Dungeon Crawl Stone Soup version 0.33.1-11-g13c08b6794 (webtiles) character file. Game seed: 5903293896285986301 20 code13 the Magician (level 3, 24/26 HPs) Began as a Djinni Conjurer on Dec 17, 2025. Quit the game on level 1 of the Dungeon. The game lasted 00:01:52 (691 turns). code13 the Magician (Djinni Conjurer) Turns: 691, Time: 00:01:52 Health: 24/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 49 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . - Nothing wielded rCold . . . (no offhand) rNeg . . . a - +0 robe rPois ∞ (no helmet) rElec . (no cloak) rCorr + (no gloves) SInv . (no amulet) Will ..... f - ring of protection from cold Stlth ++ e - ring of resist corrosion 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 49 gold pieces. Inventory: Missiles d - 8 poisoned darts g - 3 atropa-tipped darts Armour a - a +0 robe (worn) Jewellery e - a ring of resist corrosion (worn) f - a ring of protection from cold (worn) Scrolls i - 2 scrolls of torment {unknown} Potions b - a potion of heal wounds {unknown} c - a potion of curing {unknown} h - a potion of might {unknown} j - a potion of attraction {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 c - Freeze Ice 76% 1d8 2% 1 d - Fulminant Prism Conj/Alch 9% 3d7 28% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 28% 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 You can't see any susceptible monsters within range! (Use Z to cast anyway.) There is a stone staircase leading down here. A goblin comes into view. It is wielding a +0 club. 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: a goblin, wielding a +0 club (asleep, 100% to hit) The searing ray hits the goblin. You kill the goblin! (Press . to maintain the ray.) You stop channelling your searing ray. j - a viscous sapphire potion i - 2 scrolls labelled KOLIBB MANWAFO (gained 1) You see here a bat corpse. Found a dagger. You see here a +0 dagger. A rat comes into view. 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 rat (asleep, 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 Freeze 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 2 dart slugs (D:1) 2 hobgoblins (D:1) A quokka (D:1) A ball python (D:1) 2 bats (D:1) 2 endoplasms (D:1) A frilled lizard (D:1) 3 goblins (D:1) 2 kobolds (D:1) 4 rats (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: 0/0 119 | D:1 | Reached XP level 2. HP: 22/22 MP: 0/0 691 | D:1 | Reached XP level 3. HP: 24/26 MP: 0/0 691 | D:1 | Learned a level 1 spell: Freeze 691 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: roadster_arrival_rocket_small, layout_basic, patterned_corridor Action || total ---------------------------++------- Cast: Magic Dart || 26 Searing Ray || 8 Armour: Robe || 1 Dodge: Dodged || 3