Dungeon Crawl Stone Soup version 0.34.0-21-g137ed264d3 (webtiles) character file. Game seed: 18015965345939641709 26 code13 the Magician (level 3, 18/27 HPs) Began as a Djinni Conjurer on Feb 25, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:09 (810 turns). code13 the Magician (Djinni Conjurer) Turns: 810, Time: 00:01:09 Health: 18/27 AC: 2 Str: 6 XL: 3 Next: 22% Gold: 100 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 100 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls c - a scroll of revelation {unknown} e - 3 scrolls of identify {unknown} h - a scroll of vulnerability {unknown} j - 2 scrolls of teleportation {unknown} k - a scroll of torment {unknown} l - a scroll of fear {unknown} Potions d - 2 potions of attraction {unknown} f - a potion of invisibility {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 - Kiss of Death Conj/Necr 76% 2d11 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 an open door here. You reach down and open the door. You encounter an adder. The adder hisses angrily. Found a scale mail, 12 gold pieces and a dagger. 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 (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. The adder is almost dead. (Press . to maintain the ray.) The adder bites you. The adder closely misses you. You stop channelling your searing ray. The adder bites 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: 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 Kiss of Death 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:2) 5 endoplasms A hobgoblin (D:2) A quokka (D:1) 2 ball pythons (D:1) 2 bats (D:1) A frilled lizard (D:1) 2 kobolds (D:1) A rat (D:1) 17 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: 0/0 268 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 810 | D:2 | Reached skill level 1 in Fighting 810 | D:2 | Reached XP level 3. HP: 18/27 MP: 0/0 810 | D:2 | Learned a level 1 spell: Kiss of Death 810 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_water_temple_mockup, layout_loops_ring D:2: minmay_razor_zed, layout_basic, serial_shops, nicolae_shop_advertising_works [nicolae_subvault_shop_adworks], grunt_ministairs_13, uniq_robin 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 || 23 Searing Ray || 13 Armour: Robe || 4 Dodge: Dodged || 3