Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 7911750645357802846 21 code13 the Magician (level 3, 22/26 HPs) Began as a Djinni Conjurer on Jan 6, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:31 (971 turns). code13 the Magician (Djinni Conjurer) Turns: 971, Time: 00:01:31 Health: 22/26 AC: 3 Str: 6 XL: 3 Next: 2% Gold: 83 EV: 10 Int: 21 God: SH: 0 Dex: 11 rFire + + . - Nothing wielded rCold x . . (no offhand) rNeg . . . f - +0 leather armour 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 2 of its levels. You collected 83 gold pieces. Inventory: Armour a - a +0 robe f - a +0 leather armour (worn) Scrolls c - a scroll of teleportation {unknown} d - a scroll of immolation {unknown} e - 2 scrolls of identify {unknown} g - a scroll of fog {unknown} i - a scroll of fear {unknown} j - a scroll of amnesia {unknown} Potions b - 2 potions of mutation {unknown} h - a potion of curing {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 - Sandblast Erth 38% 2d10 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 Aiming: Magic Dart (safe; 5% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a quokka (severely wounded, 100% to hit) The magic dart hits the quokka but does no damage. The quokka is severely wounded. Casting: Magic Dart (safe; 5% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 5% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a quokka (severely wounded, 100% to hit) The magic dart hits the quokka. You kill the quokka! Your magical contamination has completely faded away. HP restored. An adder comes into view. Found 6 gold pieces. Casting: Magic Dart (safe; 5% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 8% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an adder (asleep, 100% to hit) The searing ray hits the adder. The adder is lightly wounded. The adder hisses angrily. (Press . to maintain the ray.) Casting: Searing Ray (safe; 8% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 8% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an adder (lightly wounded, 63% to hit) The searing ray hits the adder! You kill the adder! (Press . to maintain the ray.) 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 Sandblast 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 An adder (D:2) An endoplasm (D:1) A hobgoblin (D:1) 2 jackals (D:1) 2 quokkas A frilled lizard (D:1) 2 giant cockroaches (D:1) 2 goblins A rat (D:1) 13 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: 0/0 379 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 971 | D:2 | Reached XP level 3. HP: 22/26 MP: 0/0 971 | D:2 | Learned a level 1 spell: Sandblast 971 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_long_road, layout_loops_ring, hex_medium, nrook_campfire, minmay_misc_feat_ornament D:2: layout_loops_ring, minmay_pentomino_t2 Action || total ---------------------------++------- Cast: Magic Dart || 28 Searing Ray || 4 Armour: Robe || 6 Dodge: Dodged || 5