} e - 2 scrolls of noise {unknown} h - a scroll of brand weapon {unknown} Skills: + Level 0.9 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 0.9 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: ? - help, Shift-Dir - straight line Aim: an adder (asleep, 100% to hit) The searing ray hits the adder. The adder is heavily wounded. (Press . to maintain the ray.) You stop channelling your searing ray. The adder 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: an adder (heavily wounded, 63% to hit) The searing ray hits the adder. The adder is severely wounded. (Press . to maintain the ray.) The adder bites you but does no damage. You stop channelling your searing ray. The adder bites 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: an adder (severely wounded, 63% to hit) You miscast Searing Ray. Nothing appears to happen. The adder bites you but does no damage. x2 Number of times to repeat, then command key: You must enter the number of times for the command to repeat. 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: an adder (severely wounded, 63% to hit) The searing ray hits the adder. You kill the adder! (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".) >....... #.#....# #.#....# #.#....# #.#....# #.#....# #.#....# #.#####.#....## #.....<.....@.# #######.#####.# ...# .# ##### .# .# .# .# .# There were no monsters in sight! Vanquished Creatures An adder (D:2) An endoplasm (D:1) 3 hobgoblins (D:1) 2 quokkas (D:1) 5 bats (D:1) 2 frilled lizards (D:1) 3 kobolds (D:1) 2 rats (D:1) 19 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: 0/0 166 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 497 | D:2 | Reached XP level 3. HP: 17/26 MP: 0/0 497 | D:2 | Learned a level 1 spell: Soul Splinter 497 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_tiny_a, layout_basic, minmay_surrounded D:2: layout_basic, minmay_split_cup_small Action || total ---------------------------++------- Cast: Magic Dart || 18 Searing Ray || 11 Armour: Robe || 4 Dodge: Dodged || 1