Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 3872599830229248144 23 code13 the Magician (level 3, 19/27 HPs) Began as a Djinni Conjurer on Mar 1, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:53 (793 turns). code13 the Magician (Djinni Conjurer) Turns: 793, Time: 00:01:54 Health: 19/27 AC: 7 Str: 12 XL: 3 Next: 12% Gold: 76 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . (33%) - Nothing wielded rCold x . . (150%) (no offhand) rNeg . . . (100%) b - +3 leather armour rPois ∞ (0%) e - +0 helmet rElec . (100%) (no cloak) rCorr . (100%) (no gloves) SInv . (no amulet) Will ..... d - +6 ring of strength 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 76 gold pieces. Inventory: Armour b - a +3 leather armour (worn) e - a +0 helmet (worn) Jewellery d - a +6 ring of strength (worn) Scrolls c - a scroll of identify {unknown} e - a scroll of vulnerability {unknown} h - a scroll of enchant weapon {unknown} k - a scroll of torment {unknown} Potions d - 2 potions of curing {unknown} f - a potion of enlightenment {unknown} j - a potion of heal wounds {unknown} l - a potion of haste {unknown} Skills: + Level 1.0 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 3% 1 b - Searing Ray Conj 38% 2d5 5% 2 c - Soul Splinter Necr 76% N/A 3% 1 d - Fulminant Prism Conj/Alch 9% 3d6 34% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 34% 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 endoplasm is severely wounded. The endoplasm quivers. Casting: Magic Dart (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 6% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an endoplasm (severely wounded, 98% to hit) The searing ray hits the endoplasm. You kill the endoplasm! (Press . to maintain the ray.) You stop channelling your searing ray. Your magical contamination has completely faded away. You encounter an adder. Casting: Searing Ray (safe; 6% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 6% 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 lightly wounded. The adder hisses angrily. (Press . to maintain the ray.) You stop channelling your searing ray. The adder bites you. Casting: Searing Ray (safe; 6% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 6% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: an adder (lightly 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! Your base attributes are Str 6, Int 19, Dex 11. Increase (s)trength, (i)ntelligence, or (d)exterity? You feel clever. x2 The power to cast Soul Splinter 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) A ribbon worm (D:2) 3 hobgoblins A quokka (D:1) 2 ball pythons (D:1) A bat (D:1) 2 endoplasms 2 kobolds (D:1) A rat (D:1) 14 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: 0/0 214 | D:1 | Reached XP level 2. HP: 19/22 MP: 0/0 793 | D:2 | Reached skill level 1 in Fighting 793 | D:2 | Reached XP level 3. HP: 19/27 MP: 0/0 793 | D:2 | Learned a level 1 spell: Soul Splinter 793 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: angelslayer_arrival_concentric_rings, layout_loops_cross D:2: layout_loops_ring, minivault_19, minivault_11 Skill XL: | 1 2 | ---------------+-------+----- Fighting | 1 | 1.0 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 || 24 Searing Ray || 9 Armour: Leather armour || 2