Dungeon Crawl Stone Soup version 0.34.1-4-g0e95e087e2 (webtiles) character file. Game seed: 3599696115303335757 25 code13 the Magician (level 3, 26/26 HPs) Began as a Djinni Conjurer on July 10, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:01:14 (534 turns). code13 the Magician (Djinni Conjurer) Turns: 534, Time: 00:01:15 Health: 26/26 AC: 2 Str: 6 XL: 3 Next: 20% Gold: 44 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 44 gold pieces. Inventory: Armour a - a +0 robe (worn) Jewellery b - a +4 ring of slaying Scrolls c - 2 scrolls of teleportation {unknown} e - a scroll of identify {unknown} h - a scroll of noise {unknown} j - a scroll of fog {unknown} Potions d - 2 potions of enlightenment {unknown} f - 2 potions of heal wounds {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% 3d7 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 (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 The gnoll is heavily wounded. (Press . to maintain the ray.) Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a gnoll, wielding a +0 whip (heavily wounded, 81% to hit) The searing ray misses the gnoll. (Press . to maintain the ray.) Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a gnoll, wielding a +0 whip (heavily wounded, 81% to hit) The searing ray hits the gnoll! The gnoll is almost dead. (Press . to maintain the ray.) The gnoll hits you with a +0 whip! * * * LOW HITPOINT WARNING * * * Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a gnoll, wielding a +0 whip (almost dead, 81% to hit) The searing ray hits the gnoll! You kill the gnoll! (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * 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'. You stop channelling your searing ray. Things that are here: a +0 dagger; a goblin corpse Key pressed, stopping explore. You encounter a goblin and a rat. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) ###.##.##.####....>.....## #.##.##.# ####.####### #.##.##.# #..# #.##.##.# #.#.# #.##..... ...... #.#### .. ... ..# #.# ####.## #.##########...##. #.........@......r ############...#.. #.# .g . You could see a goblin (asleep) and a rat (asleep). Vanquished Creatures A gnoll (D:1) A dart slug (D:1) 2 endoplasms (D:1) A hobgoblin (D:1) 5 ball pythons (D:1) 2 bats (D:1) A frilled lizard (D:1) 2 goblins (D:1) 3 kobolds (D:1) 18 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: 0/0 148 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 424 | D:1 | Reached XP level 3. HP: 6/26 MP: 0/0 424 | D:1 | Learned a level 1 spell: Soul Splinter 534 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_yet_another_circle, layout_loops_ring, serial_shops, nicolae_shop_tiny_real_fake_doors Action || total ---------------------------++------- Cast: Magic Dart || 27 Searing Ray || 11 Armour: Robe || 7 Dodge: Dodged || 1