Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 3903827389423180432 20 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 00:02:18 (600 turns). code13 the Magician (Djinni Conjurer) Turns: 600, Time: 00:02:18 Health: 24/26 AC: 3 Str: 6 XL: 3 Next: 0% Gold: 43 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%) c - +0 pair of gloves SInv . (no amulet) Will ..... b - +4 ring of slaying 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 67 gold pieces. You spent 24 gold pieces at shops. Inventory: Armour a - a +0 robe (worn) c - a +0 pair of gloves (worn) Jewellery b - a +4 ring of slaying (worn) Scrolls c - 2 scrolls of teleportation {unknown} i - a scroll of identify {@r1} e - a scroll of blinking {unknown} h - a scroll of noise {unknown} Potions d - a potion of berserk rage {unknown} f - 2 potions 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 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: Shops: D:1 ? 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 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 quokka (100% to hit) The magic dart hits the quokka but does no damage. 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 quokka (69% to hit) The searing ray hits the quokka! You kill the quokka! (Press . to maintain the ray.) You stop channelling your searing ray. HP restored. Found a stone staircase leading up. You encounter a quokka. Found a stone staircase leading down. 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 quokka (asleep, 100% to hit) The magic dart hits the quokka. The quokka 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 quokka (moderately wounded, 69% to hit) The searing ray hits the quokka! You kill the quokka! (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 2 hobgoblins (D:1) 3 quokkas A ball python (D:1) 2 bats (D:1) 3 frilled lizards (D:1) 4 goblins (D:1) 7 kobolds (D:1) 2 rats (D:1) 24 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 80 | D:1 | Reached XP level 2. HP: 6/22 MP: 0/0 257 | D:1 | Found Qarot's Magic Scroll Boutique. 267 | D:1 | Bought a scroll of identify for 24 gold pieces 600 | D:2 | Reached XP level 3. HP: 24/26 MP: 0/0 600 | D:2 | Learned a level 1 spell: Apportation 600 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: wander_arrival_peaceful_grave, layout_rooms, serial_shops, nicolae_diamond_shop, minmay_misc_feat_nine_boxes, minmay_misc_feat_square, hangedman_feature_mirror, lexackson_kobold_supper D:2: kennysheep_big_flooded_room, layout_rooms Action || total ---------------------------++------- Cast: Magic Dart || 35 Searing Ray || 6 Armour: Robe || 7 Dodge: Dodged || 6