Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 13467390231428534258 21 code13 the Magician (level 3, 22/26 HPs) Began as a Djinni Conjurer on Mar 3, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:02:39 (711 turns). code13 the Magician (Djinni Conjurer) Turns: 711, Time: 00:02:40 Health: 22/26 AC: 2 Str: 6 XL: 3 Next: 2% Gold: 34 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + + (20%) - 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 ..... b - ring of protection from fire 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 34 gold pieces. Inventory: Armour a - a +0 robe (worn) c - a +0 leather armour d - a +0 leather armour Jewellery b - a ring of protection from fire (worn) Scrolls c - a scroll of poison {unknown} e - a scroll of immolation {unknown} h - a scroll of fog {unknown} Potions d - a potion of enlightenment {unknown} f - a potion of curing {unknown} Skills: + Level 0.8 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 + Level 0.8 Invocations 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 28% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 28% 4 A - Apportation Tloc 38% N/A 2% 1 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (1/15) Altars: Shops: D:1 * 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. Things that are here: a +0 short sword; a +0 robe You encounter a kobold. It is wielding a +0 whip. 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 kobold, wielding a +0 whip (asleep, 100% to hit) The searing ray hits the kobold. You kill the kobold! (Press . to maintain the ray.) You stop channelling your searing ray. Found a dagger. You encounter an endoplasm. 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 (asleep, 100% to hit) The searing ray hits the endoplasm. The endoplasm is severely wounded. The endoplasm quivers. (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: an endoplasm (heavily wounded, 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 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 dart slug (D:1) 2 endoplasms (D:1) 3 hobgoblins (D:1) 4 ball pythons (D:1) 4 bats (D:1) A frilled lizard (D:1) 2 goblins (D:1) 3 kobolds (D:1) 2 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: 0/0 176 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 406 | D:1 | Found Piozuewn's Assorted Antiques. 711 | D:1 | Reached XP level 3. HP: 22/26 MP: 0/0 711 | D:1 | Learned a level 1 spell: Apportation 711 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: minmay_arrival_jagged, layout_loops_ring, serial_shops, shop, hangedman_glass_teeth, hex_large, minmay_misc_feat_x Action || total ---------------------------++------- Cast: Magic Dart || 30 Searing Ray || 8 Armour: Robe || 3 Dodge: Dodged || 2