Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 7623925769651381815 23 code13 the Magician (level 3, 23/27 HPs) Began as a Djinni Conjurer on Feb 21, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:44 (1004 turns). code13 the Magician (Djinni Conjurer) Turns: 1004, Time: 00:01:45 Health: 23/27 AC: 2 Str: 6 XL: 3 Next: 12% Gold: 42 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 42 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls c - 2 scrolls of immolation {unknown} e - a scroll of enchant weapon {unknown} h - a scroll of amnesia {unknown} l - a scroll of fear {unknown} Potions d - 2 potions of brilliance {unknown} f - a potion of curing {unknown} j - a potion of mutation {unknown} k - a potion of might {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: 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. Found a stone staircase leading down. There is a stone staircase leading down here. Found an escape hatch in the floor. Found a stone staircase leading down. There is a stone staircase leading down here. There is an escape hatch in the floor here. Found a great sword. You encounter an adder. You see here 18 gold pieces. 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 severely 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 (severely wounded, 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) 4 endoplasms A quokka (D:1) A bat (D:1) 2 frilled lizards 3 goblins A hobgoblin (D:1) 3 kobolds (D:1) 2 rats 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: 0/0 302 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 1004 | D:2 | Reached skill level 1 in Fighting 1004 | D:2 | Reached XP level 3. HP: 23/27 MP: 0/0 1004 | D:2 | Learned a level 1 spell: Freeze 1004 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: psy_arrival_basics, layout_loops_ring D:2: layout_loops_ring, angelslayer_ecumenical_altar_simple_liquid, eino_tiny_chamber 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 || 23 Searing Ray || 10 Armour: Robe || 2 Dodge: Dodged || 2