Dungeon Crawl Stone Soup version 0.34.0 (webtiles) character file. Game seed: 6022456349779604186 28 code13 the Magician (level 3, 22/27 HPs) Began as a Djinni Conjurer on Feb 9, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:02:39 (1209 turns). code13 the Magician (Djinni Conjurer) Turns: 1209, Time: 00:02:40 Health: 22/27 AC: 2 Str: 6 XL: 3 Next: 30% Gold: 83 EV: 11 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%) (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 83 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls c - a scroll of poison {unknown} e - 2 scrolls of identify {unknown} h - a scroll of enchant weapon {unknown} l - a scroll of noise {unknown} m - 3 scrolls of silence {unknown} Potions d - a potion of lignification {unknown} f - a potion of curing {unknown} j - a potion of ambrosia {unknown} k - a potion of cancellation {unknown} Skills: + Level 1.1 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 c - Kinetic Grapnel Frge 76% 1d7 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 (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. Restarting spell: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a rat (78% to hit) The searing ray hits the rat. You kill the rat! (Press . to maintain the ray.) Casting: Searing Ray (safe; 4% 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.) You stop channelling your searing ray. There is a stone staircase leading up here. You see here a rat corpse. You encounter an adder. An adder is nearby! Casting: Searing Ray (safe; 4% 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 (asleep, 100% to hit) The searing ray hits the adder! The adder is severely wounded. (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 (severely wounded, 63% to hit) The searing ray hits the adder! You kill the adder! (Press . to maintain the ray.) 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 Kinetic Grapnel 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) 3 endoplasms (D:1) 3 hobgoblins 3 ball pythons A bat (D:1) A frilled lizard (D:1) A goblin (D:1) 3 kobolds (D:1) A quokka (D:1) 2 rats 20 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: 0/0 195 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 1209 | D:2 | Reached skill level 1 in Fighting 1209 | D:2 | Reached XP level 3. HP: 22/27 MP: 0/0 1209 | D:2 | Learned a level 1 spell: Kinetic Grapnel 1209 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_short_road, layout_basic D:2: layout_loops_cross, serial_shops, nicolae_shop_trees Skill XL: | 1 2 | ---------------+-------+----- Fighting | 1 | 1.1 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 || 36 Searing Ray || 8 Armour: Robe || 1 Dodge: Dodged || 2