Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 6308836906243584425 21 code13 the Magician (level 3, 18/26 HPs) Began as a Djinni Conjurer on Jan 18, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:21 (578 turns). code13 the Magician (Djinni Conjurer) Turns: 578, Time: 00:01:21 Health: 18/26 AC: 2 Str: 6 XL: 3 Next: 2% Gold: 9 EV: 5 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, held 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 9 gold pieces. Inventory: Armour a - a +0 robe (worn) e - a +0 cloak f - a +0 leather armour Scrolls d - a scroll of enchant weapon {unknown} g - a scroll of teleportation {unknown} i - a scroll of enchant armour {unknown} Potions b - a potion of curing {unknown} c - a potion of haste {unknown} h - a potion of attraction {unknown} j - a potion of heal wounds {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% 3d6 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: 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: a ribbon worm (lightly wounded, 100% to hit) The magic dart hits the ribbon worm. The ribbon worm is lightly wounded. Casting: Magic Dart (safe; 3% 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 ribbon worm (lightly wounded, 92% to hit) The searing ray hits the ribbon worm! The ribbon worm is severely wounded. (Press . to maintain the ray.) The ribbon worm expels a string of sticky webbing. The stream of webbing hits you but does no damage. You are caught in a web! 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 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; 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 ribbon worm (severely wounded, catching its breath, 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 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".) #............'.... #............#...# #............+...+ #............#...# #............'...' #............#...# #.#.........##...# #.#.......#.###### #@#########.# #........ ..# ######### ### There were no monsters in sight! Vanquished Creatures A ribbon worm (D:2) 5 hobgoblins (D:1) 2 ball pythons (D:1) 2 bats (D:1) 4 endoplasms (D:1) A giant cockroach (D:1) 3 goblins (D:1) A kobold (D:1) 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: 0/0 141 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 578 | D:2 | Reached XP level 3. HP: 18/26 MP: 0/0 578 | D:2 | Learned a level 1 spell: Kinetic Grapnel 578 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: evilmike_arrival_come_back, layout_rooms, serial_glass, glass_columns_b, glass_columns_b, feat_on_display, minmay_strange_pillars, hex_intersection D:2: layout_basic Action || total ---------------------------++------- Cast: Magic Dart || 39 Searing Ray || 4 Armour: Robe || 1 Dodge: Dodged || 2