Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 7667974232445330813 35 code13 the Magician (level 3, 2/27 HPs) Began as a Djinni Conjurer on Feb 20, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:30 (461 turns). code13 the Magician (Djinni Conjurer) Turns: 461, Time: 00:01:30 Health: 2/27 AC: 2 Str: 6 XL: 3 Next: 55% Gold: 11 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 31 gold pieces. You spent 20 gold pieces at shops. Inventory: Armour a - a +0 robe (worn) Scrolls c - a scroll of teleportation {unknown} e - a scroll of noise {unknown} i - 2 scrolls of identify {@r1} h - a scroll of fear {unknown} Potions d - a potion of brilliance {unknown} f - 3 potions of curing {unknown} j - a potion of ambrosia {unknown} k - 2 potions of heal wounds {unknown} Skills: + Level 1.2 Fighting + Level 2.7 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 76% 1d6 2% 1 b - Searing Ray Conj 38% 2d5 3% 2 c - Freeze Ice 76% 1d8 2% 1 d - Fulminant Prism Conj/Alch 9% 3d6 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: Shops: D:2 ? 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. Terence closely misses you. 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: Terence, wielding a +0 short sword and wearing a +0 scale mail (heavily wounded, 81% to hit) The searing ray hits Terence. Terence is heavily wounded. (Press . to maintain the ray.) Terence hits you with a +0 short sword. You stop channelling your searing ray. Terence completely misses you. 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: Terence, wielding a +0 short sword and wearing a +0 scale mail (heavily wounded, 81% to hit) The searing ray hits Terence! Terence is almost dead. (Press . to maintain the ray.) Terence hits you with a +0 short sword. * * * LOW HITPOINT WARNING * * * You stop channelling your searing ray. Terence hits you with a +0 short sword. * * * LOW HITPOINT WARNING * * * 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: Terence, wielding a +0 short sword and wearing a +0 scale mail (almost dead, 81% to hit) The searing ray hits Terence. You kill Terence! (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 Terence (D:2) An endoplasm (D:1) A hobgoblin (D:2) 3 jackals (D:1) 4 kobolds A rat (D:1) 11 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: 0/0 321 | D:1 | Reached XP level 2. HP: 18/22 MP: 0/0 377 | D:1 | You are sucked into a shaft and drop 1 floor! 378 | D:2 | Found Noemude's Magic Scroll Shop. 384 | D:2 | Bought a scroll of identify for 20 gold pieces 449 | D:2 | Encountered Terence 460 | D:2 | Killed Terence 461 | D:2 | Reached skill level 1 in Fighting 461 | D:2 | Reached XP level 3. HP: 2/27 MP: 0/0 461 | D:2 | Learned a level 1 spell: Freeze 461 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: angelslayer_arrival_single_sparkle, layout_basic D:2: layout_loops_ring, dreamdust_ecumenical_altar_hidden_monk_grotto, serial_shops, shop, uniq_terence Skill XL: | 1 2 | ---------------+-------+----- Fighting | 1 | 1.2 Dodging | | 2.7 Stealth | | 1.5 Spellcasting | | 3.8 Conjurations | | 3.8 Hexes | | 3.8 Summonings | | 3.8 Necromancy | | 3.8 Translocations | | 3.8 Forgecraft | | 3.8 Fire Magic | | 3.8 Ice Magic | | 3.8 Air Magic | | 3.8 Earth Magic | | 3.8 Alchemy | | 3.8 Action || total ---------------------------++------- Cast: Magic Dart || 21 Searing Ray || 7 Armour: Robe || 4 Dodge: Dodged || 6