Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 11894875078730664163 20 code13 the Magician (level 3, 23/26 HPs) Began as a Djinni Conjurer on Feb 17, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:01:31 (581 turns). code13 the Magician (Djinni Conjurer) Turns: 581, Time: 00:01:31 Health: 23/26 AC: 6 Str: 6 XL: 3 Next: 0% Gold: 45 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . (33%) c - staff of alchemy 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 ..... b - +4 ring of protection 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: Missiles d - 3 poisoned darts Armour a - a +0 robe (worn) Magical Staves c - a staff of alchemy (weapon) Jewellery b - a +4 ring of protection (worn) Scrolls c - a scroll of fog {unknown} d - a scroll of immolation {unknown} e - 2 scrolls of enchant armour {unknown} h - a scroll of identify {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 14% 3d8 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: Shops: D:1 ( 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.) You stop channelling your searing ray. e - 2 scrolls labelled JIARHE JOERGHIO (gained 1) d - 3 poisoned darts You now have 45 gold pieces (gained 5). h - a scroll labelled ZAAM WIMOV SOK You reach down and open the door. There is an open door here. You encounter a rat. A rat is nearby! 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 rat (asleep, 100% to hit) The magic dart hits the rat but does no damage. The rat squeaks loudly. 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 rat (100% to hit) The magic dart hits the rat. The rat is severely wounded. Casting: Magic Dart (safe; 3% 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 rat (severely wounded, 78% to hit) The searing ray hits the rat. You kill the rat! (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 Freeze 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 2 dart slugs (D:1) 2 endoplasms (D:1) 4 hobgoblins (D:1) A quokka (D:1) 3 ball pythons (D:1) A bat (D:1) A frilled lizard (D:1) 2 rats (D:1) 16 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: 0/0 116 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 181 | D:1 | Found Hinkoo's Antique Weapon Shop. 581 | D:1 | Reached XP level 3. HP: 23/26 MP: 0/0 581 | D:1 | Learned a level 1 spell: Freeze 581 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: lightli_arrival_noodles, layout_basic, serial_shops, shop, basic_ecumenical_altar Action || total ---------------------------++------- Cast: Magic Dart || 31 Searing Ray || 7 Dodge: Dodged || 1