Dungeon Crawl Stone Soup version 0.34.0 (webtiles) character file. Game seed: 14557392239759415451 21 code13 the Magician (level 3, 16/26 HPs) Began as a Djinni Conjurer on Feb 7, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:39 (839 turns). code13 the Magician (Djinni Conjurer) Turns: 839, Time: 00:01:39 Health: 16/26 AC: 3 Str: 6 XL: 3 Next: 5% Gold: 35 EV: 8 Int: 21 God: SH: 0 Dex: 11 rFire + + . (33%) - Nothing wielded rCold x . . (150%) (no offhand) rNeg . . . (100%) a - +0 robe rPois ∞ (0%) (no helmet) rElec . (100%) (no cloak) rCorr . (100%) d - +0 pair of gloves SInv . (no amulet) Will ..... c - +5 ring of evasion Stlth ++ (no ring) HPRegen 0.24/turn %: no passive effects @: flying, held 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 35 gold pieces. Inventory: Missiles b - 8 poisoned darts Armour a - a +0 robe (worn) d - a +0 pair of gloves (worn) Jewellery c - a +5 ring of evasion (worn) Scrolls c - 3 scrolls of vulnerability {unknown} Potions d - 3 potions of berserk rage {unknown} f - a potion of enlightenment {unknown} j - 2 potions of lignification {unknown} k - a potion of cancellation {unknown} l - a potion of mutation {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 d - Fulminant Prism Conj/Alch 9% 3d7 28% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 28% 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 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: a ribbon worm (heavily wounded, 92% to hit) The searing ray hits the ribbon worm. The ribbon worm is severely wounded. (Press . to maintain the ray.) The ribbon worm expels a string of sticky webbing. The stream of webbing hits you but does no damage. 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: a ribbon worm (severely wounded, catching its breath, 92% to hit) The searing ray hits the ribbon worm. The ribbon worm 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: a ribbon worm (almost dead, catching its breath, 92% to hit) The searing ray hits the ribbon worm. The ribbon worm 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: a ribbon worm (almost dead, catching its breath, 92% to hit) The searing ray hits the ribbon worm! You kill the ribbon worm! (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 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 A ribbon worm (D:2) A dart slug (D:1) 4 endoplasms A hobgoblin (D:1) 4 ball pythons (D:1) 3 bats (D:1) A frilled lizard (D:1) 2 goblins (D:1) A kobold (D:1) 3 rats 21 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: 0/0 135 | D:1 | Reached XP level 2. HP: 17/22 MP: 0/0 839 | D:2 | Reached XP level 3. HP: 16/26 MP: 0/0 839 | D:2 | Learned a level 1 spell: Apportation 839 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: elethiomel_arrival_maze, layout_loops_ring, wad_floor_pattern_2 D:2: layout_loops_ring, minmay_splitting_lines Action || total ---------------------------++------- Cast: Magic Dart || 36 Searing Ray || 6 Armour: Robe || 2 Dodge: Dodged || 1