Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 16870253326050505786 0 code13 the Magician (level 1, 15/15 HPs) Began as a Djinni Conjurer on Feb 17, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:00:48 (0 turns). code13 the Magician (Djinni Conjurer) Turns: 0, Time: 00:00:48 Health: 15/15 AC: 2 Str: 6 XL: 1 Next: 0% Gold: 0 EV: 11 Int: 19 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 0.22/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) Skills: + Level 2.1 Dodging + Level 1.5 Stealth + Level 3.4 Spellcasting + Level 3.4 Conjurations - Level 3.4 Hexes - Level 3.4 Summonings - Level 3.4 Necromancy - Level 3.4 Translocations - Level 3.4 Forgecraft - Level 3.4 Fire Magic - Level 3.4 Ice Magic - Level 3.4 Air Magic - Level 3.4 Earth Magic - Level 3.4 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 64% 1d6 3% 1 b - Searing Ray Conj 32% 2d5 5% 2 d - Fulminant Prism Conj/Alch 8% 3d7 34% 4 g - Iskenderun's Mystic Conj/Tloc 16% 2d5 (+2d2 34% 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 Welcome, code13 the Djinni Conjurer. The fabled Orb of Zot lies far below, as if waiting for you to find it. Press ? for a list of commands and other information. Found a shiny orb and a dagger. Found two stairs. You begin with the following spells memorised: Magic Dart, Searing Ray, Fulminant Prism, Iskenderun's Mystic Blast. No target in view! What are your orders? t - Shout! Orders for allies: a - Attack new target. r - Retreat! s - Stop attacking. g - Guard the area. f - Follow me. Anything else - Cancel. Okay, then. Unknown command. Unknown command. Unknown command. Unknown command. Unknown command. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) Okay, then. Unknown command. Unknown command. Unknown command. Unknown command. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) Okay, then. Unknown command. Unknown command. Unknown command. Unknown command. Unknown command. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) ... ... . .... ). ..... ... ....[# .... ≈≈≈≈..####..≈≈≈ ≈≈≈≈≈......≈≈≈≈ ≈≈≈≈≈..@>..≈≈≈≈ ≈≈≈≈≈......≈≈≈≈ ≈≈≈≈........≈≈≈ ............... .........####.. .....##### . ..#.. #...# There were no monsters in sight! 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 0 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_pits, layout_rooms, minivault_4