Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 8178261961279272873 20 code13 the Magician (level 3, 16/26 HPs) Began as a Djinni Conjurer on Feb 21, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:00:50 (553 turns). code13 the Magician (Djinni Conjurer) Turns: 553, Time: 00:00:51 Health: 16/26 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) Scrolls c - 2 scrolls of amnesia {unknown} d - a scroll of identify {unknown} e - a scroll of revelation {unknown} h - a scroll of acquirement {unknown} l - a scroll of fear {unknown} Potions f - a potion of moonshine {unknown} j - a potion of curing {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 - Freeze Ice 76% 1d8 2% 1 d - Fulminant Prism Conj/Alch 9% 3d6 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 The searing ray hits the dart slug. You kill the dart slug! (Press . to maintain the ray.) You stop channelling your searing ray. The endoplasm oozes through a web. x2 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. The endoplasm is severely wounded. (Press . to maintain the ray.) You stop channelling your searing ray. A nearby plant withers and dies. 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 (severely wounded, 98% to hit) The searing ray hits the endoplasm! You kill the endoplasm! (Press . to maintain the ray.) The endoplasm oozes through a web. You stop channelling your searing ray. The rat 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 rat (78% to hit) The searing ray hits the rat. You kill the rat! (Press . to maintain the ray.) You encounter a rat. 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'. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) ..... ÷..# ###.#..## .!^ I. .......##.⌠ #.. #.#...⌠#'##PP. ##.....P.^.#⌠. ##..........# ........J...## #. #†@...$.# #.##.......## #...........#'# ##......>...r.## . #.....#..~~~.⌠. ..#........~P≈..# ≈.......#.P~~~... ≈≈≈.....#..P:.... ≈≈≈≈......#...... You could see an endoplasm and a rat (wandering). Vanquished Creatures 2 dart slugs (D:1) 2 endoplasms (D:1) 2 jackals (D:1) A ball python (D:1) A bat (D:1) 2 frilled lizards (D:1) 3 goblins (D:1) 3 kobolds (D:1) 3 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: 0/0 164 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 344 | D:1 | Found a faded altar of an unknown god. 553 | D:1 | Reached XP level 3. HP: 16/26 MP: 0/0 553 | D:1 | Learned a level 1 spell: Freeze 553 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_boxes_within_box, layout_basic, shapermc_ecumenical_altar_gd, grunt_decor_junction, darby_scavenged_remnants Action || total ---------------------------++------- Cast: Magic Dart || 22 Searing Ray || 9 Dodge: Dodged || 2