Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 6733017562831787949 21 code13 the Magician (level 3, 14/25 HPs) Began as a Djinni Conjurer on Feb 18, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:02:01 (1055 turns). code13 the Magician (Djinni Conjurer) Turns: 1055, Time: 00:02:02 Health: 14/25 AC: 3 Str: 6 XL: 3 Next: 2% Gold: 93 EV: 10 Int: 21 God: SH: 0 Dex: 11 rFire + + . (33%) - Nothing wielded rCold x . . (150%) (no offhand) rNeg . . . (100%) c - +0 leather armour 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 93 gold pieces. Inventory: Armour a - a +0 robe b - an orb of attunement c - a +0 leather armour (worn) Wands p - a wand of polymorph (6) Scrolls c - 2 scrolls of noise {unknown} d - a scroll of identify {unknown} e - a scroll of fear {unknown} h - a scroll of poison {unknown} Potions j - a potion of enlightenment {unknown} k - a potion of heal wounds {unknown} Skills: + Level 0.2 Fighting + Level 2.3 Dodging - Level 1.5 Stealth + Level 3.8 Spellcasting + Level 3.8 Conjurations + Level 3.8 Hexes + Level 3.8 Summonings + Level 3.8 Necromancy + Level 3.8 Translocations + Level 3.8 Forgecraft + Level 3.8 Fire Magic + Level 3.8 Ice Magic + Level 3.8 Air Magic + Level 3.8 Earth Magic + Level 3.8 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 80% 1d7 4% 1 b - Searing Ray Conj 40% 2d5 6% 2 c - Summon Small Mammal Summ 80% N/A 4% 1 d - Fulminant Prism Conj/Alch 10% 3d8 36% 4 g - Iskenderun's Mystic Conj/Tloc 20% 2d6 (+2d3 36% 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 * * * LOW HITPOINT WARNING * * * Casting: Searing Ray (safe; 8% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 8% 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.) * * * LOW HITPOINT WARNING * * * The adder bites you. * * * LOW HITPOINT WARNING * * * The adder bites you. * * * LOW HITPOINT WARNING * * * Casting: Searing Ray (safe; 8% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You don't have enough health to cast this spell. It was a potion of curing. You feel better. f -> c - a potion of curing You stop channelling your searing ray. The adder closely misses you. You feel better. You encounter a jackal. The adder bites you. Casting: Searing Ray (safe; 8% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 8% 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! The searing ray misses the jackal. (Press . to maintain the ray.) The jackal barks! 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'. Unknown command. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) #..##...:.....#.## #......##.#####.# ###..######.# #.# #........##.# #+# #.#.........# #.##.###.#### # #.##...# #.###.##.#....# ..h..h.@...#..# .<###.##.###..### ######....ß.##### ###...PP...P.PP..## #..PP..........P..♣ #####'########.#### #.....ß.##....P..# #.ß.†...##..P....# #♣.P_...##..P.Pß.# You could see 2 jackals. Vanquished Creatures An adder (D:2) An endoplasm (D:1) 2 hobgoblins (D:1) A jackal (D:2) 2 quokkas (D:1) 2 bats 2 kobolds (D:1) A rat (D:1) 12 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: 0/0 325 | D:1 | Reached XP level 2. HP: 16/21 MP: 0/0 994 | D:2 | Found a faded altar of an unknown god. 1051 | D:2 | HP: 1/21 [adder (2)] 1055 | D:2 | Reached XP level 3. HP: 14/25 MP: 0/0 1055 | D:2 | Learned a level 1 spell: Summon Small Mammal 1055 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: minmay_arrival_diagonal_passages, layout_basic, grunt_decor_junction, kennysheep_another_room, chequers_big_river, fountainhead, hangedman_decor_growths D:2: layout_loops_corners, chequers_ecumenical_altar_lobes Action || total ---------------------------++------- Cast: Magic Dart || 24 Searing Ray || 7 Drink: Curing || 2 Armour: Robe || 1 Leather armour || 6 Dodge: Dodged || 2