Dungeon Crawl Stone Soup version 0.34.0-21-g137ed264d3 (webtiles) character file. Game seed: 786938741264762088 35 code13 the Magician (level 3, 14/27 HPs) Began as a Djinni Conjurer on Feb 25, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:00:55 (423 turns). code13 the Magician (Djinni Conjurer) Turns: 423, Time: 00:00:56 Health: 14/27 AC: 2 Str: 6 XL: 3 Next: 52% Gold: 21 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 21 gold pieces. Inventory: Missiles b - 7 poisoned darts Armour a - a +0 robe (worn) c - a +0 leather armour Wands b - a wand of light (14) Scrolls c - a scroll of identify {unknown} Skills: + Level 1.2 Fighting + Level 2.7 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 76% 1d6 2% 1 b - Searing Ray Conj 38% 2d5 3% 2 c - Summon Small Mammal Summ 76% N/A 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: Annotations: D:2 1 runed translucent door, Crazy Yiuf 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 . to maintain the ray.) You stop channelling your searing ray. The clockroach bites you. Casting: Searing Ray (safe; 5% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 5% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a clockroach (damage-immune at range, 78% to hit) The searing ray hits the clockroach! The clockroach is severely wounded. (Press . to maintain the ray.) The clockroach bites you but does no damage. You stop channelling your searing ray. The clockroach bites you. Casting: Searing Ray (safe; 5% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 5% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a clockroach (severely wounded, damage-immune at range, 78% to hit) The searing ray hits the clockroach. The clockroach is almost dead. (Press . to maintain the ray.) The clockroach bites you. You stop channelling your searing ray. The clockroach barely misses you. The clockroach closely misses you. Casting: Searing Ray (safe; 5% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 5% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a clockroach (almost dead, damage-immune at range, 78% to hit) The searing ray hits the clockroach! You kill the clockroach! (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * 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 A clockroach (D:2) 2 endoplasms A hobgoblin (D:2) A quokka (D:2) A ball python (D:2) A frilled lizard (D:2) A goblin (D:1) 2 kobolds (D:1) 10 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: 0/0 160 | D:1 | You are sucked into a shaft and drop 1 floor! 237 | D:2 | Reached XP level 2. HP: 22/22 MP: 0/0 394 | D:2 | Encountered Crazy Yiuf 423 | D:2 | Reached skill level 1 in Fighting 423 | D:2 | Reached XP level 3. HP: 14/27 MP: 0/0 423 | D:2 | Learned a level 1 spell: Summon Small Mammal 423 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: minmay_arrival_shoal_huts, layout_basic D:2: layout_loops_corners, hangedman_abyss_or_decor_lesser_grid, uniq_crazy_yiuf_cottage Skill XL: | 1 2 | ---------------+-------+----- Fighting | 1 | 1.2 Dodging | | 2.7 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 || 11 Searing Ray || 6 Armour: Robe || 4 Dodge: Dodged || 2