Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 3385606284729752890 43 code13 the Magician (level 3, 5/27 HPs) Began as a Djinni Conjurer on Jan 17, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:49 (889 turns). code13 the Magician (Djinni Conjurer) Turns: 889, Time: 00:01:50 Health: 5/27 AC: 2 Str: 6 XL: 3 Next: 82% Gold: 64 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + + c - staff of fire 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 2 of the Dungeon. You visited 1 branch of the dungeon, and saw 2 of its levels. You collected 64 gold pieces. Inventory: Missiles d - 3 poisoned darts Armour a - a +0 robe (worn) j - a +0 cloak Magical Staves c - a staff of fire (weapon) Scrolls g - a scroll of immolation {unknown} h - a scroll of identify {unknown} k - a scroll of blinking {unknown} Potions b - a potion of attraction {unknown} e - 2 potions of invisibility {unknown} f - a potion of ambrosia {unknown} i - a potion of curing {unknown} Skills: + Level 1.2 Fighting + Level 2.8 Dodging - Level 1.5 Stealth + Level 3.8 Spellcasting + Level 3.8 Conjurations - Level 3.8 Hexes - Level 3.8 Summonings - Level 3.8 Necromancy - Level 3.8 Translocations - Level 3.8 Forgecraft - Level 3.8 Fire Magic - Level 3.8 Ice Magic - Level 3.8 Air Magic - Level 3.8 Earth Magic - Level 3.8 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 80% 1d7 2% 1 b - Searing Ray Conj 40% 2d5 3% 2 c - Kiss of Death Conj/Necr 80% 2d11 2% 1 d - Fulminant Prism Conj/Alch 10% 3d9 26% 4 g - Iskenderun's Mystic Conj/Tloc 20% 2d6 (+2d3 26% 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. Restarting spell: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +0 mace and wearing a +0 scale mail (heavily wounded, 81% to hit) The searing ray hits Terence. Terence is heavily wounded. (Press . to maintain the ray.) Terence is nearby! 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: Terence, wielding a +0 mace and wearing a +0 scale mail (heavily wounded, 81% to hit) The searing ray hits Terence. Terence is severely wounded. (Press . to maintain the ray.) Terence barely misses you. Terence is nearby! 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: Terence, wielding a +0 mace and wearing a +0 scale mail (severely wounded, 81% to hit) The searing ray hits Terence. Terence is almost dead. (Press . to maintain the ray.) Terence screams, "I'm retired! Go away!" Terence hits you with a +0 mace! * * * LOW HITPOINT WARNING * * * The searing ray hits Terence. You kill Terence! * * * LOW HITPOINT WARNING * * * Your Fighting skill increases to level 1! 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 Kiss of Death 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 Terence (D:2) 3 endoplasms (D:1) A hobgoblin (D:1) A quokka (D:1) A ball python (D:2) A bat (D:1) 4 frilled lizards (D:1) A giant cockroach (D:1) 4 goblins (D:1) 4 kobolds 2 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: 0/0 172 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 881 | D:2 | Noticed Terence 888 | D:2 | Killed Terence 889 | D:2 | Reached skill level 1 in Fighting 889 | D:2 | Reached XP level 3. HP: 5/27 MP: 0/0 889 | D:2 | Learned a level 1 spell: Kiss of Death 889 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: reono_arrival_forest_river, layout_basic D:2: layout_loops_corners, uniq_terence Skill XL: | 1 2 | ---------------+-------+----- Fighting | 1 | 1.2 Dodging | | 2.8 Stealth | | 1.5 Spellcasting | | 3.8 Conjurations | | 3.8 Hexes | | 3.8 Summonings | | 3.8 Necromancy | | 3.8 Translocations | | 3.8 Forgecraft | | 3.8 Fire Magic | | 3.8 Ice Magic | | 3.8 Air Magic | | 3.8 Earth Magic | | 3.8 Alchemy | | 3.8 Action || total ---------------------------++------- Cast: Magic Dart || 38 Searing Ray || 7 Armour: Robe || 2 Dodge: Dodged || 2