Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 17370845855079808503 20 code13 the Magician (level 3, 23/26 HPs) Began as a Djinni Conjurer on Feb 14, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:00:56 (480 turns). code13 the Magician (Djinni Conjurer) Turns: 480, Time: 00:00:57 Health: 23/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 41 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. You collected 41 gold pieces. Inventory: Armour a - a +0 robe (worn) Jewellery b - an amulet of regeneration Scrolls c - a scroll of noise {unknown} Potions d - a potion of mutation {unknown} f - a potion of resistance {unknown} j - a potion of berserk rage {unknown} k - a potion of enlightenment {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 - Freeze Ice 76% 1d8 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 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 encounter an endoplasm. Found a fizzy pink potion. 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 (asleep, 100% to hit) The magic dart hits the endoplasm. The endoplasm is severely 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 (severely wounded, 100% to hit) The magic dart hits the endoplasm but does no damage. The endoplasm is severely wounded. 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 (severely wounded, 100% to hit) The magic dart hits the endoplasm but does no damage. The endoplasm is severely wounded. 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 (severely wounded, 100% to hit) The magic dart hits the endoplasm. You kill the endoplasm! 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 2 dart slugs (D:1) 3 hobgoblins (D:1) A quokka (D:1) 2 ball pythons (D:1) 3 bats (D:1) 3 endoplasms (D:1) A goblin (D:1) A kobold (D:1) 3 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: 0/0 118 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 480 | D:1 | Reached XP level 3. HP: 23/26 MP: 0/0 480 | D:1 | Learned a level 1 spell: Freeze 480 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_boxes_within_box, layout_rooms Action || total ---------------------------++------- Cast: Magic Dart || 44 Searing Ray || 1 Armour: Robe || 2 Dodge: Dodged || 1