Dungeon Crawl Stone Soup version 0.34.0-21-g137ed264d3 (webtiles) character file. Game seed: 16670059342638777857 27 code13 the Magician (level 3, 22/27 HPs) Began as a Djinni Conjurer on Feb 25, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:23 (946 turns). code13 the Magician (Djinni Conjurer) Turns: 946, Time: 00:01:24 Health: 22/27 AC: 5 Str: 6 XL: 3 Next: 25% Gold: 13 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%) c - +2 helmet rElec . (100%) (no cloak) rCorr . (100%) (no gloves) SInv + (no amulet) Will ..... d - ring of see invisible 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 13 gold pieces. Inventory: Armour a - a +0 robe (worn) c - a +2 helmet (worn) Jewellery d - a ring of see invisible (worn) Scrolls c - a scroll of noise {unknown} e - a scroll of enchant armour {unknown} h - a scroll of amnesia {unknown} k - a scroll of fear {unknown} Potions d - a potion of lignification {unknown} f - a potion of magic {unknown} j - a potion of heal wounds {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 - Poisonous Vapours Alch/Air 76% 1d3 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: 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 Search for what [? for help]? Okay, then. Unknown command. Search for what [? for help]? . You start putting on your armour. You continue putting on your +2 helmet. x5 You finish putting on your +2 helmet. You drop an orb of attunement. What level of the Dungeon? (default 1, ? - help) There is an open door here. There is a stone staircase leading down here. You fly downwards. You encounter an adder and an endoplasm. There is a stone staircase leading up here. There are monsters nearby! 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 (asleep, 100% to hit) The searing ray hits the adder. The adder is heavily wounded. The adder hisses angrily. (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 (heavily 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 Poisonous Vapours wells up from within. Spell assigned to 'c'. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) # .# . .###.# ###.... ##...# #.@# #.....# ..........# ####..###..# ..# .J.. ..# .#.# ... # . ##.# You could see an endoplasm (asleep). Vanquished Creatures An adder (D:2) A dart slug (D:1) 2 endoplasms (D:1) A hobgoblin (D:1) 4 jackals (D:1) 2 ball pythons (D:1) 3 bats (D:1) A goblin (D:1) A kobold (D:1) 2 rats (D:1) 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: 0/0 118 | D:1 | Reached XP level 2. HP: 10/22 MP: 0/0 597 | D:1 | Found Huhism's Armour Emporium. 946 | D:2 | Reached skill level 1 in Fighting 946 | D:2 | Reached XP level 3. HP: 22/27 MP: 0/0 946 | D:2 | Learned a level 1 spell: Poisonous Vapours 946 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: minmay_arrival_nine_rooms, layout_basic, serial_shops, shop, chequers_decorated_corner, minmay_pentomino_u2, minmay_stone_trees_large, grunt_decor_fettered D:2: layout_rooms, minivault_23, serial_park_tiny_2 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 || 22 Searing Ray || 11 Armour: Robe || 2 Dodge: Dodged || 2