Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 16398671644479384010 20 code13 the Magician (level 3, 23/26 HPs) Began as a Djinni Conjurer on Jan 26, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:26 (808 turns). code13 the Magician (Djinni Conjurer) Turns: 808, Time: 00:01:26 Health: 23/26 AC: 2 Str: 6 XL: 3 Next: 0% Gold: 57 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 2 of the Dungeon. You visited 1 branch of the dungeon, and saw 2 of its levels. You collected 57 gold pieces. Inventory: Missiles k - 2 throwing nets {!f} Armour a - a +0 robe (worn) Jewellery b - a ring of fire Scrolls c - 3 scrolls of identify {unknown} d - a scroll of teleportation {unknown} f - a scroll of immolation {unknown} g - a scroll of acquirement {unknown} h - a scroll of blinking {unknown} i - a scroll of vulnerability {unknown} Potions e - a potion of enlightenment {unknown} j - a potion of haste {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 - Kiss of Death Conj/Necr 76% 2d11 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: 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 can't see any susceptible monsters within range! (Use Z to cast anyway.) You stop channelling your searing ray. You see here a ball python corpse. Done exploring. You enter a dispersal trap! You blink. Done exploring. Search for what [? for help]? . What level of the Dungeon? (default 1, ? - help) There is a staircase leading out of the dungeon here. There is a stone staircase leading down here. You fly downwards. The adder hisses angrily. The rat squeaks loudly. The goblin shouts! The ball python hisses angrily. Found an escape hatch in the ceiling. There is a stone staircase leading up here. There are monsters nearby! There are monsters nearby! Casting: Searing Ray (safe; 4% risk of failure) 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 quokka (100% to hit) The magic dart hits the quokka. The quokka is almost dead. 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 quokka (almost dead, 69% to hit) The searing ray hits the quokka. You kill the quokka! (Press . to maintain the ray.) An endoplasm comes into view. 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".) ###.##### # #.......# .# ###.......##.# ..........#..# #.......<.... #.........# #.........##.. #.....@...†..# #............# ##.........S.. ######..r.... #...... .##Sg. ## ... .J You could see an adder, an endoplasm (wandering), a goblin, a ball python and a rat. Vanquished Creatures A dart slug (D:1) 2 endoplasms (D:1) A hobgoblin (D:1) 2 quokkas 4 ball pythons (D:1) A bat (D:1) A frilled lizard (D:1) 2 giant cockroaches (D:1) A goblin (D:1) 3 kobolds (D:1) 2 rats (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: 0/0 146 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 808 | D:2 | Reached XP level 3. HP: 23/26 MP: 0/0 808 | D:2 | Learned a level 1 spell: Kiss of Death 808 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_pits, layout_loops_ring D:2: layout_rooms, serial_shops, nicolae_shop_advertising_works [nicolae_subvault_shop_adworks] Action || total ---------------------------++------- Cast: Magic Dart || 40 Searing Ray || 3 Armour: Robe || 1 Dodge: Dodged || 5