Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 10622445365734292978 31 code13 the Magician (level 3, -4/27 HPs) Began as a Djinni Conjurer on Jan 20, 2026. Slain by Terence ... wielding a +2 mace of protection (6 damage) ... on level 2 of the Dungeon. The game lasted 00:02:01 (915 turns). code13 the Magician (Djinni Conjurer) Turns: 915, Time: 00:02:03 Health: -4/27 AC: 3 Str: 6 XL: 3 Next: 40% Gold: 68 EV: 10 Int: 21 God: SH: 0 Dex: 11 rFire + + . - Nothing wielded rCold x . . (no offhand) rNeg . . . c - +0 leather armour rPois ∞ (no helmet) rElec . (no cloak) rCorr . (no gloves) SInv . (no amulet) Will ..... (no ring) Stlth + (no ring) HPRegen 0.24/turn %: infuse magic (-5 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 68 gold pieces. Inventory: Armour a - a +0 robe c - a +0 leather armour (worn) Scrolls d - a scroll of identify {unknown} Potions b - a potion of lignification {unknown} e - a potion of haste {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 4% 1 b - Searing Ray Conj 38% 2d5 6% 2 c - Slow Hex 76% N/A 4% 1 d - Fulminant Prism Conj/Alch 9% 3d7 38% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 38% 4 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 The searing ray hits the dart slug! You kill the dart slug! (Press . to maintain the ray.) You stop channelling your searing ray. You now have 68 gold pieces (gained 15). Terence the Veteran comes into view. He is wielding a +2 mace of protection. Terence shouts! 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: Terence, wielding a +2 mace of protection and wearing a +0 scale mail (81% to hit) The searing ray misses Terence. (Press . to maintain the ray.) Casting: Searing Ray (safe; 6% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 6% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +2 mace of protection and wearing a +0 scale mail (81% to hit) The searing ray hits Terence but does no damage. (Press . to maintain the ray.) Terence hits you with a +2 mace of protection! Casting: Searing Ray (safe; 6% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 6% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +2 mace of protection and wearing a +0 scale mail (81% to hit) The searing ray hits Terence but does no damage. (Press . to maintain the ray.) Terence hits you with a +2 mace of protection. * * * LOW HITPOINT WARNING * * * The searing ray hits Terence but does no damage. * * * LOW HITPOINT WARNING * * * Terence hits you with a +2 mace of protection. * * * LOW HITPOINT WARNING * * * The searing ray hits Terence but does no damage. * * * LOW HITPOINT WARNING * * * Terence hits you with a +2 mace of protection. You die... Terence says, "And stay out!" ##### #.@.# #@#.# #.#.# #.#.# ..#.# #####.# #...#.# #.#.#.# #.#.#.# You could see Terence. Vanquished Creatures Robin (D:2) A dart slug (D:2) An endoplasm (D:1) 4 hobgoblins (D:2) 3 bats 2 frilled lizards (D:1) 9 goblins 3 kobolds 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: 0/0 346 | D:1 | Reached XP level 2. HP: 22/22 MP: 0/0 592 | D:2 | Noticed Robin 601 | D:2 | Killed Robin 602 | D:2 | Reached skill level 1 in Fighting 602 | D:2 | Reached XP level 3. HP: 10/27 MP: 0/0 602 | D:2 | Learned a level 1 spell: Slow 910 | D:2 | Noticed Terence 915 | D:2 | Slain by Terence Illustrated notes Levels and vault maps discovered: D:1: shiori_arrival_oz, layout_rooms D:2: layout_loops_corners, kennysheep_another_room, roderic_serpentine_path, chequers_serial_rivers_room_b, uniq_robin, uniq_terence Skill XL: | 1 2 | ---------------+-------+----- 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 || 31 Searing Ray || 11 Armour: Robe || 2 Leather armour || 4 Dodge: Dodged || 2