Dungeon Crawl Stone Soup version 0.33.1-11-g13c08b6794 (webtiles) character file. Game seed: 5177948423114945075 30 code13 the Magician (level 3, 8/27 HPs) Began as a Djinni Conjurer on Dec 22, 2025. Quit the game on level 2 of the Dungeon. The game lasted 00:02:00 (1028 turns). code13 the Magician (Djinni Conjurer) Turns: 1028, Time: 00:02:00 Health: 8/27 AC: 2 Str: 6 XL: 3 Next: 37% Gold: 131 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 3 of its levels. You collected 131 gold pieces. Inventory: Armour a - a +0 robe (worn) g - a +0 helmet Scrolls f - a scroll of noise {unknown} i - a scroll of teleportation {unknown} Potions b - 2 potions of might {unknown} c - a potion of moonshine {unknown} d - a potion of curing {unknown} e - 2 potions of ambrosia {unknown} h - a potion of heal wounds {unknown} Skills: + Level 1.1 Fighting + Level 2.7 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 - Sandblast Erth 38% 2d10 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 (3/15) 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 Increase (s)trength, (i)ntelligence, or (d)exterity? You feel clever. x2 The power to cast Sandblast wells up from within. Spell assigned to 'c'. Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Sandblast (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a jackal (77% to hit) The blast of sand hits the jackal! You kill the jackal! * * * LOW HITPOINT WARNING * * * You stop channelling your searing ray. The adder bites you. * * * LOW HITPOINT WARNING * * * Casting: Sandblast (safe; 2% 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.) * * * LOW HITPOINT WARNING * * * The adder closely misses you. Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an adder (moderately wounded, 63% to hit) The searing ray hits the adder! You kill the adder! (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * Your Fighting skill increases to level 1! Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You can't see any susceptible monsters within range! (Use Z to cast anyway.) You stop channelling your searing ray. Your magical contamination has completely faded away. 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) 3 endoplasms A hobgoblin (D:1) 5 jackals A quokka (D:1) 2 ball pythons (D:1) 4 bats 3 goblins A kobold (D:1) 2 rats 23 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 35 | D:1 | Reached XP level 2. HP: 11/22 MP: 0/0 398 | D:1 | Found a faded altar of an unknown god. 835 | D:2 | You are sucked into a shaft and drop 1 floor! 1023 | D:2 | Reached XP level 3. HP: 14/26 MP: 0/0 1023 | D:2 | Learned a level 1 spell: Sandblast 1026 | D:2 | Reached skill level 1 in Fighting 1028 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_fog, layout_rooms, serial_forest, infiniplex_forest_lined_room_3, infiniplex_forest_clump_small, infiniplex_forest_straight_4, infiniplex_forest_lined_3, infiniplex_forest_clump_small, infiniplex_forest_clump_large, shapermc_ecumenical_altar_rom_forum D:2: layout_loops_cross D:3: minmay_door_path, layout_basic, lemuel_crystal_altar Skill XL: | 1 2 3 | ---------------+----------+----- Fighting | 1 | 1.1 Dodging | | 2.7 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 || 39 Searing Ray || 8 Sandblast || 1 Armour: Robe || 3 Dodge: Dodged || 11