Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 3299442714776288575 20 code13 the Magician (level 3, 25/26 HPs) Began as a Djinni Conjurer on Feb 26, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:02:03 (1123 turns). code13 the Magician (Djinni Conjurer) Turns: 1123, Time: 00:02:04 Health: 25/26 AC: 3 Str: 6 XL: 3 Next: 0% Gold: 100 EV: 10 Int: 21 God: SH: 5 Dex: 11 rFire + + . (33%) - Nothing wielded rCold x . . (150%) (no offhand) rNeg . . . (100%) e - +0 leather armour rPois ∞ (0%) (no helmet) rElec . (100%) (no cloak) rCorr + (50%) (no gloves) SInv . c - amulet of reflection Will ..... d - ring of resist corrosion Stlth + (no ring) HPRegen 0.24/turn %: reflection @: 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 100 gold pieces. Inventory: Hand Weapons f - the +7 long sword of Wyrd {drain, rElec rF- Dex+4 SInv} (You found it on level 2 of the Dungeon) rElec: It insulates you from electricity. rF-: It makes you vulnerable to fire. Dex+4: It affects your dexterity (+4). SInv: It lets you see invisible. It cannot be enchanted further. Missiles b - 2 poisoned darts Armour e - a +0 leather armour (worn) Jewellery c - an amulet of reflection (worn) d - a ring of resist corrosion (worn) Scrolls c - a scroll of identify {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 4% 1 b - Searing Ray Conj 38% 2d5 7% 2 d - Fulminant Prism Conj/Alch 9% 3d7 41% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 41% 4 A - Apportation Tloc 38% N/A 4% 1 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (2/15) Altars: Shops: D:2 ( 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 The searing ray hits the ribbon worm. The ribbon worm is almost dead. (Press . to maintain the ray.) You stop channelling your searing ray. The ribbon worm bites you! * * * LOW HITPOINT WARNING * * * 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: a ribbon worm (almost dead, catching its breath, 92% to hit) The searing ray hits the ribbon worm! You kill the ribbon worm! (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * You stop channelling your searing ray. A goblin comes into view. Casting: Searing Ray (safe; 8% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a goblin, wielding a +0 club and carrying a +0 sling (wandering, hasn't noticed you, 100% to hit) The magic dart hits the goblin. You kill the goblin! * * * LOW HITPOINT WARNING * * * You disentangle yourself. You encounter a goblin. It is wielding a +0 club. Casting: Magic Dart (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a goblin, wielding a +0 club (asleep, 100% to hit) The magic dart hits the goblin. You kill the goblin! 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 Apportation wells up from within. Spell assigned to 'A'. 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 ribbon worm (D:2) 2 hobgoblins 2 jackals (D:2) A quokka (D:1) 4 ball pythons A bat (D:2) A frilled lizard (D:2) 5 goblins A kobold (D:2) 3 rats 21 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: 0/0 660 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 719 | D:2 | Identified the +7 long sword of Wyrd {drain, rElec rF- | Dex+4 SInv} 1035 | D:2 | Found Imesih's Weapon Shoppe. 1123 | D:2 | Reached XP level 3. HP: 25/26 MP: 0/0 1123 | D:2 | Learned a level 1 spell: Apportation 1123 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: tekkud_arrival_beachfront_property, layout_loops_ring D:2: layout_basic, serial_shops, nicolae_shop's_first_dollar, nicolae_diamond_shop Action || total ---------------------------++------- Cast: Magic Dart || 25 Searing Ray || 18 Armour: Leather armour || 7 Dodge: Dodged || 9 Block: Other || 3