Dungeon Crawl Stone Soup version 0.34.0-21-g137ed264d3 (webtiles) character file. Game seed: 4095479205037041952 44 code13 the Magician (level 3, 4/27 HPs) Began as a Djinni Conjurer on Feb 25, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:16 (828 turns). code13 the Magician (Djinni Conjurer) Turns: 828, Time: 00:01:17 Health: 4/27 AC: 2 Str: 6 XL: 3 Next: 87% Gold: 89 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 89 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls c - 2 scrolls of fear {unknown} e - a scroll of vulnerability {unknown} h - 2 scrolls of identify {unknown} l - a scroll of poison {unknown} Potions d - a potion of brilliance {unknown} f - a potion of might {unknown} j - a potion of moonshine {unknown} k - 2 potions of curing {unknown} n - 2 potions of mutation {unknown} Skills: + Level 1.3 Fighting + Level 2.8 Dodging - Level 1.5 Stealth + Level 3.8 Spellcasting + Level 3.8 Conjurations - Level 3.8 Hexes - Level 3.8 Summonings - Level 3.8 Necromancy - Level 3.8 Translocations - Level 3.8 Forgecraft - Level 3.8 Fire Magic - Level 3.8 Ice Magic - Level 3.8 Air Magic - Level 3.8 Earth Magic - Level 3.8 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 80% 1d7 2% 1 b - Searing Ray Conj 40% 2d5 3% 2 c - Summon Small Mammal Summ 80% N/A 2% 1 d - Fulminant Prism Conj/Alch 10% 3d8 26% 4 g - Iskenderun's Mystic Conj/Tloc 20% 2d6 (+2d3 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 Aim: a gnoll, wielding a +0 spear (81% to hit) The searing ray misses the gnoll. The searing ray hits the gnoll. The gnoll is lightly wounded. The searing ray misses the gnoll. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The gnoll barely misses you. The searing ray hits the gnoll! The gnoll is severely wounded. The searing ray hits the gnoll. The gnoll is heavily wounded. The searing ray hits the gnoll! The gnoll is severely wounded. * * * LOW HITPOINT WARNING * * * The gnoll barely misses you. The searing ray hits the gnoll. The gnoll is severely wounded. The searing ray hits the gnoll. The gnoll is almost dead. The searing ray hits the gnoll. The gnoll is almost dead. * * * LOW HITPOINT WARNING * * * The gnoll hits you from afar with a +0 spear. * * * LOW HITPOINT WARNING * * * The searing ray hits the gnoll! You kill the gnoll! The searing ray hits the gnoll! You kill the gnoll! The searing ray hits the gnoll! You kill the gnoll! * * * LOW HITPOINT WARNING * * * You finish channelling your searing 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 Summon Small Mammal 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 4 gnolls (D:2) A dart slug (D:1) A ball python (D:1) 2 goblins (D:1) A kobold (D:1) 9 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: 0/0 409 | D:1 | Found a faded altar of an unknown god. 824 | D:2 | Reached XP level 2. HP: 10/22 MP: 0/0 828 | D:2 | Reached skill level 1 in Fighting 828 | D:2 | Reached XP level 3. HP: 4/27 MP: 0/0 828 | D:2 | Learned a level 1 spell: Summon Small Mammal 828 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: onia_arrival_pyramid, layout_basic, ebering_ecumenical_altar_mist D:2: layout_basic, nicolae_shop_vocational Skill XL: | 1 2 | ---------------+-------+----- Fighting | 1 | 1.3 Dodging | | 2.8 Stealth | | 1.5 Spellcasting | | 3.8 Conjurations | | 3.8 Hexes | | 3.8 Summonings | | 3.8 Necromancy | | 3.8 Translocations | | 3.8 Forgecraft | | 3.8 Fire Magic | | 3.8 Ice Magic | | 3.8 Air Magic | | 3.8 Earth Magic | | 3.8 Alchemy | | 3.8 Action || total ---------------------------++------- Cast: Magic Dart || 15 Searing Ray || 1 Armour: Robe || 2 Dodge: Dodged || 4