Dungeon Crawl Stone Soup version 0.34.1-1-g2be950789b (webtiles) character file. Game seed: 6790715478650568903 21 code13 the Magician (level 3, 25/25 HPs) Began as a Djinni Conjurer on Mar 19, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:00:45 (675 turns). code13 the Magician (Djinni Conjurer) Turns: 675, Time: 00:00:45 Health: 25/25 AC: 2 Str: 6 XL: 3 Next: 5% Gold: 33 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 33 gold pieces. Inventory: Missiles c - 2 poisoned darts Armour a - a +0 robe (worn) d - a +0 leather armour Magical Staves e - a staff of necromancy Jewellery b - a +6 ring of intelligence Scrolls c - 2 scrolls of noise {unknown} e - a scroll of teleportation {unknown} Potions d - a potion of brilliance {unknown} f - a potion of invisibility {unknown} j - a potion of heal wounds {unknown} Skills: + Level 0.2 Fighting + Level 2.3 Dodging - Level 1.5 Stealth + Level 3.8 Spellcasting + Level 3.8 Conjurations + Level 3.8 Hexes + Level 3.8 Summonings + Level 3.8 Necromancy + Level 3.8 Translocations + Level 3.8 Forgecraft + Level 3.8 Fire Magic + Level 3.8 Ice Magic + Level 3.8 Air Magic + Level 3.8 Earth Magic + Level 3.8 Alchemy + Level 0.2 Invocations You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 80% 1d7 2% 1 b - Searing Ray Conj 40% 2d5 3% 2 c - Summon Small Mammal Summ 80% N/A 2% 1 d - Fulminant Prism Conj/Alch 10% 3d8 26% 4 g - Iskenderun's Mystic Conj/Tloc 20% 2d6 (+2d3 26% 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 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 jackal (asleep, 100% to hit) The searing ray hits the jackal. The jackal is severely wounded. (Press . to maintain the ray.) You stop channelling your searing ray. The jackal barks! The jackal 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 jackal (severely wounded, 72% to hit) The searing ray hits the jackal. You kill the jackal! (Press . to maintain the ray.) The jackal closely misses you. 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'. You stop channelling your searing ray. The jackal closely misses you. Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a jackal (72% to hit) The searing ray hits the jackal. You kill the jackal! (Press . to maintain the ray.) You stop channelling your searing ray. Key pressed, stopping explore. You see here a +0 chain mail. Found a parchment of Forge Blazeheart Golem. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) ...............>.##############.# #####............................ ####.#######.################ #.# #.# #.# #####.# ####.###..##.# +....##....#.# ####.##..#.#.# ## #..'..#.#@# .# #.##..#.#.# .# #.##....#.# .# #####.###..##.# .# #...#.# #####.# .###...#.# #.# .##...##.#######.# .##.ß.'..#.....#.: .##...##.#.#<#.# There were no monsters in sight! Vanquished Creatures 2 dart slugs (D:1) 2 endoplasms (D:1) A hobgoblin (D:1) 2 jackals (D:1) A quokka (D:1) 5 ball pythons (D:1) 2 bats (D:1) 3 frilled lizards (D:1) 2 goblins (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: 0/0 252 | D:1 | Reached XP level 2. HP: 18/21 MP: 0/0 604 | D:1 | Reached XP level 3. HP: 21/25 MP: 0/0 604 | D:1 | Learned a level 1 spell: Summon Small Mammal 675 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_renting, layout_basic, serial_corexii_hall, chequers_hall_statues_corner_a, chequers_hall_statues_corner_a, chequers_hall_statues_y, corexii_hall_statues_i, corexii_hall_statues_x, corexii_hall_statues_s, minmay_pentomino_p2, chequers_mini_garden, minmay_bisected Action || total ---------------------------++------- Cast: Magic Dart || 26 Searing Ray || 12 Armour: Robe || 4 Dodge: Dodged || 4