Dungeon Crawl Stone Soup version 0.34.1-4-g0e95e087e2 (webtiles) character file. Game seed: 13641769955998136487 25 code13 the Magician (level 3, 18/26 HPs) Began as a Djinni Conjurer on July 16, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:01:10 (544 turns). code13 the Magician (Djinni Conjurer) Turns: 544, Time: 00:01:11 Health: 18/26 AC: 2 Str: 6 XL: 3 Next: 17% Gold: 0 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. Inventory: Armour a - a +0 robe (worn) Talismans b - the hive talisman of Gozag's Regard {Will+ Str+2 Int-2, @t} (You found it on level 1 of the Dungeon) [hive talisman] Will+: It increases your willpower. Str+2: It affects your strength (+2). Int-2: It affects your intelligence (-2). Scrolls c - a scroll of fog {unknown} e - 4 scrolls of immolation {unknown} h - a scroll of enchant armour {unknown} j - a scroll of identify {unknown} k - a scroll of teleportation {unknown} Potions d - a potion of resistance {unknown} f - a potion of heal wounds {unknown} Baubles g - 2 flux baubles 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 - Freeze Ice 76% 1d8 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 Aiming: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a gnoll, wielding a +0 club (asleep, 100% to hit) The searing ray hits the gnoll. The gnoll is heavily wounded. The gnoll shouts! (Press . to maintain the ray.) You encounter a bat. 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 club (heavily wounded, 81% to hit) You miscast Searing Ray. Nothing appears to happen. 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 gnoll, wielding a +0 club (moderately wounded, 81% to hit) The searing ray hits the gnoll! The gnoll is almost dead. (Press . to maintain the ray.) The bat closely misses you. 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 club (almost dead, 81% to hit) The searing ray hits the gnoll! You kill the gnoll! (Press . to maintain the ray.) The bat hits you but does no damage. 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 Freeze 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 A gnoll (D:1) A dart slug (D:1) A hobgoblin (D:1) 3 jackals (D:1) A ball python (D:1) 2 bats (D:1) 2 endoplasms (D:1) 2 goblins (D:1) 3 kobolds (D:1) A rat (D:1) 17 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: 0/0 144 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 521 | D:1 | Identified the hive talisman of Gozag's Regard {Will+ Str+2 | Int-2} 544 | D:1 | Reached XP level 3. HP: 18/26 MP: 0/0 544 | D:1 | Learned a level 1 spell: Freeze 544 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: minmay_arrival_cross, layout_basic, amcnicky_mini_pool_small, chequers_serial_rivers_large_a, glass_columns_a, dreamdust_princess_bridge Action || total ---------------------------++------- Cast: Magic Dart || 20 Searing Ray || 12 Armour: Robe || 13 Dodge: Dodged || 7