Dungeon Crawl Stone Soup version 0.34.1-4-g0e95e087e2 (webtiles) character file. Game seed: 936429256202717552 20 code13 the Magician (level 3, 16/26 HPs) Began as a Djinni Conjurer on July 9, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:00 (828 turns). code13 the Magician (Djinni Conjurer) Turns: 828, Time: 00:01:00 Health: 16/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 45 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 45 gold pieces. Inventory: Armour a - a +0 robe (worn) b - a +0 hat Scrolls c - a scroll of butterflies {unknown} e - 2 scrolls of identify {unknown} h - a scroll of noise {unknown} Potions d - a potion of mutation {unknown} f - 2 potions of cancellation {unknown} j - a potion of curing {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 (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 Aim: a rat (100% to hit) The magic dart hits the rat. You kill the rat! Key pressed, stopping explore. Key pressed, stopping explore. Key pressed, stopping explore. Key pressed, stopping explore. Key pressed, stopping explore. Key pressed, stopping explore. You see here a rat corpse. Found a club. You encounter a kobold. It is wielding a +0 rapier and carrying a +0 sling. You see here a +0 club. Casting: Magic Dart (safe; 3% 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 kobold, wielding a +0 rapier and carrying a +0 sling (wandering, hasn't noticed you, 72% to hit) The searing ray hits the kobold. The kobold is severely wounded. The kobold shouts! (Press . to maintain the ray.) The kobold unwields a +0 rapier. The kobold wields a +0 sling. The kobold shoots a sling bullet. The sling bullet hits you. 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 kobold, wielding a +0 sling and carrying a +0 rapier (severely wounded, 72% to hit) The searing ray hits the kobold! You kill the kobold! (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 2 quokkas (D:1) 3 ball pythons 5 bats 3 endoplasms (D:1) A frilled lizard (D:1) 4 goblins (D:1) 5 kobolds 2 rats (D:2) 25 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: 0/0 216 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 442 | D:1 | Found a faded altar of an unknown god. 828 | D:2 | Reached XP level 3. HP: 16/26 MP: 0/0 828 | D:2 | Learned a level 1 spell: Apportation 828 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: grunt_arrival_crossed_arrows, layout_basic, chequers_ecumenical_altar_simple D:2: layout_loops_cross, kennysheep_generic_room_12 Action || total ---------------------------++------- Cast: Magic Dart || 34 Searing Ray || 10 Armour: Robe || 1 Dodge: Dodged || 2