Dungeon Crawl Stone Soup version 0.34.0-21-g137ed264d3 (webtiles) character file. Game seed: 3331831564995457443 21 code13 the Magician (level 3, 12/26 HPs) Began as a Djinni Conjurer on Feb 24, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:02:28 (635 turns). code13 the Magician (Djinni Conjurer) Turns: 635, Time: 00:02:29 Health: 12/26 AC: 2 Str: 6 XL: 3 Next: 5% Gold: 5 EV: 5 Int: 27 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 ..... c - +6 ring of intelligence Stlth ++ (no ring) HPRegen 0.24/turn %: no passive effects @: flying, held 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 5 gold pieces. Inventory: Armour a - a +0 robe (worn) Jewellery b - a ring of protection from fire c - a +6 ring of intelligence (worn) Scrolls c - a scroll of teleportation {unknown} e - a scroll of blinking {unknown} h - a scroll of summoning {unknown} Potions d - 3 potions of mutation {unknown} f - a potion of enlightenment {unknown} j - 2 potions of haste {unknown} Skills: + Level 0.9 Fighting + Level 2.5 Dodging - Level 1.5 Stealth + Level 3.6 Spellcasting + Level 3.6 Conjurations - Level 3.6 Hexes - Level 3.6 Summonings - Level 3.6 Necromancy - Level 3.6 Translocations - Level 3.6 Forgecraft - Level 3.6 Fire Magic - Level 3.6 Ice Magic - Level 3.6 Air Magic - Level 3.6 Earth Magic - Level 3.6 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 96% 1d7 1% 1 b - Searing Ray Conj 48% 2d6 2% 2 c - Freeze Ice 96% 1d10 1% 1 d - Fulminant Prism Conj/Alch 12% 3d8 19% 4 g - Iskenderun's Mystic Conj/Tloc 24% 2d7 (+2d3 19% 4 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (2/15) Altars: Shops: D:1 ( 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 The ribbon worm is severely wounded. (Press . to maintain the ray.) You stop channelling your searing ray. Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a ribbon worm (severely wounded, catching its breath, 92% to hit) The searing ray misses the ribbon worm. (Press . to maintain the ray.) You stop channelling your searing ray. The ribbon worm bites you. Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a ribbon worm (heavily wounded, 92% to hit) The searing ray hits the ribbon worm. The ribbon worm is severely wounded. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The ribbon worm expels a string of sticky webbing. The stream of webbing hits you but does no damage. You stop channelling your searing ray. Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a ribbon worm (severely wounded, catching its breath, 92% to hit) The searing ray hits the ribbon worm! You kill the ribbon worm! (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * You have reached level 3! Your experience leads to an increase in your attributes! Your base attributes are Str 6, Int 19, Dex 11. 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 A ribbon worm (D:2) An endoplasm (D:1) 3 hobgoblins 3 quokkas (D:1) 4 ball pythons 2 frilled lizards (D:1) 3 goblins 2 kobolds (D:1) 2 rats (D:1) 21 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 97 | D:1 | Found Cuoghy's Weapon Boutique. 122 | D:1 | Reached XP level 2. HP: 11/22 MP: 0/0 635 | D:2 | Reached XP level 3. HP: 12/26 MP: 0/0 635 | D:2 | Learned a level 1 spell: Freeze 635 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: psy_arrival_basics, layout_rooms, serial_shops, nicolae_shop_bloodbath_and_beyond D:2: minmay_chambers_of_ones, layout_loops_ring, chequers_jeans, minmay_pentomino_s2, uniq_natasha Action || total ---------------------------++------- Cast: Magic Dart || 36 Searing Ray || 12 Armour: Robe || 2 Dodge: Dodged || 2