Dungeon Crawl Stone Soup version 0.34.0-21-g137ed264d3 (webtiles) character file. Game seed: 2079850893477829282 21 code13 the Magician (level 3, 16/26 HPs) Began as a Djinni Conjurer on Feb 24, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:01:33 (766 turns). code13 the Magician (Djinni Conjurer) Turns: 766, Time: 00:01:33 Health: 16/26 AC: 2 Str: 6 XL: 3 Next: 2% Gold: 42 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 42 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls c - a scroll of poison {unknown} e - 3 scrolls of teleportation {unknown} h - a scroll of vulnerability {unknown} Potions d - a potion of invisibility {unknown} f - a potion of moonshine {unknown} j - 2 potions of curing {unknown} k - a potion of lignification {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 Key pressed, stopping explore. Key pressed, stopping explore. You reach down and open the door. Key pressed, stopping explore. There is an open door here. Key pressed, stopping explore. Found a stone staircase leading down. Key pressed, stopping explore. Key pressed, stopping explore. Key pressed, stopping explore. Key pressed, stopping explore. Key pressed, stopping explore. You encounter an endoplasm. 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: an endoplasm (98% to hit) The searing ray hits the endoplasm. The endoplasm is almost dead. (Press . to maintain the ray.) You stop channelling your searing ray. The endoplasm freezes you. You are frozen. The cold chills you terribly! 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 (almost dead, 98% to hit) The searing ray hits the endoplasm! You kill the endoplasm! (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'. Unknown command. 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) A hobgoblin (D:1) A quokka (D:1) 2 ball pythons (D:1) 2 bats (D:1) 3 endoplasms (D:1) A frilled lizard (D:1) A goblin (D:1) 2 kobolds (D:1) 5 rats (D:1) 20 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: 0/0 210 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 766 | D:1 | Reached XP level 3. HP: 16/26 MP: 0/0 766 | D:1 | Learned a level 1 spell: Summon Small Mammal 766 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_rooms_c, layout_basic, grunt_decor_junction Action || total ---------------------------++------- Cast: Magic Dart || 24 Searing Ray || 14 Armour: Robe || 6 Dodge: Dodged || 5