Dungeon Crawl Stone Soup version 0.34.1-4-g0e95e087e2 (webtiles) character file. Game seed: 16812984998966046571 43 code13 the Magician (level 3, 7/27 HPs) Began as a Djinni Conjurer on July 13, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:34 (648 turns). code13 the Magician (Djinni Conjurer) Turns: 648, Time: 00:01:35 Health: 7/27 AC: 2 Str: 6 XL: 3 Next: 82% Gold: 77 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 77 gold pieces. Inventory: Missiles c - 2 poisoned darts Armour a - a +0 robe (worn) Talismans b - the quill talisman "Ringeiro" {rElec Dex+3, @t} (You found it on level 1 of the Dungeon) [quill talisman] rElec: It insulates you from electricity. Dex+3: It affects your dexterity (+3). Scrolls c - a scroll of revelation {unknown} e - a scroll of immolation {unknown} h - 2 scrolls of fog {unknown} Potions d - a potion of might {unknown} f - a potion of attraction {unknown} j - a potion of curing {unknown} Baubles g - 2 flux baubles Skills: + Level 1.1 Fighting + Level 2.7 Dodging - Level 1.5 Stealth + Level 3.7 Spellcasting + Level 3.7 Conjurations - Level 3.7 Hexes - Level 3.7 Summonings - Level 3.7 Necromancy - Level 3.7 Translocations - Level 3.7 Forgecraft - Level 3.7 Fire Magic - Level 3.7 Ice Magic - Level 3.7 Air Magic - Level 3.7 Earth Magic - Level 3.7 Alchemy + Level 1.1 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 - Kinetic Grapnel Frge 76% 1d7 2% 1 d - Fulminant Prism Conj/Alch 9% 3d6 26% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 26% 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 Aiming: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an orc wizard, wielding a +0 dagger and wearing a +0 robe (lightly wounded, 72% to hit) The searing ray hits the orc wizard. The orc wizard is moderately 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: an orc wizard, wielding a +0 dagger and wearing a +0 robe (moderately wounded, 72% to hit) The searing ray hits the orc wizard! The orc wizard is almost dead. (Press . to maintain the ray.) The orc shouts! You encounter an orc. It is wielding a +0 flail and quivering boomerangs. You stop channelling your searing ray. The orc wizard gestures at you while chanting. The magic dart hits you! Ouch! That really hurt! * * * LOW HITPOINT WARNING * * * 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 orc wizard, wielding a +0 dagger and wearing a +0 robe (almost dead, 72% to hit) The searing ray hits the orc wizard. You kill the orc wizard! (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * You encounter an orc. It is wielding a +0 club. Your Fighting skill increases to level 1! Your Invocations skill increases to level 1! 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 Kinetic Grapnel wells up from within. Spell assigned to 'c'. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) #o #. .. .# #.. ... ..#.# ..# .#.# #.. o.# ... #)##.# # ###....### #.#.#.@....# #.#....###.# #.....## #####...### #.........# #.###..#### ##.###)..### .# ####..........##.# #.....####..#.#..# You could see 2 orcs. Vanquished Creatures An orc wizard (D:2) A ribbon worm (D:2) 5 endoplasms A quokka (D:1) 2 ball pythons A bat (D:1) 2 frilled lizards 4 goblins 4 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 40 | D:1 | Identified the quill talisman "Ringeiro" {rElec Dex+3} 135 | D:1 | Reached XP level 2. HP: 9/22 MP: 0/0 648 | D:2 | Reached skill level 1 in Fighting 648 | D:2 | Reached skill level 1 in Invocations 648 | D:2 | Reached XP level 3. HP: 7/27 MP: 0/0 648 | D:2 | Learned a level 1 spell: Kinetic Grapnel 648 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: lightli_arrival_maybe_door_vault, layout_rooms D:2: layout_basic, basic_altar Skill XL: | 1 2 | ---------------+-------+----- Fighting | 1 | 1.1 Invocations | 1 | 1.1 Dodging | | 2.7 Stealth | | 1.5 Spellcasting | | 3.7 Conjurations | | 3.7 Hexes | | 3.7 Summonings | | 3.7 Necromancy | | 3.7 Translocations | | 3.7 Forgecraft | | 3.7 Fire Magic | | 3.7 Ice Magic | | 3.7 Air Magic | | 3.7 Earth Magic | | 3.7 Alchemy | | 3.7 Action || total ---------------------------++------- Cast: Magic Dart || 26 Searing Ray || 13 Armour: Robe || 2 Dodge: Dodged || 1