Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 14426802679775454866 28 code13 the Magician (level 3, 23/27 HPs) Began as a Djinni Conjurer on Feb 27, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:46 (820 turns). code13 the Magician (Djinni Conjurer) Turns: 820, Time: 00:01:46 Health: 23/27 AC: 2 Str: 6 XL: 3 Next: 30% Gold: 30 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 + b - amulet of the acrobat Will ..... d - ring of see invisible Stlth ++ (no ring) HPRegen 0.24/turn %: acrobat @: 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 30 gold pieces. Inventory: Armour a - a +0 robe (worn) Jewellery b - an amulet of the acrobat (worn) c - an amulet of wildshape d - a ring of see invisible (worn) Scrolls c - a scroll of blinking {unknown} e - a scroll of fog {unknown} h - a scroll of brand weapon {unknown} j - 2 scrolls of identify {unknown} k - a scroll of teleportation {unknown} Potions d - a potion of resistance {unknown} f - a potion of moonshine {unknown} Skills: + Level 1.1 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 2% 1 b - Searing Ray Conj 38% 2d5 4% 2 c - Poisonous Vapours Alch/Air 76% 1d3 2% 1 d - Fulminant Prism Conj/Alch 9% 3d6 26% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 26% 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 Press: ? - help, Shift-Dir - straight line Aim: a goblin, wielding a +0 dagger (asleep, 100% to hit) The searing ray hits the goblin! You kill the goblin! (Press . to maintain the ray.) You stop channelling your searing ray. HP restored. Found a stone staircase leading down. You encounter an adder. 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 adder (wandering, hasn't noticed you, 100% to hit) The magic dart hits the adder. The adder is lightly wounded. The adder hisses angrily. 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 adder (lightly wounded, 100% to hit) The magic dart hits the adder. The adder is severely 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: an adder (severely wounded, 63% to hit) The searing ray hits the adder! You kill the adder! (Press . to maintain the ray.) 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 Poisonous Vapours 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) 2 hobgoblins (D:1) 3 ball pythons (D:1) 4 bats (D:1) 4 endoplasms (D:1) 3 frilled lizards (D:1) A goblin (D:2) 2 kobolds (D:1) 4 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: 0/0 197 | D:1 | Reached XP level 2. HP: 18/22 MP: 0/0 820 | D:2 | Reached skill level 1 in Fighting 820 | D:2 | Reached XP level 3. HP: 23/27 MP: 0/0 820 | D:2 | Learned a level 1 spell: Poisonous Vapours 820 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: erik_arrival_triangle_medium, layout_basic D:2: layout_rooms, uniq_jessica, uniq_sigmund, uniq_crazy_yiuf_cottage Skill XL: | 1 2 | ---------------+-------+----- Fighting | 1 | 1.1 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 || 31 Searing Ray || 8