Dungeon Crawl Stone Soup version 0.33.1-11-g13c08b6794 (webtiles) character file. Game seed: 912133372417057748 21 code13 the Magician (level 3, 22/26 HPs) Began as a Djinni Conjurer on Dec 22, 2025. Quit the game on level 1 of the Dungeon. The game lasted 00:01:31 (752 turns). code13 the Magician (Djinni Conjurer) Turns: 752, Time: 00:01:31 Health: 22/26 AC: 5 Str: 6 XL: 3 Next: 2% Gold: 0 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . - Nothing wielded rCold x . . (no offhand) rNeg . . . a - +0 robe rPois ∞ (no helmet) rElec . (no cloak) rCorr . h - +2 pair of 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: Missiles e - a throwing net {!f} Armour a - a +0 robe (worn) h - a +2 pair of gloves (worn) i - a +0 leather armour Scrolls b - a scroll of teleportation {unknown} g - a scroll of vulnerability {unknown} Potions c - a potion of curing {unknown} d - a potion of brilliance {unknown} f - a potion of lignification {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 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 (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 searing ray hits the goblin! You kill the goblin! (Press . to maintain the ray.) You stop channelling your searing ray. There is an open door here. Things that are here: a +0 club; a goblin corpse You reach down and open the door. There is an open door here. An endoplasm comes into view. Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (asleep, 100% to hit) The magic dart hits the endoplasm. The endoplasm is lightly wounded. The endoplasm quivers. Casting: Magic Dart (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (lightly wounded, 100% to hit) The magic dart hits the endoplasm. The endoplasm is almost dead. 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: an endoplasm (almost dead, 98% to hit) The searing ray hits the endoplasm. You kill the endoplasm! (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 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 2 dart slugs (D:1) 2 endoplasms (D:1) A hobgoblin (D:1) A quokka (D:1) 3 ball pythons (D:1) 2 frilled lizards (D:1) A giant cockroach (D:1) 4 goblins (D:1) A kobold (D:1) 4 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: 0/0 211 | D:1 | Reached XP level 2. HP: 1/22 MP: 0/0 752 | D:1 | Reached XP level 3. HP: 22/26 MP: 0/0 752 | D:1 | Learned a level 1 spell: Summon Small Mammal 752 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: matt_arrival_los_fun, layout_loops_corners, minmay_pentomino_v2 Action || total ---------------------------++------- Cast: Magic Dart || 33 Searing Ray || 11 Armour: Robe || 2 Dodge: Dodged || 3