Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 11325042956021041263 25 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 00:02:03 (971 turns). code13 the Magician (Djinni Conjurer) Turns: 971, Time: 00:02:04 Health: 21/27 AC: 4 Str: 6 XL: 3 Next: 17% Gold: 86 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . - Nothing wielded rCold x . . (no offhand) rNeg . . . a - +0 robe rPois ∞ (no helmet) rElec . h - +1 cloak rCorr . (no gloves) SInv . (no amulet) Will ..... (no ring) Stlth ++ (no ring) HPRegen 0.24/turn %: no passive effects @: flying, very slightly contaminated 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 86 gold pieces. Inventory: Missiles d - 5 poisoned darts Armour a - a +0 robe (worn) c - a +0 helmet e - a +0 leather armour h - a +1 cloak (worn) Scrolls f - a scroll of teleportation {unknown} g - a scroll of amnesia {unknown} i - a scroll of brand weapon {unknown} Potions b - a potion of haste {unknown} j - a potion of lignification {unknown} k - a potion of cancellation {unknown} Skills: + Level 1.0 Fighting + Level 2.6 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 d - Fulminant Prism Conj/Alch 9% 3d7 26% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 26% 4 A - Apportation Tloc 38% N/A 2% 1 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 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: an adder (asleep, 100% to hit) The magic dart hits the adder. The adder is moderately wounded. The adder hisses angrily. 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: an adder (moderately wounded, 63% to hit) The searing ray hits the adder. The adder is almost dead. (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: an adder (almost dead, 63% to hit) You miscast Searing Ray. You are very lightly contaminated with residual magic. Nothing appears to happen. You stop channelling your searing ray. The adder bites you but does no damage. 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: an adder (almost dead, 100% to hit) The magic dart hits the adder. You kill the adder! 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 Apportation wells up from within. Spell assigned to 'A'. 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) A dart slug (D:1) An endoplasm (D:1) A hobgoblin (D:2) 2 quokkas A ball python (D:1) 2 bats (D:1) A frilled lizard (D:1) 3 goblins (D:1) 2 kobolds (D:1) 2 rats (D:1) 17 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: 0/0 109 | D:1 | Found a faded altar of an unknown god. 331 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 971 | D:2 | Reached skill level 1 in Fighting 971 | D:2 | Reached XP level 3. HP: 21/27 MP: 0/0 971 | D:2 | Learned a level 1 spell: Apportation 971 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: evilmike_arrival_crescent, layout_basic, shapermc_ecumenical_altar_rom_forum, chequers_serial_rivers_micro_d, item_on_display_a_b D:2: layout_loops_ring, minmay_pentomino_s2 Skill XL: | 1 2 | ---------------+-------+----- Fighting | 1 | 1.0 Dodging | | 2.6 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 || 22 Searing Ray || 9 Armour: Robe || 4 Dodge: Dodged || 1