Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 4125184448440429723 21 code13 the Magician (level 3, 12/26 HPs) Began as a Djinni Conjurer on Feb 14, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:02:07 (414 turns). code13 the Magician (Djinni Conjurer) Turns: 414, Time: 00:02:07 Health: 12/26 AC: 2 Str: 6 XL: 3 Next: 2% Gold: 60 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . (33%) - Nothing wielded rCold . . . (100%) (no offhand) rNeg . . . (100%) a - +0 robe rPois ∞ (0%) (no helmet) rElec . (100%) (no cloak) rCorr . (100%) (no gloves) SInv . (no amulet) Will ..... b - ring of protection from cold 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 60 gold pieces. Inventory: Missiles c - 6 poisoned darts Armour a - a +0 robe (worn) Jewellery b - a ring of protection from cold (worn) Scrolls c - a scroll of silence {unknown} Potions d - a potion of moonshine {unknown} f - a potion of curing {unknown} j - a potion of might {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 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 jackal (almost dead, 72% to hit) The searing ray misses the jackal. (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 jackal (almost dead, 72% to hit) You miscast Searing Ray. Nothing appears to happen. You stop channelling your searing ray. The jackal 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: a jackal (almost dead, 72% to hit) The searing ray hits the jackal! You kill the jackal! (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * You stop channelling your searing ray. You encounter a jackal. 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: a jackal (100% to hit) The magic dart hits the jackal. You kill the jackal! * * * 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 A dart slug (D:1) 4 endoplasms (D:1) 2 hobgoblins (D:1) 3 jackals (D:1) 3 ball pythons (D:1) A bat (D:1) 2 goblins (D:1) 3 kobolds (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: 0/0 129 | D:1 | Reached XP level 2. HP: 18/22 MP: 0/0 414 | D:1 | Reached XP level 3. HP: 12/26 MP: 0/0 414 | D:1 | Learned a level 1 spell: Summon Small Mammal 414 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: ebering_trefoil_3fold, layout_basic, minmay_misc_feat_chi Action || total ---------------------------++------- Cast: Magic Dart || 32 Searing Ray || 10 Armour: Robe || 5