Dungeon Crawl Stone Soup version 0.34.1-1-g2be950789b (webtiles) character file. Game seed: 2941552928127971462 20 code13 the Magician (level 3, 22/26 HPs) Began as a Djinni Conjurer on Mar 19, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:00:59 (622 turns). code13 the Magician (Djinni Conjurer) Turns: 622, Time: 00:01:00 Health: 22/26 AC: 4 Str: 6 XL: 3 Next: 0% Gold: 42 EV: 10 Int: 21 God: SH: 0 Dex: 11 rFire + + . (33%) - Nothing wielded rCold x . . (150%) (no offhand) rNeg . . . (100%) c - +0 leather armour rPois ∞ (0%) (no helmet) rElec . (100%) b - +0 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 42 gold pieces. Inventory: Armour b - a +0 cloak (worn) c - a +0 leather armour (worn) Scrolls c - a scroll of fear {unknown} e - a scroll of enchant weapon {unknown} h - a scroll of noise {unknown} Potions d - a potion of curing {unknown} f - a potion of haste {unknown} j - a potion of moonshine {unknown} Skills: + Level 0.7 Fighting + Level 2.4 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 0.7 Invocations You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 72% 1d6 4% 1 b - Searing Ray Conj 36% 2d5 7% 2 c - Kinetic Grapnel Frge 72% 1d6 4% 1 d - Fulminant Prism Conj/Alch 9% 3d6 41% 4 g - Iskenderun's Mystic Conj/Tloc 18% 2d6 (+2d2 41% 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 hobgoblin is severely wounded. The hobgoblin shouts! (Press . to maintain the ray.) You stop channelling your searing ray. Casting: Searing Ray (safe; 8% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 8% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a hobgoblin (severely wounded, 78% to hit) The searing ray hits the hobgoblin. You kill the hobgoblin! (Press . to maintain the ray.) You stop channelling your searing ray. h - a scroll labelled JESULU EFAWONNA You encounter an endoplasm. The endoplasm quivers. Casting: Searing Ray (safe; 8% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 8% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (98% to hit) The searing ray hits the endoplasm. The endoplasm is almost dead. (Press . to maintain the ray.) You stop channelling your searing ray. Casting: Searing Ray (safe; 8% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 8% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (almost dead, 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 Kinetic Grapnel 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) 6 hobgoblins (D:1) 2 quokkas (D:1) A ball python (D:1) 2 bats (D:1) A frilled lizard (D:1) 3 goblins (D:1) A kobold (D:1) A rat (D:1) 19 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: 0/0 142 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 622 | D:1 | Reached XP level 3. HP: 22/26 MP: 0/0 622 | D:1 | Learned a level 1 spell: Kinetic Grapnel 622 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: eino_arrival_druids_welcome, layout_basic Action || total ---------------------------++------- Cast: Magic Dart || 25 Searing Ray || 12 Armour: Robe || 6 Dodge: Dodged || 5