Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 3224781258325736666 21 code13 the Magician (level 3, 20/26 HPs) Began as a Djinni Conjurer on Jan 17, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:37 (781 turns). code13 the Magician (Djinni Conjurer) Turns: 781, Time: 00:01:38 Health: 20/26 AC: 3 Str: 6 XL: 3 Next: 2% Gold: 27 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + . . - Nothing wielded rCold . . . (no offhand) rNeg . . . a - +0 robe rPois ∞ (no helmet) rElec . b - +0 cloak rCorr . (no gloves) SInv . j - amulet of the acrobat Will ..... i - ring of ice Stlth ++ (no ring) HPRegen 0.24/turn %: acrobat @: 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 27 gold pieces. Inventory: Armour a - a +0 robe (worn) b - a +0 cloak (worn) Jewellery i - a ring of ice (worn) j - an amulet of the acrobat (worn) Scrolls d - a scroll of fog {unknown} e - a scroll of acquirement {unknown} h - 2 scrolls of poison {unknown} l - a scroll of enchant armour {unknown} Potions c - a potion of curing {unknown} f - a potion of berserk rage {unknown} g - a potion of brilliance {unknown} k - a potion of resistance {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 - Kinetic Grapnel Frge 76% 1d7 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: Shops: D:2 ( Annotations: D:1 1 transporter 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 You finish putting on your amulet of the acrobat. You feel ready to tumble and roll out of harm's way. j - an amulet of the acrobat (worn) You start putting on your armour. You continue putting on your +0 cloak. x5 You finish putting on your +0 cloak. What level of the Dungeon? (default 1, ? - help) There is a stone staircase leading down here. Things that are here: a +0 short sword; a kobold skeleton You fly downwards. Found 13 gold pieces. Found Tiseovio's Weapon Shop. Found a stone staircase leading down. There is a stone staircase leading up here. An endoplasm is nearby! 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: an endoplasm (asleep, 100% to hit) The searing ray hits the endoplasm. The endoplasm is severely wounded. The endoplasm quivers. (Press . to maintain the ray.) The endoplasm freezes you. You are frozen. 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: an endoplasm (severely wounded, 98% to hit) The searing ray hits the endoplasm! You kill the endoplasm! (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 Kinetic Grapnel wells up from within. Spell assigned to 'c'. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) #......$..# #.###.###.# #.#.#.#.#.# ##.#.#∩#.#.# #..#(#.#(#.# #..###.###.## #............ #....@.# ##.###.# ># .# .. .# .. .. You could see 2 dancing weapons. Vanquished Creatures 2 endoplasms 2 hobgoblins (D:1) 3 jackals (D:1) 3 ball pythons (D:1) 3 bats (D:1) A frilled lizard (D:1) A goblin (D:1) 5 kobolds (D:1) 3 rats (D:1) 23 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 27 | D:1 | Reached XP level 2. HP: 4/22 MP: 0/0 240 | D:1 | Found a faded altar of an unknown god. 778 | D:2 | Noticed a +0 triple crossbow 778 | D:2 | Noticed a +0 triple sword 778 | D:2 | Found Tiseovio's Weapon Shop. 781 | D:2 | Reached XP level 3. HP: 20/26 MP: 0/0 781 | D:2 | Learned a level 1 spell: Kinetic Grapnel 781 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: spicycebolla_arrival_risky_transporter, layout_basic, basic_ecumenical_altar D:2: layout_rooms, serial_shops, shop, nicolae_shop_swords_in_saltire, nicolae_shop_flopsided, nicolae_shop_mannequins, nicolae_square_shop Action || total ---------------------------++------- Cast: Magic Dart || 32 Searing Ray || 10 Armour: Robe || 7 Dodge: Dodged || 5