Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 1314138537240733860 23 code13 the Magician (level 3, 12/27 HPs) Began as a Djinni Conjurer on Feb 16, 2026. Quit the game on level 1 of the Dungeon. The game lasted 00:04:01 (1039 turns). code13 the Magician (Djinni Conjurer) Turns: 1039, Time: 00:04:02 Health: 12/27 AC: 2 Str: 6 XL: 3 Next: 10% Gold: 67 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + + (20%) b - staff of fire rCold x . . (150%) (no offhand) rNeg + . . (50%) a - +0 robe rPois ∞ (0%) (no helmet) rElec . (100%) (no cloak) rCorr . (100%) (no gloves) SInv . (no amulet) Will ..... c - ring of positive energy 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 1 of the Dungeon. You visited 1 branch of the dungeon, and saw 2 of its levels. You collected 67 gold pieces. Inventory: Armour a - a +0 robe (worn) Magical Staves b - a staff of fire (weapon) Jewellery c - a ring of positive energy (worn) Scrolls c - a scroll of teleportation {unknown} e - a scroll of identify {unknown} Potions d - a potion of attraction {unknown} f - a potion of enlightenment {unknown} j - a potion of curing {unknown} k - a potion of moonshine {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 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: Annotations: D:2 Sigmund, Terence 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 There is a stone staircase leading up here. 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 (wandering, hasn't noticed you, 63% to hit) The searing ray misses the adder. (Press . to maintain the ray.) The adder hisses angrily. The adder bites 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 (63% to hit) The searing ray hits the adder. The adder is heavily wounded. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The adder bites you but does no damage. You stop channelling your searing ray. The adder misses you. You fly upwards. There is a stone staircase leading down here. 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 (heavily wounded, 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:1) A dart slug (D:1) A hobgoblin (D:1) 2 ball pythons (D:1) 2 bats (D:1) A frilled lizard (D:2) 5 goblins 3 kobolds 2 rats (D:1) 18 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: 0/0 334 | D:1 | Reached XP level 2. HP: 13/22 MP: 0/0 878 | D:2 | Encountered Sigmund 879 | D:2 | Encountered Terence 1039 | D:1 | Reached skill level 1 in Fighting 1039 | D:1 | Reached XP level 3. HP: 12/27 MP: 0/0 1039 | D:1 | Learned a level 1 spell: Freeze 1039 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: ncdulo_smallfort, layout_loops_corners D:2: layout_basic, uniq_sigmund, uniq_terence 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 || 33 Searing Ray || 8 Armour: Robe || 8 Dodge: Dodged || 2