Dungeon Crawl Stone Soup version 0.33.1-11-g13c08b6794 (webtiles) character file. Game seed: 12565212301976555338 22 code13 the Magician (level 3, 23/27 HPs) Began as a Djinni Conjurer on Dec 5, 2025. Quit the game on level 2 of the Dungeon. The game lasted 00:02:14 (1006 turns). code13 the Magician (Djinni Conjurer) Turns: 1006, Time: 00:02:14 Health: 23/27 AC: 3 Str: 6 XL: 3 Next: 7% Gold: 63 EV: 11 Int: 21 God: SH: 5 Dex: 11 rFire + + . - Nothing wielded rCold x . . (no offhand) rNeg . . . g - +1 robe {Will+} rPois ∞ (no helmet) rElec . (no cloak) rCorr . (no gloves) SInv . b - amulet of reflection Will +.... (no ring) Stlth ++ (no ring) HPRegen 0.24/turn %: reflection @: 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 63 gold pieces. Inventory: Missiles h - 4 poisoned darts Armour a - a +0 robe g - a +1 robe of willpower (worn) Jewellery b - an amulet of reflection (worn) Scrolls e - a scroll of identify {unknown} f - a scroll of teleportation {unknown} Potions c - a potion of curing {unknown} Baubles d - 3 flux baubles 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 2% 1 b - Searing Ray Conj 38% 2d5 4% 2 c - Sandblast Erth 38% 2d10 2% 1 d - Fulminant Prism Conj/Alch 9% 3d6 26% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 26% 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 Spell assigned to 'c'. Casting: Magic Dart (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Sandblast (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a kobold, wielding a +0 club and quivering stones (77% to hit) The blast of sand hits the kobold! You kill the kobold! An endoplasm comes into view. Casting: Sandblast (safe; 2% 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: Sandblast (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (wandering, hasn't noticed you, 100% to hit) The magic dart hits the endoplasm. The endoplasm is heavily wounded. The endoplasm quivers. Casting: Magic Dart (safe; 2% 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.) An endoplasm is nearby! Casting: Magic Dart (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (heavily wounded, 100% to hit) The magic dart hits the endoplasm. The endoplasm is severely wounded. Casting: Magic Dart (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Sandblast (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (severely wounded, 98% to hit) The blast of sand hits the endoplasm! You kill the endoplasm! Your Fighting skill increases to level 1! 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 hobgoblins (D:1) 3 jackals (D:1) 5 ball pythons (D:1) 3 bats 4 endoplasms A frilled lizard (D:1) 2 goblins (D:1) 5 kobolds 25 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: 0/0 251 | D:1 | Reached XP level 2. HP: 17/22 MP: 0/0 1000 | D:2 | Reached XP level 3. HP: 24/26 MP: 0/0 1000 | D:2 | Learned a level 1 spell: Sandblast 1006 | D:2 | Reached skill level 1 in Fighting 1006 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: amcnicky_arrival_wind_blow, layout_loops_corners, minmay_misc_feat_doors D:2: layout_basic, uniq_crazy_yiuf_cottage 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 || 40 Searing Ray || 2 Sandblast || 2 Armour: Robe || 1 Dodge: Dodged || 2 Block: Other || 1