Dungeon Crawl Stone Soup version 0.34.1-3-ga2c7840dd7 (webtiles) character file. Game seed: 15928302835025981715 20 code13 the Magician (level 3, 13/25 HPs) Began as a Djinni Conjurer on Apr 30, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:01:42 (552 turns). code13 the Magician (Djinni Conjurer) Turns: 552, Time: 00:01:42 Health: 13/25 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 45 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 45 gold pieces. Inventory: Missiles b - 4 poisoned darts Armour a - a +0 robe (worn) c - a +0 leather armour Scrolls c - a scroll of identify {unknown} e - a scroll of fog {unknown} Potions d - a potion of brilliance {unknown} f - a potion of moonshine {unknown} j - a potion of magic {unknown} k - 2 potions of might {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 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: 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 The searing ray misses the jackal. (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 jackal (72% to hit) The searing ray hits the jackal! You kill the jackal! The searing ray hits the jackal! You kill the jackal! (Press . to maintain the ray.) You encounter a jackal. You stop channelling your searing ray. You encounter a rat. Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a jackal (wandering, hasn't noticed you, 100% to hit) The magic dart hits the jackal but does no damage. You encounter a goblin. It is wielding a +0 club. 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 jackal (72% to hit) The searing ray hits the jackal. You kill the jackal! (Press . to maintain the ray.) The goblin shouts! You encounter a jackal. 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".) ######...# .......#.. #...# ##)## #.# # #.# ##########.# #.# ##.$........# #.## hg.)†.†@.#..# #..# .r.#####.#..# ##.# #...†..# #######.# ##.#.#..##.......... #..........#######.# #.##..#.....### #.. ##...................... ......#......#.########.. #....###........# ### You could see a jackal (wandering), a goblin and a rat (wandering). Vanquished Creatures An endoplasm (D:1) A hobgoblin (D:1) 3 jackals (D:1) 2 quokkas (D:1) A ball python (D:1) 3 bats (D:1) 3 goblins (D:1) 4 kobolds (D:1) 4 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: 0/0 139 | D:1 | Reached XP level 2. HP: 20/21 MP: 0/0 497 | D:1 | Found Woniwycve's Distillery. 552 | D:1 | Reached XP level 3. HP: 13/25 MP: 0/0 552 | D:1 | Learned a level 1 spell: Summon Small Mammal 552 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: lemuel_arrival_rhombus, layout_loops_ring, serial_shops, nicolae_shop_just_a_little_nook Action || total ---------------------------++------- Cast: Magic Dart || 31 Searing Ray || 9 Armour: Robe || 1 Dodge: Dodged || 2