Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 17631219944751677003 21 code13 the Magician (level 3, 10/26 HPs) Began as a Djinni Conjurer on Mar 3, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:01:00 (483 turns). code13 the Magician (Djinni Conjurer) Turns: 483, Time: 00:01:01 Health: 10/26 AC: 2 Str: 6 XL: 3 Next: 2% Gold: 40 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 40 gold pieces. Inventory: Armour a - a +0 robe (worn) b - a +0 leather armour Scrolls c - a scroll of identify {unknown} e - a scroll of amnesia {unknown} Potions d - a potion of haste {unknown} f - a potion of moonshine {unknown} j - a potion of ambrosia {unknown} k - a potion of attraction {unknown} l - 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 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 searing ray hits the quokka. The quokka is heavily wounded. (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 quokka (heavily wounded, 69% to hit) The searing ray misses the quokka. (Press . to maintain the ray.) The quokka bites you. You stop channelling your searing ray. The quokka 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 quokka (heavily wounded, 69% to hit) The searing ray misses the quokka. (Press . to maintain the ray.) The quokka bites you but does no damage. The quokka barely misses you. You stop channelling your searing ray. The quokka bites you. * * * LOW HITPOINT WARNING * * * 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 quokka (heavily wounded, 69% to hit) The searing ray hits the quokka. You kill the quokka! (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * 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 endoplasms (D:1) 3 hobgoblins (D:1) 5 quokkas (D:1) 3 ball pythons (D:1) A bat (D:1) 2 goblins (D:1) A kobold (D:1) 3 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 96 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 483 | D:1 | Reached XP level 3. HP: 10/26 MP: 0/0 483 | D:1 | Learned a level 1 spell: Summon Small Mammal 483 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: eino_arrival_cavern_c, layout_basic, minmay_misc_feat_ornament Action || total ---------------------------++------- Cast: Magic Dart || 21 Searing Ray || 13 Armour: Robe || 5 Dodge: Dodged || 3