Dungeon Crawl Stone Soup version 0.34.1-4-g0e95e087e2 (webtiles) character file. Game seed: 5876925053976179112 20 code13 the Magician (level 3, 24/26 HPs) Began as a Djinni Conjurer on July 10, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:01:21 (764 turns). code13 the Magician (Djinni Conjurer) Turns: 764, Time: 00:01:21 Health: 24/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 42 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 42 gold pieces. Inventory: Missiles b - 5 poisoned darts Armour a - a +0 robe (worn) Scrolls c - a scroll of acquirement {unknown} d - a scroll of revelation {unknown} e - a scroll of amnesia {unknown} h - a scroll of teleportation {unknown} Potions f - 3 potions of attraction {unknown} j - a potion of heal wounds {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 d - Fulminant Prism Conj/Alch 9% 3d7 28% 4 g - Iskenderun's Mystic Conj/Tloc 18% 2d6 (+2d2 28% 4 A - Apportation Tloc 36% N/A 2% 1 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (1/15) Altars: Beogh 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 Aim: an endoplasm (asleep, 100% to hit) The magic dart hits the endoplasm. The endoplasm is moderately wounded. The endoplasm quivers. 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: an endoplasm (moderately wounded, 100% to hit) The magic dart hits the endoplasm. You kill the endoplasm! Key pressed, stopping explore. Key pressed, stopping explore. You reach down and open the door. There is an open door here. Key pressed, stopping explore. Key pressed, stopping explore. You encounter a rat. 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 rat (wandering, hasn't noticed you, 100% to hit) The magic dart hits the rat. The rat is moderately wounded. The rat squeaks loudly. 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 rat (moderately wounded, 100% to hit) The magic dart hits the rat. You kill the rat! 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 Apportation wells up from within. Spell assigned to 'A'. 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) 3 endoplasms (D:1) 3 hobgoblins (D:1) A quokka (D:1) 3 ball pythons (D:1) A frilled lizard (D:1) 2 goblins (D:1) A kobold (D:1) 7 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: 0/0 143 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 160 | D:1 | Found a roughly hewn altar of Beogh. 764 | D:1 | Reached XP level 3. HP: 24/26 MP: 0/0 764 | D:1 | Learned a level 1 spell: Apportation 764 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_ratfight, layout_basic, hellmonk_ecumenical_altar_defaced_shrine, chequers_hall_statues_wall_a, minivault_25 Action || total ---------------------------++------- Cast: Magic Dart || 38 Searing Ray || 2