Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 8020877094967584405 22 code13 the Magician (level 3, 12/27 HPs) Began as a Djinni Conjurer on Feb 25, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:00:56 (839 turns). code13 the Magician (Djinni Conjurer) Turns: 839, Time: 00:00:57 Health: 12/27 AC: 3 Str: 6 XL: 3 Next: 7% Gold: 46 EV: 10 Int: 21 God: SH: 0 Dex: 11 rFire + + . (33%) - Nothing wielded rCold x . . (150%) (no offhand) rNeg . . . (100%) d - +0 leather armour 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 46 gold pieces. Inventory: Missiles b - 2 throwing nets {!f} c - 7 poisoned darts Armour a - a +0 robe d - a +0 leather armour (worn) Scrolls c - 3 scrolls of identify {unknown} e - a scroll of revelation {unknown} h - a scroll of enchant weapon {unknown} Potions d - a potion of mutation {unknown} f - a potion of curing {unknown} j - a potion of might {unknown} k - a potion of enlightenment {unknown} Skills: + Level 1.0 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 4% 1 b - Searing Ray Conj 38% 2d5 6% 2 c - Summon Small Mammal Summ 76% N/A 4% 1 d - Fulminant Prism Conj/Alch 9% 3d7 38% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 38% 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: an adder (moderately wounded, 63% to hit) The searing ray misses the adder. (Press . to maintain the ray.) The adder barely misses you. You stop channelling your searing ray. The adder closely misses you. Casting: Searing Ray (safe; 8% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 8% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an adder (moderately wounded, 63% to hit) The searing ray hits the adder. The adder is almost dead. (Press . to maintain the ray.) The adder bites you. You stop channelling your searing ray. The adder bites you but does no damage. x2 Casting: Searing Ray (safe; 8% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 8% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an adder (almost dead, 63% to hit) You miscast Searing Ray. Nothing appears to happen. * * * LOW HITPOINT WARNING * * * The adder barely misses you. Casting: Searing Ray (safe; 8% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 8% 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.) * * * 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 An adder (D:2) 3 endoplasms 4 hobgoblins (D:1) A ball python (D:1) A bat (D:1) 2 goblins A kobold (D:1) 13 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: 0/0 162 | D:1 | Found a faded altar of an unknown god. 221 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 839 | D:2 | Reached skill level 1 in Fighting 839 | D:2 | Reached XP level 3. HP: 12/27 MP: 0/0 839 | D:2 | Learned a level 1 spell: Summon Small Mammal 839 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_tiny_a, layout_loops_cross, hellmonk_ecumenical_altar_heavens_door D:2: minmay_evil_eye, layout_loops_corners, basic_altar Skill XL: | 1 2 | ---------------+-------+----- Fighting | 1 | 1.0 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 || 24 Searing Ray || 9 Armour: Leather armour || 4 Dodge: Dodged || 4