Dungeon Crawl Stone Soup version 0.33.1-11-g13c08b6794 (webtiles) character file. Game seed: 18005497072734116675 33 code13 the Magician (level 3, -9/27 HPs) Began as a Djinni Conjurer on Dec 14, 2025. Mangled by Terence ... wielding a +2 flail of protection (10 damage) ... on level 2 of the Dungeon. The game lasted 00:04:22 (777 turns). code13 the Magician (Djinni Conjurer) Turns: 777, Time: 00:04:23 Health: -9/27 AC: 2 Str: 6 XL: 3 Next: 47% Gold: 55 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . f - staff of alchemy rCold x . . (no offhand) rNeg . . . a - +0 robe rPois ∞ (no helmet) rElec . (no cloak) rCorr . (no gloves) SInv . (no amulet) Will ..... c - ring of wizardry Stlth ++ (no ring) HPRegen 0.24/turn %: wizardry (x1), infuse magic (-10 HP) @: 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 55 gold pieces. Inventory: Missiles h - 5 poisoned darts Armour a - a +0 robe (worn) i - a +2 buckler Magical Staves f - a staff of alchemy (weapon) Jewellery c - a ring of wizardry (worn) Scrolls g - 2 scrolls of identify {unknown} j - a scroll of blinking {unknown} k - a scroll of fear {unknown} Potions b - a potion of might {unknown} d - 3 potions of heal wounds {unknown} e - 2 potions of curing {unknown} Skills: + Level 1.1 Fighting + Level 2.7 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 1% 1 b - Searing Ray Conj 38% 2d5 1% 2 d - Fulminant Prism Conj/Alch 14% 3d9 11% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 11% 4 A - Apportation Tloc 38% N/A 1% 1 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (2/15) Altars: Annotations: D:2 Terence 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 Restarting spell: Searing Ray (safe; 1% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +2 flail of protection and wearing a +0 chain mail (84% to hit) The searing ray misses Terence. The searing ray hits the rat! You kill the rat! (Press . to maintain the ray.) The searing ray hits Terence but does no damage. Terence hits you with a +2 flail of protection. The searing ray hits Terence! Terence is moderately wounded. Terence hits you with a +2 flail of protection! * * * LOW HITPOINT WARNING * * * The searing ray hits Terence but does no damage. Terence is moderately wounded. * * * LOW HITPOINT WARNING * * * You finish channelling your searing ray. A hobgoblin comes into view. Terence barely misses you. Your magical contamination has completely faded away. The hobgoblin shouts! Terence barely misses you. Casting: Searing Ray (safe; 1% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 1% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +2 flail of protection and wearing a +0 chain mail (moderately wounded, 84% to hit) The searing ray hits Terence but does no damage. Terence is moderately wounded. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * Terence misses you. The searing ray hits Terence but does no damage. Terence is moderately wounded. * * * LOW HITPOINT WARNING * * * Terence hits you with a +2 flail of protection. * * * LOW HITPOINT WARNING * * * Without enough magic to sustain it, your Searing Ray dissipates. Terence hits you with a +2 flail of protection! You die... Terence says, "Finally, peace and quiet." ##.......# #...# .........# #...# #.......# ##...# #.......# #....# #.......####....# ########.........# . ......######..#.## ... #####.#### #....###..... #....###.##.@@.†.!.. ####.##..#..##...... #.........# ..... ###..##.#........ #.###.####. ... #.# #.# .. #.# #. . #.# ..# You could see Terence. Vanquished Creatures 4 dart slugs (D:1) 2 endoplasms (D:1) 3 hobgoblins (D:1) 2 quokkas (D:1) 2 ball pythons (D:1) 4 bats 3 frilled lizards (D:1) 2 goblins (D:1) 7 kobolds (D:1) A rat (D:2) 30 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 98 | D:1 | Reached XP level 2. HP: 18/22 MP: 0/0 379 | D:1 | Reached XP level 3. HP: 25/26 MP: 0/0 379 | D:1 | Learned a level 1 spell: Apportation 407 | D:1 | Reached skill level 1 in Fighting 766 | D:2 | Noticed Terence 776 | D:2 | HP: 1/27 [Terence/+2 flail of protection (4)] 777 | D:2 | Mangled by Terence Illustrated notes Levels and vault maps discovered: D:1: nzn_arrival_water_spiral, layout_rooms, minmay_cupped D:2: kennysheep_the_goblin_king, layout_rooms, uniq_terence, uniq_robin Skill XL: | 1 2 3 | ---------------+----------+----- Fighting | 1 | 1.1 Dodging | | 2.7 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 || 51 Searing Ray || 9 Armour: Robe || 8 Dodge: Dodged || 5