Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 17761316195974942509 21 code13 the Magician (level 3, 26/26 HPs) Began as a Djinni Conjurer on Jan 13, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:02:04 (916 turns). code13 the Magician (Djinni Conjurer) Turns: 916, Time: 00:02:05 Health: 26/26 AC: 3 Str: 6 XL: 3 Next: 2% Gold: 40 EV: 10 Int: 21 God: SH: 0 Dex: 11 rFire + + . - Nothing wielded rCold x . . (no offhand) rNeg . . . i - +0 leather armour {rPois} 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 40 gold pieces. Inventory: Armour i - a +0 leather armour of poison resistance (worn) Scrolls e - a scroll of teleportation {unknown} j - a scroll of fear {unknown} l - a scroll of identify {unknown} m - a scroll of torment {unknown} Potions b - a potion of attraction {unknown} c - a potion of mutation {unknown} d - a potion of haste {unknown} f - a potion of might {unknown} g - a potion of ambrosia {unknown} h - a potion of brilliance {unknown} k - 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 4% 1 b - Searing Ray Conj 38% 2d5 7% 2 c - Freeze Ice 76% 1d8 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 Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a ribbon worm (moderately wounded, catching its breath, 100% to hit) The magic dart hits the ribbon worm. The ribbon worm is heavily wounded. Casting: Magic Dart (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a ribbon worm (heavily wounded, catching its breath, 100% to hit) The magic dart hits the ribbon worm but does no damage. The ribbon worm is heavily wounded. Casting: Magic Dart (safe; 4% 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: a ribbon worm (heavily wounded, catching its breath, 92% to hit) The searing ray hits the ribbon worm. The ribbon worm is severely wounded. (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: a ribbon worm (severely wounded, 92% to hit) The searing ray hits the ribbon worm! You kill the ribbon worm! (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 Freeze wells up from within. Spell assigned to 'c'. You stop channelling your searing ray. Your magical contamination has completely faded away. The web tears apart. A ribbon worm comes into view. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) ........†....#...#. #..###.....#...#...#. #...#...#...#.. #.....#...#...#. #...#...#...#...#. #(....#...#...#... #...#...#...#...# #.....#...#...# #...#...#.@.# #.....#...#...# .....#...#...#...# ........#...#.. #... ###.#.#...#...#. #. #.##..#...#...# #....#...#.. #.## ..#w..#. You could see a ribbon worm (asleep). Vanquished Creatures A dart slug (D:1) A ribbon worm (D:2) An endoplasm (D:1) A hobgoblin (D:1) 3 jackals (D:2) A quokka (D:1) 3 bats (D:1) 2 frilled lizards (D:1) 4 goblins (D:1) A kobold (D:1) A rat (D:1) 19 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: 0/0 153 | D:1 | Reached XP level 2. HP: 14/22 MP: 0/0 282 | D:1 | Found a faded altar of an unknown god. 881 | D:2 | Reached XP level 3. HP: 18/26 MP: 0/0 881 | D:2 | Learned a level 1 spell: Freeze 916 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: minmay_arrival_doors, layout_loops_cross, basic_ecumenical_altar, dk_noncrumbling_4, nicolae_titane D:2: layout_basic, hex_large, kennysheep_nondescript Action || total ---------------------------++------- Cast: Magic Dart || 40 Searing Ray || 9 Armour: Robe || 3 Dodge: Dodged || 2