Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 4669320867663643330 21 code13 the Magician (level 3, 24/26 HPs) Began as a Djinni Conjurer on Feb 27, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:23 (1101 turns). code13 the Magician (Djinni Conjurer) Turns: 1101, Time: 00:01:23 Health: 24/26 AC: 2 Str: 6 XL: 3 Next: 2% Gold: 54 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 54 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls c - a scroll of vulnerability {unknown} e - 2 scrolls of identify {unknown} Potions d - 2 potions of heal wounds {unknown} f - 2 potions of attraction {unknown} j - 3 potions of moonshine {unknown} k - a potion of might {unknown} l - a potion of brilliance {unknown} Baubles g - 3 flux baubles 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 d - Fulminant Prism Conj/Alch 9% 3d7 28% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 28% 4 A - Apportation Tloc 38% N/A 2% 1 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 You stop channelling your searing ray. You encounter an endoplasm. 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: an endoplasm (asleep, 100% to hit) You miscast Magic Dart. Nothing appears to happen. 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: an endoplasm (asleep, 100% to hit) The magic dart hits the endoplasm. You kill the endoplasm! Your magical contamination has completely faded away. You now have 46 gold pieces (gained 12). Key pressed, stopping explore. d - 2 murky blue potions (gained 1) Key pressed, stopping explore. You now have 54 gold pieces (gained 8). Found a stone staircase leading down. Found a stone staircase leading up. You encounter a hobgoblin. The hobgoblin shouts! 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 hobgoblin (78% to hit) The searing ray hits the hobgoblin! You kill the hobgoblin! (Press . to maintain the ray.) 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 3 endoplasms 3 hobgoblins 2 jackals (D:1) A quokka (D:1) A ball python (D:2) 2 bats A frilled lizard (D:1) 5 goblins (D:1) 3 kobolds A rat (D:1) 22 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 62 | D:1 | Reached XP level 2. HP: 15/22 MP: 0/0 1101 | D:2 | Reached XP level 3. HP: 24/26 MP: 0/0 1101 | D:2 | Learned a level 1 spell: Apportation 1101 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: minmay_arrival_diagonal_passages, layout_basic, corexii_item_surrounded_by_moat, minmay_pentomino_r4 D:2: layout_basic, hangedman_glass_teeth Action || total ---------------------------++------- Cast: Magic Dart || 23 Searing Ray || 10 Dodge: Dodged || 2