Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 4087009688814740030 28 code13 the Magician (level 3, 21/27 HPs) Began as a Djinni Conjurer on Feb 28, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:00:36 (463 turns). code13 the Magician (Djinni Conjurer) Turns: 463, Time: 00:00:36 Health: 21/27 AC: 2 Str: 6 XL: 3 Next: 27% Gold: 65 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 65 gold pieces. Inventory: Missiles b - 6 poisoned darts Armour a - a +0 robe (worn) Scrolls c - a scroll of blinking {unknown} d - 2 scrolls of teleportation {unknown} e - 3 scrolls of identify {unknown} h - a scroll of fog {unknown} j - a scroll of revelation {unknown} Potions f - a potion of curing {unknown} k - 2 potions of brilliance {unknown} Skills: + Level 1.1 Fighting + Level 2.6 Dodging - Level 1.5 Stealth + Level 3.7 Spellcasting + Level 3.7 Conjurations - Level 3.7 Hexes - Level 3.7 Summonings - Level 3.7 Necromancy - Level 3.7 Translocations - Level 3.7 Forgecraft - Level 3.7 Fire Magic - Level 3.7 Ice Magic - Level 3.7 Air Magic - Level 3.7 Earth Magic - Level 3.7 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 d - Fulminant Prism Conj/Alch 9% 3d7 26% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 26% 4 A - Apportation Tloc 38% N/A 2% 1 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 endoplasm. You kill the endoplasm! (Press . to maintain the ray.) You stop channelling your searing ray. You encounter a gnoll. It is wielding 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 gnoll, wielding a +0 club (asleep, 100% to hit) The searing ray hits the gnoll. The gnoll is heavily wounded. The gnoll shouts! (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 gnoll, wielding a +0 club (heavily wounded, 81% to hit) The searing ray hits the gnoll. The gnoll is severely wounded. (Press . to maintain the ray.) You stop channelling your searing ray. The gnoll barely 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 gnoll, wielding a +0 club (severely wounded, 81% to hit) The searing ray hits the gnoll! You kill the gnoll! (Press . to maintain the ray.) Your Fighting skill increases to level 1! 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 Apportation wells up from within. Spell assigned to 'A'. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) ########### #...)@....# #.###.###.###### ## #..........#### #. #.###..###.##.###. #.....÷....##..... ##.####.##..#...... ..# #.##..#...... #.####:....#..#### #.#............... There were no monsters in sight! Vanquished Creatures A gnoll (D:1) 5 hobgoblins (D:1) 5 ball pythons (D:1) 5 bats (D:1) An endoplasm (D:1) A frilled lizard (D:1) A goblin (D:1) 3 rats (D:1) 22 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: 0/0 148 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 463 | D:1 | Reached skill level 1 in Fighting 463 | D:1 | Reached XP level 3. HP: 21/27 MP: 0/0 463 | D:1 | Learned a level 1 spell: Apportation 463 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: erik_arrival_orb_chamber, layout_basic Skill XL: | 1 2 | ---------------+-------+----- Fighting | 1 | 1.1 Dodging | | 2.6 Stealth | | 1.5 Spellcasting | | 3.7 Conjurations | | 3.7 Hexes | | 3.7 Summonings | | 3.7 Necromancy | | 3.7 Translocations | | 3.7 Forgecraft | | 3.7 Fire Magic | | 3.7 Ice Magic | | 3.7 Air Magic | | 3.7 Earth Magic | | 3.7 Alchemy | | 3.7 Action || total ---------------------------++------- Cast: Magic Dart || 30 Searing Ray || 8 Armour: Robe || 3 Dodge: Dodged || 4