Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 10693712102887739912 49 code13 the Magician (level 4, 28/32 HPs) Began as a Djinni Conjurer on Jan 27, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:04:23 (1251 turns). code13 the Magician (Djinni Conjurer) Turns: 1251, Time: 00:04:24 Health: 28/32 AC: 2 Str: 6 XL: 4 Next: 1% Gold: 57 EV: 11 Int: 22 God: SH: 0 Dex: 11 rFire + + + - Nothing wielded rCold x . . (no offhand) rNeg . . . a - +0 robe rPois ∞ (no helmet) rElec . e - scarf {shadows} rCorr . (no gloves) SInv . h - amulet of the acrobat Will ..... d - ring of protection from fire Stlth ++ (no ring) HPRegen 0.25/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 57 gold pieces. Inventory: Missiles f - 3 poisoned darts Armour a - a +0 robe (worn) e - a scarf of shadows (worn) Jewellery d - a ring of protection from fire (worn) h - an amulet of the acrobat (worn) Scrolls c - a scroll of silence {unknown} Potions b - a potion of curing {unknown} g - 2 potions of brilliance {unknown} i - a potion of lignification {unknown} Skills: + Level 1.3 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 84% 1d7 2% 1 b - Searing Ray Conj 42% 2d6 3% 2 c - Kinetic Grapnel Frge 84% 1d7 2% 1 d - Fulminant Prism Conj/Alch 10% 3d8 24% 4 g - Iskenderun's Mystic Conj/Tloc 21% 2d6 (+2d3 24% 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: Kinetic Grapnel (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (asleep, 100% to hit) The kinetic grapnel hits the endoplasm. The endoplasm is moderately wounded. You hear an angry hiss. Casting: Kinetic Grapnel (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Kinetic Grapnel (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (moderately wounded, grapneled, 98% to hit) The kinetic grapnel hits the endoplasm. You kill the endoplasm! A quokka is nearby! Casting: Kinetic Grapnel (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Kinetic Grapnel (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a quokka (67% to hit) The kinetic grapnel misses the quokka. A quokka is nearby! Casting: Kinetic Grapnel (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Kinetic Grapnel (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a quokka (67% to hit) The kinetic grapnel hits the quokka. The quokka is almost dead. The quokka bites you but does no damage. Casting: Kinetic Grapnel (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Kinetic Grapnel (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a quokka (almost dead, grapneled, 67% to hit) The kinetic grapnel hits the quokka. You kill the quokka! You have reached level 4! You feel clever. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) ..# #..# #### #.# #.## ....##.###.# ######........# ###....###..###.# ##........##.###.# #..######..#..##.# ##.## ##.##.##.# #..# #@.#.##.# #..# #..#.##.# #..# ...#..#.# #.†# ....#..#.# ##)## ....##....# #..######..#..[#.# ..#.........##...### #..........###...#..... #........###.......#### There were no monsters in sight! Vanquished Creatures An adder (D:2) 2 dart slugs 7 endoplasms 4 hobgoblins (D:1) 3 quokkas 5 ball pythons 3 bats 4 frilled lizards 3 goblins 5 kobolds 4 rats (D:1) 41 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: 0/0 154 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 414 | D:1 | Reached XP level 3. HP: 24/26 MP: 0/0 414 | D:1 | Learned a level 1 spell: Kinetic Grapnel 511 | D:1 | Reached skill level 1 in Fighting 1251 | D:2 | Reached XP level 4. HP: 28/32 MP: 0/0 1251 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_line_fractal, layout_loops_ring, minivault_26 D:2: layout_basic, dreamdust_princess_bridge, minmay_randomly_rotated_circles Skill XL: | 1 2 3 | ---------------+----------+----- Fighting | 1 | 1.3 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 | 1- 3 | 4- 6 || total ---------------------------+-------+-------++------- Cast: Magic Dart | 39 | || 39 Searing Ray | 18 | || 18 Kinetic Grapnel | 22 | || 22 Armour: Robe | 2 | || 2 Dodge: Dodged | 10 | || 10