Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 17873353921514760981 20 code13 the Magician (level 3, 21/26 HPs) Began as a Djinni Conjurer on Jan 10, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:01:04 (713 turns). code13 the Magician (Djinni Conjurer) Turns: 713, Time: 00:01:05 Health: 21/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 45 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 . (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 45 gold pieces. Inventory: Armour a - a +0 robe (worn) j - an orb of mayhem Scrolls d - 2 scrolls of identify {unknown} h - a scroll of teleportation {unknown} Potions b - 3 potions of haste {unknown} c - 2 potions of heal wounds {unknown} e - a potion of moonshine {unknown} f - a potion of enlightenment {unknown} g - a potion of curing {unknown} k - a potion of resistance {unknown} Baubles i - 6 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 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% 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 (Press . to maintain the ray.) Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You can't see any susceptible monsters within range! (Use Z to cast anyway.) Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You can't see any susceptible monsters within range! (Use Z to cast anyway.) You stop channelling your searing ray. d - 2 scrolls labelled ICKAUHAXTUV (gained 1) You see here a +0 short sword. Found a stone staircase leading down. There is a stone staircase leading down here. k - a bubbling coppery potion You see here a bat corpse. A goblin comes into view. It is wielding a +0 club. The goblin shouts! The goblin moves out of view. Found 3 stones. 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 goblin, wielding a +0 club (72% to hit) The searing ray misses the goblin. (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 goblin, wielding a +0 club (72% to hit) The searing ray hits the goblin. You kill the goblin! (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) A hobgoblin (D:1) 3 jackals (D:1) A quokka (D:1) 2 bats (D:1) A frilled lizard (D:1) A giant cockroach (D:1) 4 goblins (D:1) 2 kobolds (D:1) 2 rats (D:1) 19 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: 0/0 191 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 713 | D:1 | Reached XP level 3. HP: 21/26 MP: 0/0 713 | D:1 | Learned a level 1 spell: Summon Small Mammal 713 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: saegor_arrival_under_anarchy, layout_loops_ring Action || total ---------------------------++------- Cast: Magic Dart || 24 Searing Ray || 11 Armour: Robe || 2