Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 5021648987625711732 20 code13 the Magician (level 3, 23/26 HPs) Began as a Djinni Conjurer on Feb 20, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:00:46 (452 turns). code13 the Magician (Djinni Conjurer) Turns: 452, Time: 00:00:47 Health: 23/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 51 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . (33%) b - 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 ..... (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) Magical Staves b - a staff of alchemy (weapon) Scrolls c - a scroll of identify {unknown} e - a scroll of enchant weapon {unknown} h - 2 scrolls of teleportation {unknown} Potions d - a potion of invisibility {unknown} f - a potion of enlightenment {unknown} Baubles g - 2 flux baubles 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 14% 3d9 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 Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a goblin, wielding a +1 dagger of electrocution (severely wounded, 100% to hit) The magic dart hits the goblin. You kill the goblin! Things that are here: a +1 dagger of electrocution; a goblin corpse You see here a ball python skeleton. Key pressed, stopping explore. Key pressed, stopping explore. Key pressed, stopping explore. You encounter a hobgoblin. 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 (asleep, 100% to hit) The magic dart hits the hobgoblin. The hobgoblin is moderately wounded. 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 (moderately wounded, 100% to hit) The magic dart hits the hobgoblin but does no damage. The hobgoblin is moderately wounded. 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 (moderately wounded, 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 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".) #.....#.†... .. #.....#..... !. #........... #. #.....###### #. #..[..# #. #.....# #### #.## #####.### #... #..# #.....# #... #@# #.....#####... #.# #............. #.###.....######## #...###.#.######## ###.........#..... ##.....#...÷.... #.............. #.............. #.............. There were no monsters in sight! Vanquished Creatures A dart slug (D:1) 2 endoplasms (D:1) 3 hobgoblins (D:1) A quokka (D:1) A ball python (D:1) 3 bats (D:1) A frilled lizard (D:1) 3 goblins (D:1) 3 kobolds (D:1) 3 rats (D:1) 21 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 82 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 452 | D:1 | Reached XP level 3. HP: 23/26 MP: 0/0 452 | D:1 | Learned a level 1 spell: Apportation 452 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: roderic_dead_forest, layout_rooms, st_stairs_14 Action || total ---------------------------++------- Cast: Magic Dart || 35 Searing Ray || 4 Armour: Robe || 1 Dodge: Dodged || 1