Dungeon Crawl Stone Soup version 0.34.1-3-ga2c7840dd7 (webtiles) character file. Game seed: 11615304875030535246 20 code13 the Magician (level 3, 24/26 HPs) Began as a Djinni Conjurer on Mar 23, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:35 (776 turns). code13 the Magician (Djinni Conjurer) Turns: 776, Time: 00:01:35 Health: 24/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 37 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 2 of the Dungeon. You visited 1 branch of the dungeon, and saw 2 of its levels. You collected 37 gold pieces. Inventory: Armour a - a +0 robe (worn) b - a +0 leather armour c - a +0 cloak d - a +0 leather armour Scrolls c - a scroll of revelation {unknown} e - 2 scrolls of poison {unknown} h - a scroll of enchant weapon {unknown} k - a scroll of silence {unknown} l - a scroll of noise {unknown} m - a scroll of teleportation {unknown} o - a scroll of identify {unknown} Potions d - a potion of mutation {unknown} f - 2 potions of curing {unknown} j - a potion of brilliance {unknown} n - a potion of haste {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 2% 1 b - Searing Ray Conj 36% 2d5 4% 2 c - Summon Small Mammal Summ 72% N/A 2% 1 d - Fulminant Prism Conj/Alch 9% 3d7 28% 4 g - Iskenderun's Mystic Conj/Tloc 18% 2d6 (+2d2 28% 4 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (2/15) 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 magic dart hits the kobold. The kobold is heavily wounded. 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 short sword and quivering stones (heavily wounded, 72% to hit) You miscast Searing Ray. Nothing appears to happen. The kobold throws a stone. The stone 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 kobold, wielding a +0 short sword and quivering stones (heavily wounded, 72% to hit) The searing ray hits the kobold. You kill the kobold! (Press . to maintain the ray.) You stop channelling your searing ray. Your magical contamination has completely faded away. d - a +0 leather armour m - a scroll labelled DIUSTEOLYORR o - a scroll labelled HAWEVI MEDWESCH Found a hand axe. You encounter a bat. Found a stone staircase leading up. 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 bat (asleep, 100% to hit) The searing ray hits the bat. You kill the bat! (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 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 A dart slug (D:1) 2 hobgoblins A quokka (D:2) 2 ball pythons (D:1) 5 bats 3 frilled lizards 2 goblins (D:1) 4 kobolds 3 rats (D:1) 23 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: 0/0 125 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 776 | D:2 | Reached XP level 3. HP: 24/26 MP: 0/0 776 | D:2 | Learned a level 1 spell: Summon Small Mammal 776 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: erik_arrival_blinker_ship, layout_rooms D:2: layout_loops_cross Action || total ---------------------------++------- Cast: Magic Dart || 31 Searing Ray || 7 Armour: Robe || 1 Dodge: Dodged || 1