Dungeon Crawl Stone Soup version 0.33.1-11-g13c08b6794 (webtiles) character file. Game seed: 3493337923558265512 26 code13 the Magician (level 3, 19/27 HPs) Began as a Djinni Conjurer on Dec 15, 2025. Quit the game on level 2 of the Dungeon. The game lasted 00:02:11 (1216 turns). code13 the Magician (Djinni Conjurer) Turns: 1216, Time: 00:02:11 Health: 19/27 AC: 3 Str: 6 XL: 3 Next: 22% Gold: 104 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . d - staff of cold rCold + . . (no offhand) rNeg . . . a - +0 robe rPois ∞ b - +1 hat rElec . g - scarf {+Inv} rCorr . (no gloves) SInv . (no amulet) Will ..... i - ring of protection from cold 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: Evoke Invisibility You were on level 2 of the Dungeon. You visited 1 branch of the dungeon, and saw 2 of its levels. You collected 104 gold pieces. Inventory: Armour a - a +0 robe (worn) b - a +1 hat (worn) g - a scarf of invisibility (worn) Magical Staves d - a staff of cold (weapon) Jewellery i - a ring of protection from cold (worn) Scrolls c - a scroll of identify {unknown} f - 2 scrolls of teleportation {unknown} k - a scroll of noise {unknown} Potions e - a potion of curing {unknown} h - a potion of enlightenment {unknown} Baubles j - 3 flux baubles Skills: + Level 1.1 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 - Kiss of Death Conj/Necr 76% 2d11 2% 1 d - Fulminant Prism Conj/Alch 9% 3d7 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 (Press . to maintain the ray.) You stop channelling your searing ray. Things that are here: a +0 club; a goblin corpse Found a book of Conjurations. An adder comes into view. The adder hisses angrily. 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: an adder (63% to hit) The searing ray hits the adder. The adder is moderately wounded. (Press . to maintain the ray.) The adder closely misses you. 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: an adder (moderately wounded, 100% to hit) The magic dart hits the adder. The adder is heavily wounded. You stop channelling your searing ray. The adder bites you but does no damage. Casting: Magic Dart (safe; 3% 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: an adder (heavily wounded, 63% to hit) The searing ray hits the adder. You kill the adder! (Press . to maintain the ray.) Your Fighting skill increases to level 1! 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 Kiss of Death 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 An adder (D:2) 2 endoplasms (D:1) 2 hobgoblins (D:1) 3 quokkas 2 bats (D:1) 5 goblins 5 kobolds 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: 0/0 297 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 1216 | D:2 | Reached skill level 1 in Fighting 1216 | D:2 | Reached XP level 3. HP: 19/27 MP: 0/0 1216 | D:2 | Learned a level 1 spell: Kiss of Death 1216 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: minmay_arrival_pointy, layout_basic D:2: layout_loops_ring, serial_park_tiny_1, kennysheep_generic_room_15 Skill XL: | 1 2 | ---------------+-------+----- Fighting | 1 | 1.1 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 || 34 Searing Ray || 7 Armour: Robe || 2 Dodge: Dodged || 1