Dungeon Crawl Stone Soup version 0.34.1-3-ga2c7840dd7 (webtiles) character file. Game seed: 12917531591763345059 20 code13 the Magician (level 3, 20/26 HPs) Began as a Djinni Conjurer on Apr 30, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:58 (879 turns). code13 the Magician (Djinni Conjurer) Turns: 879, Time: 00:01:59 Health: 20/26 AC: 3 Str: 6 XL: 3 Next: 0% Gold: 105 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%) b - +0 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 105 gold pieces. Inventory: Missiles c - 5 curare-tipped darts Armour a - a +0 robe (worn) b - a +0 helmet (worn) Scrolls c - a scroll of torment {unknown} d - a scroll of silence {unknown} e - a scroll of teleportation {unknown} h - a scroll of fog {unknown} j - a scroll of blinking {unknown} k - a scroll of noise {unknown} l - a scroll of identify {unknown} Potions f - a potion of mutation {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 Aiming: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a dart slug (lightly wounded, 100% to hit) The searing ray hits the dart slug. The dart slug is severely wounded. (Press . to maintain the ray.) The dart slug launches a dart at you. The slug dart misses you. 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 dart slug (severely wounded, 100% to hit) The searing ray hits the dart slug. You kill the dart slug! (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: Magic Dart (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a frilled lizard (asleep, 100% to hit) The magic dart hits the frilled lizard. The frilled lizard is heavily wounded. The frilled lizard hisses angrily. Casting: Magic Dart (safe; 3% 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 frilled lizard (heavily wounded, 100% to hit) The magic dart hits the frilled lizard. You kill the frilled lizard! 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 dart slugs An endoplasm (D:1) A hobgoblin (D:1) 4 ball pythons (D:1) 4 bats 2 frilled lizards (D:2) 2 goblins (D:1) 5 kobolds A rat (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: 0/0 276 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 879 | D:2 | Reached XP level 3. HP: 20/26 MP: 0/0 879 | D:2 | Learned a level 1 spell: Summon Small Mammal 879 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: psy_arrival_radial01, layout_rooms D:2: layout_basic, uniq_jessica Action || total ---------------------------++------- Cast: Magic Dart || 36 Searing Ray || 10 Armour: Robe || 2 Dodge: Dodged || 4