Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 2298302642124728119 20 code13 the Magician (level 3, 15/26 HPs) Began as a Djinni Conjurer on Feb 21, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:01:34 (682 turns). code13 the Magician (Djinni Conjurer) Turns: 682, Time: 00:01:35 Health: 15/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 66 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 ..... c - +4 ring of slaying 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 66 gold pieces. Inventory: Armour a - a +0 robe (worn) b - a +0 leather armour Jewellery c - a +4 ring of slaying (worn) Scrolls c - a scroll of enchant armour {unknown} d - a scroll of brand weapon {unknown} e - 2 scrolls of teleportation {unknown} h - a scroll of acquirement {unknown} j - 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 - Kinetic Grapnel Frge 76% 1d7 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 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 goblin, wielding a +0 club (heavily wounded, 72% to hit) The searing ray misses the goblin. (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 goblin, wielding a +0 club (heavily wounded, 72% to hit) The searing ray misses the goblin. (Press . to maintain the ray.) You stop channelling your searing ray. The goblin closely 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 goblin, wielding a +0 club (heavily wounded, 72% to hit) The searing ray misses the goblin. (Press . to maintain the ray.) The goblin misses you. You stop channelling your searing ray. The goblin hits you with a +0 club. 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 goblin, wielding a +0 club (heavily wounded, 72% to hit) The searing ray hits the goblin. You kill the goblin! (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 Kinetic Grapnel wells up from within. Spell assigned to 'c'. 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) 3 endoplasms (D:1) 2 hobgoblins (D:1) A ball python (D:1) 4 bats (D:1) 2 frilled lizards (D:1) 2 goblins (D:1) 2 kobolds (D:1) A rat (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: 0/0 130 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 682 | D:1 | Reached XP level 3. HP: 15/26 MP: 0/0 682 | D:1 | Learned a level 1 spell: Kinetic Grapnel 682 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: scummos_arrival_star, layout_loops_cross Action || total ---------------------------++------- Cast: Magic Dart || 19 Searing Ray || 13 Armour: Robe || 3 Dodge: Dodged || 4