Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 2600387765849536376 28 code13 the Magician (level 3, 22/27 HPs) Began as a Djinni Conjurer on Dec 27, 2025. Quit the game on level 1 of the Dungeon. The game lasted 00:00:54 (505 turns). code13 the Magician (Djinni Conjurer) Turns: 505, Time: 00:00:55 Health: 22/27 AC: 2 Str: 6 XL: 3 Next: 30% Gold: 48 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 1 of the Dungeon. You visited 1 branch of the dungeon, and saw 1 of its levels. You collected 48 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls b - 2 scrolls of identify {unknown} d - a scroll of vulnerability {unknown} e - a scroll of fear {unknown} Potions c - a potion of mutation {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 c - Summon Small Mammal Summ 76% N/A 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 (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 Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (severely wounded, 100% to hit) The magic dart hits the endoplasm. You kill the endoplasm! e - a scroll labelled ISIXZU CALUWU A gnoll comes into view. It is wielding a +0 whip. Found a scale mail. 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 gnoll, wielding a +0 whip (asleep, 100% to hit) The magic dart hits the gnoll. The gnoll is lightly wounded. The gnoll shouts! 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 gnoll, wielding a +0 whip (lightly wounded, 81% to hit) The searing ray hits the gnoll. The gnoll is heavily wounded. (Press . to maintain the ray.) 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: a gnoll, wielding a +0 whip (heavily wounded, 81% to hit) The searing ray hits the gnoll! You kill the gnoll! (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 Summon Small Mammal 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 gnoll (D:1) 2 dart slugs (D:1) A giant cockroach (D:1) 2 hobgoblins (D:1) A quokka (D:1) A bat (D:1) 4 endoplasms (D:1) A frilled lizard (D:1) A kobold (D:1) 2 rats (D:1) 16 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: 0/0 124 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 344 | D:1 | Found a faded altar of an unknown god. 505 | D:1 | Reached skill level 1 in Fighting 505 | D:1 | Reached XP level 3. HP: 22/27 MP: 0/0 505 | D:1 | Learned a level 1 spell: Summon Small Mammal 505 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: mainiacjoe_arrival_reflecting_pool, layout_loops_ring, ebering_ecumenical_altar_ruins 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 || 29 Searing Ray || 7 Armour: Robe || 1