Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 12579611922322062779 20 code13 the Magician (level 3, 21/26 HPs) Began as a Djinni Conjurer on Jan 6, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:02:26 (1127 turns). code13 the Magician (Djinni Conjurer) Turns: 1127, Time: 00:02:27 Health: 21/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 82 EV: 5 Int: 21 God: SH: 0 Dex: 11 rFire + + . e - staff of alchemy rCold x . . (no offhand) rNeg . . . a - +0 robe rPois ∞ (no helmet) rElec . (no cloak) rCorr . (no gloves) SInv . (no amulet) Will ..... h - ring of wizardry Stlth ++ (no ring) HPRegen 0.24/turn %: wizardry (x1) @: flying, held 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 82 gold pieces. Inventory: Armour a - a +0 robe (worn) Magical Staves e - a staff of alchemy (weapon) Jewellery h - a ring of wizardry (worn) Wands i - a wand of warping (4) Scrolls g - a scroll of identify {unknown} Potions b - 2 potions of curing {unknown} c - a potion of brilliance {unknown} d - a potion of attraction {unknown} f - a potion of cancellation {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 1% 1 b - Searing Ray Conj 38% 2d5 1% 2 c - Summon Small Mammal Summ 76% N/A 1% 1 d - Fulminant Prism Conj/Alch 14% 3d8 12% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 12% 4 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (2/15) Altars: Shops: D:1 ( 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 Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 1% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a ribbon worm (lightly wounded, 100% to hit) The magic dart hits the ribbon worm. The ribbon worm is moderately wounded. Casting: Magic Dart (safe; 1% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 1% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a ribbon worm (moderately wounded, 100% to hit) The magic dart hits the ribbon worm. The ribbon worm is severely wounded. The ribbon worm expels a string of sticky webbing. The stream of webbing hits you but does no damage. You are caught in a web! Casting: Magic Dart (safe; 1% 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.) Casting: Magic Dart (safe; 1% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 1% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a ribbon worm (severely wounded, 100% to hit) The magic dart hits the ribbon worm. The ribbon worm is almost dead. Casting: Magic Dart (safe; 1% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 1% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a ribbon worm (almost dead, 100% to hit) The magic dart hits the ribbon worm. You kill the ribbon worm! 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 2 dart slugs A ribbon worm (D:2) An endoplasm (D:1) 2 hobgoblins (D:1) 5 ball pythons A bat (D:1) A goblin (D:1) 4 kobolds A rat (D:1) 18 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: 0/0 197 | D:1 | Found Taphol's Weapon Emporium. 328 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 706 | D:1 | Found a faded altar of an unknown god. 1127 | D:2 | Reached XP level 3. HP: 21/26 MP: 0/0 1127 | D:2 | Learned a level 1 spell: Summon Small Mammal 1127 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: orjb1_lava_funnel, layout_basic, serial_shops, shop, dreamdust_ecumenical_altar_hidden_monk_grotto, corexii_item_surrounded_by_moat D:2: layout_basic, basic_altar Action || total ---------------------------++------- Cast: Magic Dart || 36 Searing Ray || 2 Armour: Robe || 1 Dodge: Dodged || 2