Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 17891738506242468404 25 code13 the Magician (level 3, 27/27 HPs) Began as a Djinni Conjurer on Jan 9, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:01:29 (801 turns). code13 the Magician (Djinni Conjurer) Turns: 801, Time: 00:01:29 Health: 27/27 AC: 2 Str: 6 XL: 3 Next: 17% Gold: 16 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 16 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls c - a scroll of blinking {unknown} f - a scroll of identify {unknown} g - a scroll of enchant weapon {unknown} i - a scroll of poison {unknown} Potions b - a potion of invisibility {unknown} d - a potion of curing {unknown} e - a potion of might {unknown} h - a potion of berserk rage {unknown} Skills: + Level 1.0 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 - Freeze Ice 76% 1d8 2% 1 d - Fulminant Prism Conj/Alch 9% 3d6 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 Casting: Magic Dart (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a hobgoblin (heavily wounded, 100% to hit) The magic dart hits the hobgoblin but does no damage. The hobgoblin is heavily wounded. Casting: Magic Dart (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: a hobgoblin (heavily wounded, 78% to hit) The searing ray hits the hobgoblin. You kill the hobgoblin! (Press . to maintain the ray.) You stop channelling your searing ray. A kobold comes into view. It is wielding a +0 dagger. Casting: Searing Ray (safe; 4% 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 kobold, wielding a +0 dagger and quivering stones (wandering, hasn't noticed you, 72% to hit) The searing ray misses the kobold. (Press . to maintain the ray.) The kobold barely 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: a kobold, wielding a +0 dagger and quivering stones (72% to hit) The searing ray hits the kobold! You kill the kobold! (Press . to maintain the ray.) You stop channelling your searing ray. Things that are here: a +0 dagger; 3 stones You see here a +0 whip. There is an open door here. Key pressed, stopping explore. 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) 3 endoplasms (D:1) A giant cockroach (D:1) 3 hobgoblins (D:1) 2 ball pythons (D:1) 2 goblins (D:1) 3 kobolds (D:1) A rat (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: 0/0 256 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 508 | D:1 | Reached XP level 3. HP: 4/26 MP: 0/0 508 | D:1 | Learned a level 1 spell: Freeze 618 | D:1 | Reached skill level 1 in Fighting 801 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: hellmonk_arrival_library, layout_basic, hellmonk_ecumenical_altar_run_dry Skill XL: | 1 2 3 | ---------------+----------+----- Fighting | 1 | 1.0 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 || 28 Searing Ray || 11 Armour: Robe || 4 Dodge: Dodged || 2