Dungeon Crawl Stone Soup version 0.34.0-21-g137ed264d3 (webtiles) character file. Game seed: 9781089468375208885 30 code13 the Magician (level 3, 27/27 HPs) Began as a Djinni Conjurer on Feb 24, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:03:05 (938 turns). code13 the Magician (Djinni Conjurer) Turns: 938, Time: 00:03:05 Health: 27/27 AC: 2 Str: 6 XL: 3 Next: 37% Gold: 113 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 113 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls c - 2 scrolls of identify {unknown} e - a scroll of vulnerability {unknown} h - a scroll of noise {unknown} j - a scroll of torment {unknown} k - a scroll of fog {unknown} Potions d - a potion of moonshine {unknown} f - 2 potions of might {unknown} Skills: + Level 1.1 Fighting + Level 2.7 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 - Kinetic Grapnel Frge 76% 1d7 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: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 Press: ? - help, Shift-Dir - straight line Aim: a jackal (100% to hit) The magic dart hits the jackal. The jackal is heavily wounded. Casting: Magic Dart (safe; 2% 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 jackal (heavily wounded, 72% to hit) The searing ray hits the jackal! You kill the jackal! (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: a jackal (72% to hit) The searing ray hits the jackal. The jackal is severely wounded. (Press . to maintain the ray.) The jackal bites you. You stop channelling your searing ray. The jackal bites you. The jackal barely 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: a jackal (severely wounded, 72% to hit) The searing ray hits the jackal. You kill the jackal! (Press . to maintain the ray.) You stop channelling your searing ray. You now have 106 gold pieces (gained 16). Found a leather armour. You now have enough gold to buy a potion of heal wounds on D:1. You can access your shopping list by pressing '$'. You now have 113 gold pieces (gained 7). Found a stone staircase leading down. 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:2) 7 jackals (D:2) 2 quokkas (D:1) A bat (D:2) 4 endoplasms A frilled lizard (D:2) A goblin (D:1) 3 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: 0/0 319 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 377 | D:1 | Found Jeic's Distillery. 595 | D:2 | Reached XP level 3. HP: 20/26 MP: 0/0 595 | D:2 | Learned a level 1 spell: Kinetic Grapnel 732 | D:2 | Reached skill level 1 in Fighting 938 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: lemuel_arrival_lava_pool, layout_rooms, serial_shops, shop_statue D:2: layout_rooms, minmay_misc_feat_square, minmay_misc_feat_roman Skill XL: | 1 2 3 | ---------------+----------+----- Fighting | 1 | 1.1 Dodging | | 2.7 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 || 25 Searing Ray || 14 Armour: Robe || 9 Dodge: Dodged || 4