Dungeon Crawl Stone Soup version 0.33.1-10-g4f9139390d (webtiles) character file. Game seed: 2098382914656263140 22 code13 the Magician (level 3, 21/27 HPs) Began as a Djinni Conjurer on Nov 29, 2025. Quit the game on level 1 of the Dungeon. The game lasted 00:01:53 (466 turns). code13 the Magician (Djinni Conjurer) Turns: 466, Time: 00:01:53 Health: 21/27 AC: 4 Str: 6 XL: 3 Next: 7% Gold: 44 EV: 10 Int: 21 God: SH: 0 Dex: 11 rFire + + + - Nothing wielded rCold x . . (no offhand) rNeg . . . e - +1 leather armour {rF+} rPois ∞ (no helmet) rElec . (no cloak) rCorr . (no gloves) SInv . (no amulet) Will ..... (no ring) Stlth + (no ring) HPRegen 0.24/turn %: no passive effects @: flying, very slightly contaminated, studying Ranged Weapons 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 44 gold pieces. Inventory: Missiles i - 3 poisoned darts Armour a - a +0 robe e - a +1 leather armour of fire resistance (worn) Scrolls g - a scroll of identify {unknown} Potions b - a potion of enlightenment {unknown} c - a potion of heal wounds {unknown} d - a potion of mutation {unknown} f - a potion of resistance {unknown} h - a potion of moonshine {unknown} j - a potion of magic {unknown} Skills: + Level 1.0 Fighting + Level 2.6 Dodging - Level 1.5 Stealth + Level 3.7 Spellcasting + Level 3.7 Conjurations - Level 3.7 Hexes - Level 3.7 Summonings - Level 3.7 Necromancy - Level 3.7 Translocations - Level 3.7 Forgecraft - Level 3.7 Fire Magic - Level 3.7 Ice Magic - Level 3.7 Air Magic - Level 3.7 Earth Magic - Level 3.7 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 76% 1d6 4% 1 b - Searing Ray Conj 38% 2d5 6% 2 c - Freeze Ice 76% 1d8 4% 1 d - Fulminant Prism Conj/Alch 9% 3d7 38% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 38% 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 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 Freeze wells up from within. Spell assigned to 'c'. A jackal comes into view. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) Okay, then. Unknown command. Unknown command. The jackal moves out of view. Casting: Magic Dart (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You can't see any susceptible monsters within range! (Use Z to cast anyway.) Casting: Magic Dart (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Freeze (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a jackal (100% to hit) You freeze the jackal! You kill the jackal! Your Fighting skill increases to level 1! Casting: Freeze (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Freeze (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a jackal (100% to hit) You miscast Freeze. You are very lightly contaminated with residual magic. Nothing appears to happen. The jackal bites you. x2 Casting: Freeze (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Freeze (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a jackal (100% to hit) You freeze the jackal. The jackal is moderately wounded. The jackal barks! The jackal barely misses you. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) #.# ############.# # #......#.....# #.#.####.#.##### .#.####.#.# ..........# ##h####.### #h####.# #.@....# ######## You could see 2 jackals. Vanquished Creatures 2 endoplasms (D:1) A giant cockroach (D:1) 3 hobgoblins (D:1) 4 jackals (D:1) 2 quokkas (D:1) A ball python (D:1) 2 bats (D:1) 3 frilled lizards (D:1) 2 kobolds (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: 0/0 133 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 459 | D:1 | Reached XP level 3. HP: 24/26 MP: 0/0 459 | D:1 | Learned a level 1 spell: Freeze 464 | D:1 | Reached skill level 1 in Fighting 466 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: lemuel_arrival_room, layout_loops_cross Skill XL: | 1 2 3 | ---------------+----------+----- Fighting | 1 | 1.0 Dodging | | 2.6 Stealth | | 1.5 Spellcasting | | 3.7 Conjurations | | 3.7 Hexes | | 3.7 Summonings | | 3.7 Necromancy | | 3.7 Translocations | | 3.7 Forgecraft | | 3.7 Fire Magic | | 3.7 Ice Magic | | 3.7 Air Magic | | 3.7 Earth Magic | | 3.7 Alchemy | | 3.7 Action || total ---------------------------++------- Cast: Magic Dart || 38 Freeze || 2 Armour: Leather armour || 5 Dodge: Dodged || 4