Dungeon Crawl Stone Soup version 0.34.1-1-g2be950789b (webtiles) character file. Game seed: 443195933999575531 21 code13 the Magician (level 3, 21/26 HPs) Began as a Djinni Conjurer on Mar 19, 2026. Quit the game on level 2 of the Dungeon. The game lasted 00:01:37 (1013 turns). code13 the Magician (Djinni Conjurer) Turns: 1013, Time: 00:01:37 Health: 21/26 AC: 2 Str: 6 XL: 3 Next: 2% Gold: 2 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + + (20%) b - staff of fire 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 2 gold pieces. Inventory: Missiles c - 6 poisoned darts Armour a - a +0 robe (worn) Magical Staves b - a staff of fire (weapon) Scrolls c - a scroll of immolation {unknown} e - a scroll of enchant weapon {unknown} h - a scroll of amnesia {unknown} Potions d - a potion of lignification {unknown} f - a potion of curing {unknown} Skills: + Level 0.8 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 + Level 0.8 Invocations 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 Found a weird jewelled staff and a runed helmet. Found a stone staircase leading up. There is a stone staircase leading up here. A kobold is nearby! 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: a kobold, wielding a +0 short sword (asleep, 100% to hit) The searing ray hits the kobold. The kobold is severely wounded. The kobold shouts! (Press . to maintain the ray.) You encounter an endoplasm. You stop channelling your searing ray. 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: a kobold, wielding a +0 short sword (severely wounded, 72% to hit) The searing ray hits the kobold. You kill the kobold! (Press . to maintain the ray.) You stop channelling your searing ray. An endoplasm comes into view. 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 endoplasm (wandering, hasn't noticed you, 98% to hit) The searing ray hits the endoplasm! You kill the endoplasm! (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".) # #. #.. .#. .. .#.##.##+#. .<....... #......♣ .....♣♣♣ ####....P~♣ #..)@.# #.##..# #..# ..|. ..... .####.. . [.# #. .## There were no monsters in sight! Vanquished Creatures A dart slug (D:1) 3 endoplasms A hobgoblin (D:1) 3 ball pythons (D:1) 6 bats (D:1) 4 goblins (D:1) 3 kobolds 2 rats (D:1) 23 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: 0/0 173 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 194 | D:1 | Found Gaerui's Distillery. 1013 | D:2 | Reached XP level 3. HP: 21/26 MP: 0/0 1013 | D:2 | Learned a level 1 spell: Apportation 1013 | D:2 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: giann_wishing_wells, layout_basic, serial_shops, shop, serial_aquarium, aquarium_bridge_island_small [aquarium_subvault_small_water, aquarium_subvault_bridge, aquarium_subvault_wall, aquarium_subvault_wall, aquarium_subvault_balcony], aquarium_bridge_square [aquarium_subvault_bridge, aquarium_subvault_window, aquarium_subvault_wall, aquarium_subvault_window], aquarium_window_corner, aquarium_window_1, aquarium_window_fake, aquarium_window_corner, aquarium_view_2a, aquarium_view_2e, aquarium_pool_double D:2: kb_forest_paths, layout_basic, serial_bayou, serial_bayou_ford_a, serial_bayou_shore_b, serial_bayou_crossing Action || total ---------------------------++------- Cast: Magic Dart || 31 Searing Ray || 16 Armour: Robe || 1 Dodge: Dodged || 1