Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 16374369791513660332 31 code13 the Magician (level 3, 21/27 HPs) Began as a Djinni Conjurer on Jan 27, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:08 (313 turns). code13 the Magician (Djinni Conjurer) Turns: 313, Time: 00:01:08 Health: 21/27 AC: 2 Str: 6 XL: 3 Next: 40% Gold: 15 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 15 gold pieces. Inventory: Armour a - a +0 robe (worn) c - a +0 helmet Scrolls b - 2 scrolls of torment {unknown} f - a scroll of identify {unknown} Potions d - a potion of attraction {unknown} e - 2 potions of berserk rage {unknown} g - a potion of moonshine {unknown} Skills: + Level 1.1 Fighting + Level 2.7 Dodging - Level 1.5 Stealth + Level 3.7 Spellcasting + Level 3.7 Conjurations - Level 3.7 Hexes - Level 3.7 Summonings - Level 3.7 Necromancy - Level 3.7 Translocations - Level 3.7 Forgecraft - Level 3.7 Fire Magic - Level 3.7 Ice Magic - Level 3.7 Air Magic - Level 3.7 Earth Magic - Level 3.7 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 - Summon Small Mammal Summ 76% N/A 2% 1 d - Fulminant Prism Conj/Alch 9% 3d7 26% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 26% 4 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (1/15) Altars: Shops: D:1 ( 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 Terence screams, "I hate armataurs! They have no honour!" Casting: Magic Dart (safe; 3% 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: Terence, wielding a +0 short sword and wearing a +0 chain mail of cold resistance (lightly wounded, 100% to hit) The magic dart hits Terence. Terence is moderately wounded. Terence screams, "I want to be left alone!" Casting: Magic Dart (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You can't see any susceptible monsters within range! (Use Z to cast anyway.) Casting: Magic Dart (safe; 3% 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: Terence, wielding a +0 short sword and wearing a +0 chain mail of cold resistance (moderately wounded, 100% to hit) The magic dart hits Terence but does no damage. Terence is moderately wounded. Terence screams, "I put up a 'Do Not Disturb' sign! Can't you read?!" Casting: Magic Dart (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 5% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +0 short sword and wearing a +0 chain mail of cold resistance (moderately wounded, 84% to hit) The searing ray hits Terence. Terence is heavily wounded. (Press . to maintain the ray.) The searing ray hits Terence. Terence is severely wounded. The searing ray hits Terence! You kill Terence! 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 Summon Small Mammal 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) A dart slug (D:1) An endoplasm (D:1) A hobgoblin (D:1) A bat (D:1) A kobold (D:1) 6 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 90 | D:1 | Found Zalej's Weapon Emporium. 173 | D:1 | Reached XP level 2. HP: 22/22 MP: 0/0 230 | D:1 | You are sucked into a shaft and drop 1 floor! 306 | D:2 | Noticed Terence 312 | D:2 | Killed Terence 313 | D:2 | Reached skill level 1 in Fighting 313 | D:2 | Reached XP level 3. HP: 21/27 MP: 0/0 313 | D:2 | Learned a level 1 spell: Summon Small Mammal 313 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_castle, layout_basic, serial_shops, nicolae_shop_bloodbath_and_beyond, nicolae_houndstooth_variations D:2: layout_basic, uniq_terence, uniq_crazy_yiuf_cottage Skill XL: | 1 2 | ---------------+-------+----- Fighting | 1 | 1.1 Dodging | | 2.7 Stealth | | 1.5 Spellcasting | | 3.7 Conjurations | | 3.7 Hexes | | 3.7 Summonings | | 3.7 Necromancy | | 3.7 Translocations | | 3.7 Forgecraft | | 3.7 Fire Magic | | 3.7 Ice Magic | | 3.7 Air Magic | | 3.7 Earth Magic | | 3.7 Alchemy | | 3.7 Action || total ---------------------------++------- Cast: Magic Dart || 13 Searing Ray || 1