Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 12084775303056380 21 code13 the Magician (level 3, 18/26 HPs) Began as a Djinni Conjurer on Jan 29, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:02:00 (523 turns). code13 the Magician (Djinni Conjurer) Turns: 523, Time: 00:02:01 Health: 18/26 AC: 2 Str: 6 XL: 3 Next: 2% Gold: 50 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 50 gold pieces. Inventory: Armour a - a +0 robe (worn) b - a +0 cloak f - a +0 leather armour Scrolls d - 3 scrolls of noise {unknown} e - a scroll of acquirement {unknown} g - 2 scrolls of identify {unknown} Potions c - a potion of mutation {unknown} h - 3 potions of curing {unknown} i - a potion of heal wounds {unknown} j - a potion of magic {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 - Freeze Ice 76% 1d8 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 An adder comes into view. Found a stone staircase leading up. 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: an adder (asleep, 100% to hit) The magic dart hits the adder. The adder is severely wounded. The adder hisses angrily. 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. You can't see any susceptible monsters within range! (Use Z to cast anyway.) The adder barely misses you. 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 (heavily wounded, 63% to hit) The searing ray misses the adder. (Press . to maintain the ray.) The adder closely misses you. The adder bites you. 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 (heavily wounded, 63% to hit) The searing ray hits the adder! You kill the adder! (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 Freeze 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 An adder (D:2) A dart slug (D:1) A giant cockroach (D:1) A hobgoblin (D:2) A quokka (D:1) A ball python (D:1) A bat (D:1) A frilled lizard (D:1) 2 goblins (D:1) 2 kobolds (D:1) 2 rats (D:1) 14 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: 0/0 188 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 523 | D:2 | Reached XP level 3. HP: 18/26 MP: 0/0 523 | D:2 | Learned a level 1 spell: Freeze 523 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: ncdulo_wetmaze, layout_rooms D:2: layout_loops_ring, basic_ecumenical_altar, serial_shops, nicolae_shop's_first_dollar, chequers_serial_rivers_large_a Action || total ---------------------------++------- Cast: Magic Dart || 27 Searing Ray || 2 Armour: Robe || 4 Dodge: Dodged || 2