Dungeon Crawl Stone Soup version 0.33.1-11-g13c08b6794 (webtiles) character file. Game seed: 16667344461139157477 29 code13 the Magician (level 3, 20/27 HPs) Began as a Djinni Conjurer on Dec 20, 2025. Quit the game on level 2 of the Dungeon. The game lasted 00:01:41 (732 turns). code13 the Magician (Djinni Conjurer) Turns: 732, Time: 00:01:41 Health: 20/27 AC: 6 Str: 6 XL: 3 Next: 32% Gold: 31 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 ..... b - +4 ring of protection Stlth ++ (no ring) HPRegen 0.24/turn %: no passive effects @: flying, very slightly contaminated 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 31 gold pieces. Inventory: Hand Weapons g - the +3 whip "Ukenabro" {freeze, rF+ rC++ Int-2 Dex+3} (You found it on level 2 of the Dungeon) rF+: It protects you from fire. rC++: It greatly protects you from cold. Int-2: It affects your intelligence (-2). Dex+3: It affects your dexterity (+3). Armour a - a +0 robe (worn) f - a +0 leather armour Jewellery b - a +4 ring of protection (worn) Scrolls d - a scroll of enchant weapon {unknown} Potions c - a potion of enlightenment {unknown} e - a potion of invisibility {unknown} 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 d - Fulminant Prism Conj/Alch 9% 3d7 26% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 26% 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 Press: ? - help, Shift-Dir - straight line Aim: a jackal (72% to hit) You miscast Searing Ray. You are very lightly contaminated with residual magic. Nothing appears to happen. The jackal barely misses you. 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: a jackal (72% to hit) You miscast Searing Ray. Nothing appears to happen. The jackal barely misses you. 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: a jackal (72% to hit) The searing ray misses the jackal. The searing ray hits the adder! The adder is severely wounded. The searing ray misses the jackal. x2 (Press . to maintain the ray.) The jackal barely misses you. The jackal bites you but does no damage. The searing ray hits the jackal. The jackal is heavily wounded. The searing ray hits the adder! You kill the adder! The searing ray hits the jackal! You kill the jackal! The searing ray hits the jackal. You kill the jackal! The jackal bites you but does no damage. 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 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".) ######## #.†.h@<# #.####.# .S. #.# ..... .># #..... ..# #.#### ##.# #. ... # #.# You could see a jackal. Vanquished Creatures An adder (D:2) A dart slug (D:1) 3 endoplasms (D:1) 3 hobgoblins (D:1) 2 jackals (D:2) A quokka (D:1) A ball python (D:1) 2 bats (D:1) A frilled lizard (D:1) 2 goblins (D:1) A kobold (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: 0/0 250 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 723 | D:2 | Identified the +3 whip "Ukenabro" {freeze, rF+ rC++ Int-2 | Dex+3} 732 | D:2 | Reached skill level 1 in Fighting 732 | D:2 | Reached XP level 3. HP: 20/27 MP: 0/0 732 | D:2 | Learned a level 1 spell: Apportation 732 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_rooms_b, layout_loops_cross D:2: layout_basic 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 || 28 Searing Ray || 5 Armour: Robe || 3 Dodge: Dodged || 6