Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 13073454408146868562 21 code13 the Magician (level 3, 20/26 HPs) Began as a Djinni Conjurer on Feb 19, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:01:01 (390 turns). code13 the Magician (Djinni Conjurer) Turns: 390, Time: 00:01:02 Health: 20/26 AC: 2 Str: 6 XL: 3 Next: 2% Gold: 4 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 4 gold pieces. Inventory: Missiles b - 6 poisoned darts c - 2 throwing nets {!f} d - 2 curare-tipped darts Armour a - a +0 robe (worn) Scrolls c - a scroll of torment {unknown} Potions d - 2 potions of might {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 - Summon Small Mammal Summ 76% N/A 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 You see here a +0 club. You encounter an endoplasm and a jackal. The jackal barks! You hear a bark! The endoplasm quivers. 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: an endoplasm (98% to hit) The searing ray hits the endoplasm. You kill the endoplasm! (Press . to maintain the ray.) You encounter a jackal. 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. The jackal is lightly wounded. (Press . to maintain the ray.) You stop channelling your searing ray. The jackal misses you. 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 (lightly wounded, 72% to hit) The searing ray hits the jackal. You kill the jackal! The searing ray hits the jackal. The jackal is almost dead. (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 Summon Small Mammal wells up from within. Spell assigned to 'c'. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) ...# #.#....†..# ...# #.##.....## .##. #.#.......# ## #.#......... ............. #.#........... # ###....# ....... #. ####....#### ###. ####...@h...... .....#####.........##### ........).......#### #....##.####..### ≈..#.#..# #.## ##.....### #.# ######## #.#.....###.# ##.....#. #####>....# ##........ ##..### #......... You could see a jackal. Vanquished Creatures A dart slug (D:1) 2 hobgoblins (D:1) A jackal (D:1) 3 quokkas (D:1) 2 ball pythons (D:1) 3 endoplasms (D:1) A frilled lizard (D:1) A goblin (D:1) 3 kobolds (D:1) 2 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: 0/0 135 | D:1 | Reached XP level 2. HP: 18/22 MP: 0/0 390 | D:1 | Reached XP level 3. HP: 20/26 MP: 0/0 390 | D:1 | Learned a level 1 spell: Summon Small Mammal 390 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: psy_arrival_basics, layout_rooms, minivault_4 Action || total ---------------------------++------- Cast: Magic Dart || 24 Searing Ray || 12 Armour: Robe || 4 Dodge: Dodged || 3