Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 2956716743546799688 28 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 00:02:27 (1026 turns). code13 the Magician (Djinni Conjurer) Turns: 1026, Time: 00:02:28 Health: 21/27 AC: 2 Str: 6 XL: 3 Next: 27% Gold: 54 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 54 gold pieces. Inventory: Armour a - a +0 robe (worn) b - a +0 leather armour Scrolls c - 5 scrolls of identify {unknown} e - a scroll of poison {unknown} h - a scroll of enchant weapon {unknown} m - a scroll of noise {unknown} Potions d - a potion of magic {unknown} f - 3 potions of brilliance {unknown} j - a potion of enlightenment {unknown} k - a potion of moonshine {unknown} l - 2 potions of lignification {unknown} n - 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 - 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: 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 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 (asleep, 100% to hit) The magic dart hits the adder. The adder is lightly wounded. The adder hisses angrily. 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 (lightly wounded, 100% to hit) The magic dart hits the adder. The adder is moderately 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 (moderately wounded, 63% to hit) The searing ray hits the adder! The adder is almost dead. (Press . to maintain the ray.) You stop channelling your searing ray. 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 (almost dead, 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 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) A dart slug (D:1) A ribbon worm (D:2) An endoplasm (D:1) A quokka (D:1) 2 ball pythons (D:1) 5 bats 3 frilled lizards (D:1) A goblin (D:2) 3 kobolds (D:1) A rat (D:1) 20 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: 0/0 188 | D:1 | Found a faded altar of an unknown god. 199 | D:1 | Reached XP level 2. HP: 18/22 MP: 0/0 1026 | D:2 | Reached skill level 1 in Fighting 1026 | D:2 | Reached XP level 3. HP: 21/27 MP: 0/0 1026 | D:2 | Learned a level 1 spell: Freeze 1026 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_orchard, layout_loops_ring, shapermc_ecumenical_altar_ellora, amcnicky_mini_rare_corridor_liquid D:2: layout_basic, uniq_sigmund 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 || 31 Searing Ray || 8 Armour: Robe || 4 Dodge: Dodged || 6