Dungeon Crawl Stone Soup version 0.34.1-4-g0e95e087e2 (webtiles) character file. Game seed: 5191589877947301656 27 code13 the Magician (level 3, 13/26 HPs) Began as a Djinni Conjurer on July 14, 2026. Quit the game on level 2 of the Dungeon on July 15, 2026. The game lasted 00:01:39 (803 turns). code13 the Magician (Djinni Conjurer) Turns: 803, Time: 00:01:40 Health: 13/26 AC: 2 Str: 6 XL: 3 Next: 25% Gold: 38 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . (33%) b - staff of air rCold x . . (150%) (no offhand) rNeg . . . (100%) a - +0 robe rPois ∞ (0%) (no helmet) rElec + (33%) (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 38 gold pieces. Inventory: Armour a - a +0 robe (worn) Magical Staves b - a staff of air (weapon) Scrolls c - a scroll of fear {unknown} d - a scroll of vulnerability {unknown} e - a scroll of immolation {unknown} h - a scroll of teleportation {unknown} j - a scroll of enchant weapon {unknown} m - 3 scrolls of identify {unknown} o - a scroll of brand weapon {unknown} Potions f - 2 potions of lignification {unknown} k - a potion of attraction {unknown} l - 2 potions of mutation {unknown} n - a potion of resistance {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 - Summon Small Mammal Summ 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 You kill the kobold! (Press . to maintain the ray.) You hear an angry hiss. You encounter an adder. You stop channelling your searing ray. The adder hisses angrily. 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 (63% to hit) The searing ray hits the adder. The adder 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 adder (moderately wounded, 63% to hit) The searing ray hits the adder. The adder is severely wounded. (Press . to maintain the ray.) The adder closely misses you. 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) The searing ray hits the adder! You kill the adder! (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 Summon Small Mammal 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) A dart slug (D:1) An endoplasm (D:1) A hobgoblin (D:1) A quokka (D:1) 2 ball pythons (D:1) 2 bats (D:1) A frilled lizard (D:1) 2 goblins (D:1) 3 kobolds 6 rats (D:1) 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: 0/0 127 | D:1 | Reached XP level 2. HP: 18/22 MP: 0/0 803 | D:2 | Reached XP level 3. HP: 13/26 MP: 0/0 803 | D:2 | Learned a level 1 spell: Summon Small Mammal 803 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: lightli_arrival_statue_moat, layout_basic D:2: layout_basic, basic_altar Action || total ---------------------------++------- Cast: Magic Dart || 23 Searing Ray || 10 Armour: Robe || 2 Dodge: Dodged || 1