Dungeon Crawl Stone Soup version 0.33.1-11-g13c08b6794 (webtiles) character file. Game seed: 6292270941041499483 21 code13 the Magician (level 3, 23/26 HPs) Began as a Djinni Conjurer on Dec 18, 2025. Quit the game on level 2 of the Dungeon. The game lasted 00:01:59 (891 turns). code13 the Magician (Djinni Conjurer) Turns: 891, Time: 00:02:00 Health: 23/26 AC: 3 Str: 6 XL: 3 Next: 2% Gold: 35 EV: 10 Int: 21 God: SH: 0 Dex: 11 rFire + . . - Nothing wielded rCold . . . (no offhand) rNeg . . . i - +0 leather armour {Will+} rPois ∞ (no helmet) rElec . (no cloak) rCorr . (no gloves) SInv . (no amulet) Will ++... e - ring of ice Stlth + k - ring of willpower 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 35 gold pieces. Inventory: Missiles d - 2 poisoned darts Armour a - a +0 robe i - a +0 leather armour of willpower (worn) Jewellery e - a ring of ice (worn) k - a ring of willpower (worn) Scrolls b - a scroll of immolation {unknown} f - a scroll of identify {unknown} j - a scroll of silence {unknown} l - a scroll of teleportation {unknown} m - a scroll of fear {unknown} Potions c - a potion of curing {unknown} g - a potion of mutation {unknown} h - a potion of ambrosia {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 4% 1 b - Searing Ray Conj 38% 2d5 7% 2 c - Kinetic Grapnel Frge 76% 1d7 4% 1 d - Fulminant Prism Conj/Alch 9% 3d7 41% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 41% 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 You stop channelling your searing ray. HP restored. You now have 35 gold pieces (gained 10). A quokka comes into view. Found 6 gold pieces. Casting: Magic Dart (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a quokka (asleep, 100% to hit) The magic dart hits the quokka. The quokka is moderately wounded. Casting: Magic Dart (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a quokka (moderately wounded, 100% to hit) The magic dart hits the quokka but does no damage. The quokka is moderately wounded. Casting: Magic Dart (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 4% 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 almost dead. Casting: Magic Dart (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a quokka (almost dead, 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 Kinetic Grapnel 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 A dart slug (D:1) 2 endoplasms 2 hobgoblins (D:1) 2 jackals (D:1) A quokka (D:2) 2 ball pythons (D:1) 2 bats (D:1) 2 frilled lizards (D:1) 3 goblins (D:1) 2 kobolds A rat (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: 0/0 196 | D:1 | Reached XP level 2. HP: 16/22 MP: 0/0 891 | D:2 | Reached XP level 3. HP: 23/26 MP: 0/0 891 | D:2 | Learned a level 1 spell: Kinetic Grapnel 891 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_pond, layout_basic, minmay_strange_pillars, feat_on_display D:2: layout_loops_ring, dreamdust_ecumenical_altar_angels_and_demons Action || total ---------------------------++------- Cast: Magic Dart || 39 Searing Ray || 4 Armour: Robe || 3 Dodge: Dodged || 2