Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 4340860276160873278 27 code13 the Magician (level 3, 23/27 HPs) Began as a Djinni Conjurer on Feb 14, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:17 (774 turns). code13 the Magician (Djinni Conjurer) Turns: 774, Time: 00:01:18 Health: 23/27 AC: 2 Str: 6 XL: 3 Next: 25% Gold: 76 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 76 gold pieces. Inventory: Missiles b - 6 poisoned darts Armour a - a +0 robe (worn) c - a +0 leather armour Scrolls c - a scroll of identify {unknown} d - a scroll of fog {unknown} e - a scroll of blinking {unknown} h - a scroll of teleportation {unknown} j - a scroll of vulnerability {unknown} Potions f - a potion of curing {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 - Summon Small Mammal Summ 76% N/A 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 You stop channelling your searing ray. You now have 65 gold pieces (gained 7). Things that are here: a +0 mace; a hobgoblin corpse; a hobgoblin corpse You now have 76 gold pieces (gained 11). You encounter an adder. 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 heavily 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. Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an adder (heavily wounded, 100% to hit) The magic dart hits the adder. The adder is severely wounded. 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 (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 Summon Small Mammal 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 2 adders (D:2) 2 endoplasms (D:1) 2 hobgoblins (D:2) 2 quokkas (D:1) A bat (D:1) A kobold (D:1) 10 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: 0/0 623 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 774 | D:2 | Reached skill level 1 in Fighting 774 | D:2 | Reached XP level 3. HP: 23/27 MP: 0/0 774 | D:2 | Learned a level 1 spell: Summon Small Mammal 774 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: ldierk_walled_garden, layout_loops_ring D:2: layout_loops_corners, serial_shops, nicolae_shop_tiny_waterfront, chequers_mini_garden, uniq_jessica 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 || 22 Searing Ray || 3