Dungeon Crawl Stone Soup version 0.33.1-11-g13c08b6794 (webtiles) character file. Game seed: 284713269680786174 21 code13 the Magician (level 3, 23/26 HPs) Began as a Djinni Conjurer on Dec 8, 2025. Quit the game on level 2 of the Dungeon. The game lasted 00:01:38 (980 turns). code13 the Magician (Djinni Conjurer) Turns: 980, Time: 00:01:38 Health: 23/26 AC: 2 Str: 6 XL: 3 Next: 2% Gold: 66 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . - Nothing wielded rCold x . . (no offhand) rNeg . . . a - +0 robe 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 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 66 gold pieces. Inventory: Armour a - a +0 robe (worn) Magical Staves f - a staff of cold Scrolls b - a scroll of torment {unknown} e - 3 scrolls of vulnerability {unknown} h - a scroll of revelation {unknown} i - a scroll of poison {unknown} j - a scroll of immolation {unknown} k - a scroll of teleportation {unknown} Potions c - 4 potions of curing {unknown} d - a potion of enlightenment {unknown} g - a potion of might {unknown} Skills: + Level 0.9 Fighting + Level 2.5 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 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 d - Fulminant Prism Conj/Alch 9% 3d7 28% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 28% 4 A - Apportation Tloc 38% N/A 2% 1 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 The web tears apart. You see here a ribbon worm corpse. k - a scroll labelled ATHRUI HUJOGY Found an escape hatch in the floor. A quokka comes into view. A quokka is nearby! 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 quokka (asleep, 100% to hit) The magic dart hits the quokka but does no damage. 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 quokka (100% to hit) The magic dart hits the quokka. The quokka is moderately wounded. 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 quokka (moderately wounded, 100% to hit) The magic dart hits the quokka. The quokka is heavily wounded. 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 quokka (heavily wounded, 100% to hit) The magic dart hits the quokka. You kill the quokka! 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) A ribbon worm (D:2) 4 jackals (D:2) A quokka (D:2) 3 ball pythons 2 frilled lizards (D:1) 3 goblins (D:1) 3 kobolds (D:1) A rat (D:1) 19 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: 0/0 558 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 980 | D:2 | Reached XP level 3. HP: 23/26 MP: 0/0 980 | D:2 | Learned a level 1 spell: Apportation 980 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: psy_arrival_terrarium, layout_basic D:2: layout_basic Action || total ---------------------------++------- Cast: Magic Dart || 37 Searing Ray || 4 Dodge: Dodged || 1