Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 7915342537865952164 26 code13 the Magician (level 3, 19/27 HPs) Began as a Djinni Conjurer on Feb 28, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:34 (777 turns). code13 the Magician (Djinni Conjurer) Turns: 777, Time: 00:01:34 Health: 19/27 AC: 2 Str: 6 XL: 3 Next: 22% Gold: 37 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . (33%) b - staff of necromancy rCold x . . (150%) (no offhand) rNeg + . . (50%) 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 37 gold pieces. Inventory: Armour a - a +0 robe (worn) Magical Staves b - a staff of necromancy (weapon) Scrolls c - a scroll of teleportation {unknown} e - 4 scrolls of identify {unknown} Potions d - a potion of mutation {unknown} f - a potion of might {unknown} j - a potion of lignification {unknown} k - 2 potions of curing {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 - Summon Small Mammal Summ 76% N/A 2% 1 d - Fulminant Prism Conj/Alch 9% 3d7 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 The magic dart hits the kobold. You kill the kobold! HP restored. You encounter an adder. 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 (asleep, 100% to hit) The searing ray hits the adder. The adder is heavily wounded. (Press . to maintain the ray.) You stop channelling your searing ray. The adder bites you but does no damage. The adder bites you. Casting: Searing Ray (safe; 4% 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 (heavily wounded, 63% to hit) The searing ray hits the adder. The adder is almost dead. (Press . to maintain the ray.) The adder barely misses you. You stop channelling your searing ray. The adder bites you. Casting: Searing Ray (safe; 4% 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 (almost dead, 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 Summon Small Mammal 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) 3 endoplasms (D:1) 2 hobgoblins (D:1) 3 ball pythons (D:1) A bat (D:1) 3 frilled lizards (D:1) 2 goblins (D:1) 6 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: 0/0 143 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 777 | D:2 | Reached skill level 1 in Fighting 777 | D:2 | Reached XP level 3. HP: 19/27 MP: 0/0 777 | D:2 | Learned a level 1 spell: Summon Small Mammal 777 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: dpeg_chamrin_arrival_tetris, layout_basic D:2: layout_basic, hellmonk_ecumenical_altar_crossroads, kennysheep_minor_cross 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 || 23 Searing Ray || 10 Armour: Robe || 3 Dodge: Dodged || 2