Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 11956086233324069370 20 code13 the Magician (level 3, 18/26 HPs) Began as a Djinni Conjurer on Feb 19, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:01:44 (453 turns). code13 the Magician (Djinni Conjurer) Turns: 453, Time: 00:01:44 Health: 18/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 51 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 51 gold pieces. Inventory: Armour a - a +0 robe (worn) b - an orb of glass Scrolls c - a scroll of blinking {unknown} e - a scroll of fear {unknown} h - 2 scrolls of teleportation {unknown} j - a scroll of revelation {unknown} k - a scroll of vulnerability {unknown} Potions d - a potion of moonshine {unknown} f - 2 potions of curing {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 d - Fulminant Prism Conj/Alch 9% 3d7 28% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 28% 4 A - Apportation Tloc 38% N/A 2% 1 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 Aim: a jackal (100% to hit) The magic dart hits the jackal but does no damage. The jackal barks! You encounter a jackal. 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 jackal (72% to hit) The searing ray hits the jackal. The jackal is almost dead. (Press . to maintain the ray.) You stop channelling your searing ray. 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.) You stop channelling your searing ray. 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 (72% to hit) The searing ray hits the jackal! You kill the jackal! The searing ray hits the jackal. The jackal is severely wounded. (Press . to maintain the ray.) The jackal barks! 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 Apportation wells up from within. Spell assigned to 'A'. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) # #.........# # #.........# # #.........# ## ###....h....# ... .....h.>....# #.# #####)........# # ....... #h# #.....##.# #.....##@# ###.....##.# .......##.# #. #...†.#..# #..# #.......## #.. #......## #[.###......# ####.......#..## ..#.###.....## You could see 2 jackals. Vanquished Creatures 4 endoplasms (D:1) 3 hobgoblins (D:1) 2 jackals (D:1) 3 quokkas (D:1) A bat (D:1) A frilled lizard (D:1) 3 goblins (D:1) A rat (D:1) 18 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: 0/0 117 | D:1 | Found a faded altar of an unknown god. 128 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 453 | D:1 | Reached XP level 3. HP: 18/26 MP: 0/0 453 | D:1 | Learned a level 1 spell: Apportation 453 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: scummos_arrival_hexagon, layout_basic, shapermc_ecumenical_altar_rom_forum, minivault_23 Action || total ---------------------------++------- Cast: Magic Dart || 30 Searing Ray || 13 Armour: Robe || 1