Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 16178647895373509482 20 code13 the Magician (level 3, 23/26 HPs) Began as a Djinni Conjurer on Jan 6, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:01:16 (634 turns). code13 the Magician (Djinni Conjurer) Turns: 634, Time: 00:01:17 Health: 23/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 23 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, 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 1 of the Dungeon. You visited 1 branch of the dungeon, and saw 2 of its levels. You collected 23 gold pieces. Inventory: Missiles e - 3 curare-tipped darts Armour a - a +0 robe (worn) Scrolls b - a scroll of noise {unknown} g - a scroll of enchant armour {unknown} Potions c - a potion of invisibility {unknown} d - a potion of might {unknown} f - a potion of enlightenment {unknown} h - a potion of brilliance {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 2% 1 b - Searing Ray Conj 38% 2d5 4% 2 c - Freeze Ice 76% 1d8 2% 1 d - Fulminant Prism Conj/Alch 9% 3d7 28% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 28% 4 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (2/15) Altars: Uskayaw 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; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (heavily wounded, 100% to hit) The magic dart hits the endoplasm. You kill the endoplasm! Casting: Magic Dart (safe; 3% 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; 3% 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; 3% 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.) A goblin comes into view. It is wielding a +0 dagger. A goblin is nearby! 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 goblin, wielding a +0 dagger (wandering, hasn't noticed you, 100% to hit) You miscast Magic Dart. You are very lightly contaminated with residual magic. Nothing appears to happen. The goblin shouts! 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 goblin, wielding a +0 dagger (100% to hit) The magic dart hits the goblin. You kill the goblin! 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 Freeze 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 endoplasms A giant cockroach (D:1) A hobgoblin (D:2) 4 jackals (D:1) A quokka (D:1) A ball python (D:1) 5 bats (D:1) 2 goblins (D:1) 2 kobolds A rat (D:1) 20 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 85 | D:1 | You are sucked into a shaft and drop 1 floor! 102 | D:2 | Found a hide-covered altar of Uskayaw. 398 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 634 | D:1 | Reached XP level 3. HP: 23/26 MP: 0/0 634 | D:1 | Learned a level 1 spell: Freeze 634 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: matt_arrival_diagonals, layout_basic D:2: layout_basic, basic_altar, chequers_jeans, uniq_robin Action || total ---------------------------++------- Cast: Magic Dart || 39 Searing Ray || 5 Armour: Robe || 3 Dodge: Dodged || 6