Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 17844623366351017777 20 code13 the Magician (level 3, 18/26 HPs) Began as a Djinni Conjurer on Feb 17, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:00:58 (682 turns). code13 the Magician (Djinni Conjurer) Turns: 682, Time: 00:00:59 Health: 18/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 42 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 42 gold pieces. Inventory: Missiles b - 3 poisoned darts Armour a - a +0 robe (worn) Scrolls c - a scroll of poison {unknown} d - a scroll of blinking {unknown} e - a scroll of identify {unknown} h - a scroll of torment {unknown} l - 3 scrolls of teleportation {unknown} Potions f - a potion of curing {unknown} j - a potion of haste {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 - Kinetic Grapnel Frge 76% 1d7 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: ? - help, Shift-Dir - straight line Aim: a jackal (72% to hit) The searing ray hits the jackal! You kill the jackal! (Press . to maintain the ray.) You encounter a hobgoblin. A hobgoblin is nearby! 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. Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a hobgoblin (100% to hit) The magic dart hits the hobgoblin. The hobgoblin is severely wounded. You stop channelling your searing ray. 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: a hobgoblin (severely wounded, 100% to hit) The magic dart hits the hobgoblin. The hobgoblin is almost dead. 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: a hobgoblin (almost dead, 100% to hit) The magic dart hits the hobgoblin. You kill the hobgoblin! 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 Kinetic Grapnel wells up from within. Spell assigned to 'c'. Unknown command. 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) 2 endoplasms (D:1) 3 hobgoblins (D:1) 5 jackals (D:1) A bat (D:1) 2 goblins (D:1) 3 rats (D:1) 17 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: 0/0 177 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 682 | D:1 | Reached XP level 3. HP: 18/26 MP: 0/0 682 | D:1 | Learned a level 1 spell: Kinetic Grapnel 682 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: minmay_arrival_arboretum_small, layout_loops_corners Action || total ---------------------------++------- Cast: Magic Dart || 34 Searing Ray || 1 Armour: Robe || 2 Dodge: Dodged || 1