Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 15661495036655904123 24 code13 the Magician (level 3, 21/27 HPs) Began as a Djinni Conjurer on Feb 19, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:58 (892 turns). code13 the Magician (Djinni Conjurer) Turns: 892, Time: 00:01:59 Health: 21/27 AC: 2 Str: 6 XL: 3 Next: 15% Gold: 75 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 75 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls c - a scroll of poison {unknown} e - a scroll of fear {unknown} Potions d - a potion of lignification {unknown} f - 2 potions of curing {unknown} j - a potion of magic {unknown} k - a potion of ambrosia {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:1 2 transporters 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 encounter a gnoll. It is wielding a +0 club and quivering 2 throwing nets. 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: a gnoll, wielding a +0 club and quivering 2 throwing nets (wandering, hasn't noticed you, 100% to hit) The magic dart hits the gnoll. The gnoll is lightly wounded. 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: a gnoll, wielding a +0 club and quivering 2 throwing nets (lightly wounded, 100% to hit) The magic dart hits the gnoll. The gnoll is lightly wounded. You encounter a gnoll. It is wielding a +0 whip and quivering a throwing net. 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: a gnoll, wielding a +0 club and quivering 2 throwing nets (lightly wounded, 100% to hit) The magic dart hits the gnoll. The gnoll is heavily 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: a gnoll, wielding a +0 club and quivering 2 throwing nets (heavily wounded, 81% to hit) The searing ray hits the gnoll! You kill the gnoll! (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 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".) .. .. .. ..# #.###.##.###..# .............# ...j....)..# #......... #.).....# #.......#... #..@....... #.#..#.#... .. #..# ... ...# ..# #... # #.... #.... ...... You could see a gnoll (wandering). Vanquished Creatures A gnoll (D:2) 4 hobgoblins (D:1) 2 ball pythons (D:2) 2 bats 2 endoplasms (D:1) 2 frilled lizards (D:1) A goblin (D:1) 4 kobolds 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: 0/0 343 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 892 | D:2 | Reached skill level 1 in Fighting 892 | D:2 | Reached XP level 3. HP: 21/27 MP: 0/0 892 | D:2 | Learned a level 1 spell: Freeze 892 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: spicycebolla_arrival_transporter_tutorial, layout_basic D:2: layout_basic, dreamdust_wishing_well 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 || 24 Searing Ray || 7