Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 2354867001612437610 20 code13 the Magician (level 3, 23/26 HPs) Began as a Djinni Conjurer on Feb 25, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:01:22 (573 turns). code13 the Magician (Djinni Conjurer) Turns: 573, Time: 00:01:23 Health: 23/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 50 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 50 gold pieces. Inventory: Missiles b - a throwing net {!f} Armour a - a +0 robe (worn) Magical Staves c - a staff of necromancy Jewellery d - an amulet of regeneration Scrolls c - a scroll of enchant weapon {unknown} e - a scroll of identify {unknown} h - a scroll of acquirement {unknown} Potions d - 2 potions of curing {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 Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a dart slug (asleep, 100% to hit) The magic dart hits the dart slug. The dart slug is moderately wounded. 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 dart slug (moderately wounded, 100% to hit) The searing ray hits the dart slug! You kill the dart slug! (Press . to maintain the ray.) You stop channelling your searing ray. You now have 50 gold pieces (gained 5). Key pressed, stopping explore. Key pressed, stopping explore. You encounter a bat. Casting: Searing Ray (safe; 4% 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 bat (asleep, 100% to hit) The magic dart hits the bat. The bat is moderately wounded. 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 bat (moderately wounded, 66% to hit) The searing ray hits the bat! You kill the bat! (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'. 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) 2 endoplasms (D:1) 3 hobgoblins (D:1) 2 jackals (D:1) A ball python (D:1) 3 bats (D:1) A kobold (D:1) 4 rats (D:1) 18 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 4 | D:1 | Upgraded the game from 0.34.0-21-g137ed264d3 to | 0.34.0-26-gae8d228adc 258 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 573 | D:1 | Reached XP level 3. HP: 23/26 MP: 0/0 573 | D:1 | Learned a level 1 spell: Summon Small Mammal 573 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: eino_arrival_tree_alley, layout_basic, corexii_item_surrounded_by_moat, minmay_tromino_i4 Action || total ---------------------------++------- Attack: Normal || 4 Melee: Unarmed || 4 Cast: Magic Dart || 22 Searing Ray || 9