Dungeon Crawl Stone Soup version 0.34.0-21-g137ed264d3 (webtiles) character file. Game seed: 10815843077699821939 20 code13 the Magician (level 3, 24/26 HPs) Began as a Djinni Conjurer on Feb 24, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:02:39 (748 turns). code13 the Magician (Djinni Conjurer) Turns: 748, Time: 00:02:40 Health: 24/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 31 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 31 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls c - 2 scrolls of identify {unknown} d - a scroll of teleportation {unknown} Potions f - a potion of might {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 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 The magic dart hits the jackal. The jackal 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 jackal (100% to hit) The magic dart hits the jackal. The jackal is almost dead. 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 jackal (almost dead, 100% to hit) The magic dart hits the jackal. You kill the jackal! Key pressed, stopping explore. A jackal comes into view. 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 jackal (wandering, hasn't noticed you, 100% to hit) The magic dart hits the jackal. The jackal is severely wounded. The jackal barks! 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 jackal (severely wounded, 100% to hit) The magic dart hits the jackal. You kill the jackal! 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".) ###'### #.#..# #.# #.#..# #># #.#..# ####.# #.#..# #######....# #.#..# .....##.#### #.####.# ####†##.# #......# ...#.##'########†.#####. ...#..........##@.......# ####.........†##.#####..# ..............##.. .#.........#####... ##+#####...# #.... ...........# #..... ...........# #...... ........#### #....... ........# There were no monsters in sight! Vanquished Creatures 2 hobgoblins (D:1) 3 jackals (D:1) A quokka (D:1) 5 ball pythons (D:1) A bat (D:1) 2 endoplasms (D:1) 2 frilled lizards (D:1) 4 goblins (D:1) A kobold (D:1) 2 rats (D:1) 23 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: 0/0 195 | D:1 | Reached XP level 2. HP: 17/22 MP: 0/0 748 | D:1 | Reached XP level 3. HP: 24/26 MP: 0/0 748 | D:1 | Learned a level 1 spell: Summon Small Mammal 748 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: minmay_arrival_nine_rooms, layout_basic Action || total ---------------------------++------- Cast: Magic Dart || 34 Searing Ray || 9 Armour: Robe || 4 Dodge: Dodged || 3