Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 5370691846231130120 21 code13 the Magician (level 3, 25/26 HPs) Began as a Djinni Conjurer on Feb 25, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:14 (1170 turns). code13 the Magician (Djinni Conjurer) Turns: 1170, Time: 00:01:14 Health: 25/26 AC: 2 Str: 6 XL: 3 Next: 2% Gold: 41 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + + (20%) b - staff of fire 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 +.... c - ring of willpower 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 41 gold pieces. Inventory: Armour a - a +0 robe (worn) Magical Staves b - a staff of fire (weapon) Jewellery c - a ring of willpower (worn) Scrolls c - 3 scrolls of identify {unknown} e - a scroll of silence {unknown} h - a scroll of vulnerability {unknown} Potions d - a potion of magic {unknown} f - a potion of haste {unknown} Skills: + Level 0.9 Fighting + Level 2.5 Dodging - Level 1.5 Stealth + Level 3.6 Spellcasting + Level 3.6 Conjurations - Level 3.6 Hexes - Level 3.6 Summonings - Level 3.6 Necromancy - Level 3.6 Translocations - Level 3.6 Forgecraft - Level 3.6 Fire Magic - Level 3.6 Ice Magic - Level 3.6 Air Magic - Level 3.6 Earth Magic - Level 3.6 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 - Kinetic Grapnel Frge 76% 1d7 2% 1 d - Fulminant Prism Conj/Alch 9% 3d7 28% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 28% 4 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (2/15) Altars: Annotations: D:1 1 transporter 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 Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a ball python (100% to hit) The magic dart hits the ball python. The ball python is moderately wounded. 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: a ball python (moderately wounded, 81% to hit) The searing ray hits the ball python. You kill the ball python! (Press . to maintain the ray.) You stop channelling your searing ray. Your magical contamination has completely faded away. HP restored. You encounter a hobgoblin. Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a hobgoblin (asleep, 100% to hit) The magic dart hits the hobgoblin. The hobgoblin is almost dead. The hobgoblin shouts! Casting: Magic Dart (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a hobgoblin (almost dead, 100% to hit) The magic dart hits the hobgoblin. You kill the hobgoblin! You encounter a kobold. It is wielding a +0 club and quivering stones. 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 Kinetic Grapnel wells up from within. Spell assigned to 'c'. Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) #.....##.### #.....###..#### #.....# ###.#.. #.###.###..##>. #. #.##.####.# #. #.###..##.# # #<# ###.#.# ##.# #####..##.####....## #.####...@....... ##..##.#.......†. #.....#.......#K #######.......# #.......# #.......# ........# ........# ....##### You could see a kobold (wandering). Vanquished Creatures 2 dart slugs (D:1) 2 endoplasms (D:1) 3 hobgoblins A quokka (D:1) 3 ball pythons A bat (D:1) 2 frilled lizards (D:1) A goblin (D:1) 3 kobolds (D:1) A rat (D:1) 19 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: 0/0 225 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 1170 | D:2 | Reached XP level 3. HP: 25/26 MP: 0/0 1170 | D:2 | Learned a level 1 spell: Kinetic Grapnel 1170 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: spicycebolla_arrival_risky_transporter, layout_basic, nicolae_concentric_dashed_squares_mild, minmay_misc_feat_more_columns D:2: layout_basic, dreamdust_ecumenical_altar_hidden_monk_grotto, minmay_pentomino_r2, grunt_decor_resistance, uniq_crazy_yiuf_cottage, uniq_terence Action || total ---------------------------++------- Cast: Magic Dart || 26 Searing Ray || 12 Armour: Robe || 6 Dodge: Dodged || 2