Dungeon Crawl Stone Soup version 0.34.0 (webtiles) character file. Game seed: 7615657901047992832 25 code13 the Magician (level 3, 13/27 HPs) Began as a Djinni Conjurer on Feb 9, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:41 (732 turns). code13 the Magician (Djinni Conjurer) Turns: 732, Time: 00:01:42 Health: 13/27 AC: 2 Str: 6 XL: 3 Next: 17% Gold: 63 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . (33%) b - staff of alchemy 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 63 gold pieces. Inventory: Missiles c - 6 poisoned darts Armour a - a +0 robe (worn) Magical Staves b - a staff of alchemy (weapon) Scrolls c - a scroll of teleportation {unknown} Potions d - a potion of might {unknown} f - a potion of haste {unknown} j - a potion of berserk rage {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 c - Freeze Ice 76% 1d8 2% 1 d - Fulminant Prism Conj/Alch 14% 3d8 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 Press: ? - help, Shift-Dir - straight line Aim: an adder (63% to hit) The searing ray hits the adder! The adder is severely wounded. (Press . to maintain the ray.) 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 (severely wounded, 63% to hit) The searing ray misses the adder. (Press . to maintain the ray.) The adder barely misses 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 (severely wounded, 63% to hit) The searing ray hits the adder. The adder is almost dead. (Press . to maintain the ray.) The adder barely misses you. x2 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) The searing ray hits the adder. You kill the adder! (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * 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 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) 4 endoplasms (D:1) 2 hobgoblins (D:1) 2 ball pythons 2 frilled lizards (D:1) A goblin (D:1) 2 kobolds (D:1) 2 quokkas (D:1) A rat (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: 0/0 222 | D:1 | Reached XP level 2. HP: 18/22 MP: 0/0 732 | D:2 | Reached skill level 1 in Fighting 732 | D:2 | Reached XP level 3. HP: 13/27 MP: 0/0 732 | D:2 | Learned a level 1 spell: Freeze 732 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: lightli_arrival_flooded_house, layout_basic D:2: layout_rooms, serial_shops, nicolae_shop_bimaterial_pillars, uniq_robin 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 || 28 Searing Ray || 7 Armour: Robe || 1 Dodge: Dodged || 4