Dungeon Crawl Stone Soup version 0.33.1-12-g363e1cdcc9 (webtiles) character file. Game seed: 16037959032638337280 38 code13 the Magician (level 3, -3/27 HPs) Began as a Djinni Conjurer on Jan 28, 2026. Slain by Terence ... wielding a +0 trident (9 damage) ... on level 2 of the Dungeon. The game lasted 00:02:41 (939 turns). code13 the Magician (Djinni Conjurer) Turns: 939, Time: 00:02:42 Health: -3/27 AC: 2 Str: 6 XL: 3 Next: 65% Gold: 62 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . - Nothing wielded rCold x . . (no offhand) rNeg . . . a - +0 robe rPois ∞ (no helmet) rElec . (no cloak) rCorr . (no gloves) SInv . (no amulet) Will ..... g - ring of wizardry Stlth ++ (no ring) HPRegen 0.24/turn %: wizardry (x1), infuse magic (-4 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 62 gold pieces. Inventory: Missiles f - 4 poisoned darts Armour a - a +0 robe (worn) Jewellery g - a ring of wizardry (worn) Scrolls b - a scroll of brand weapon {unknown} e - a scroll of silence {unknown} i - a scroll of immolation {unknown} j - a scroll of identify {unknown} Potions c - a potion of brilliance {unknown} d - 2 potions of attraction {unknown} h - a potion of curing {unknown} Skills: + Level 1.2 Fighting + Level 2.7 Dodging - Level 1.5 Stealth + Level 3.8 Spellcasting + Level 3.8 Conjurations - Level 3.8 Hexes - Level 3.8 Summonings - Level 3.8 Necromancy - Level 3.8 Translocations - Level 3.8 Forgecraft - Level 3.8 Fire Magic - Level 3.8 Ice Magic - Level 3.8 Air Magic - Level 3.8 Earth Magic - Level 3.8 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 c - Slow Hex 76% N/A 1% 1 d - Fulminant Prism Conj/Alch 9% 3d6 11% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 11% 4 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (2/15) Altars: Shops: D:1 [ 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 Aim: Terence, wielding a +0 trident and wearing a +0 scale mail (chance to affect: 61%) Terence resists with significant effort. Casting: Slow (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 +0 trident and wearing a +0 scale mail (81% to hit) The searing ray misses Terence. (Press . to maintain the ray.) Terence hits you from afar with a +0 trident. Casting: Searing Ray (safe; 1% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You aren't experienced enough to cast this spell. Casting: Searing Ray (safe; 1% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You aren't experienced enough to cast this spell. Casting: Searing Ray (safe; 1% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Slow (safe; 1% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +0 trident and wearing a +0 scale mail (chance to affect: 61%) Terence resists with significant effort. You stop channelling your searing ray. Terence hits you from afar with a +0 trident. * * * LOW HITPOINT WARNING * * * Casting: Slow (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 +0 trident and wearing a +0 scale mail (81% to hit) The searing ray hits Terence. Terence is moderately wounded. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * Terence hits you from afar with a +0 trident. * * * LOW HITPOINT WARNING * * * You stop channelling your searing ray. Terence hits you from afar with a +0 trident! You die... Terence says, "And stay out!" #.....## ....... #.....# #.....# ......# ##@....### ##......... #..@....... .......†..?.#.. .......<....... ......##..#.... ...... ..# ..# ...... ..# ## ..... ... ..... #... You could see Terence. Vanquished Creatures 2 dart slugs 4 endoplasms (D:1) 5 giant cockroaches 4 hobgoblins (D:1) 2 quokkas (D:1) A ball python (D:1) 3 bats 3 goblins (D:1) 7 kobolds (D:1) 4 rats (D:1) 35 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: 0/0 155 | D:1 | Reached XP level 2. HP: 21/22 MP: 0/0 436 | D:1 | Reached XP level 3. HP: 25/26 MP: 0/0 436 | D:1 | Learned a level 1 spell: Slow 496 | D:1 | Found Zutheip's Armour Shop. 499 | D:1 | Reached skill level 1 in Fighting 892 | D:2 | Noticed Terence 939 | D:2 | Slain by Terence Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_three_same_balls, layout_basic, serial_shops, nicolae_shop_gibbet_a_chance D:2: layout_rooms, uniq_jessica, uniq_terence, uniq_sigmund Skill XL: | 1 2 3 | ---------------+----------+----- Fighting | 1 | 1.2 Dodging | | 2.7 Stealth | | 1.5 Spellcasting | | 3.8 Conjurations | | 3.8 Hexes | | 3.8 Summonings | | 3.8 Necromancy | | 3.8 Translocations | | 3.8 Forgecraft | | 3.8 Fire Magic | | 3.8 Ice Magic | | 3.8 Air Magic | | 3.8 Earth Magic | | 3.8 Alchemy | | 3.8 Action || total ---------------------------++------- Cast: Magic Dart || 59 Searing Ray || 19 Slow || 6 Armour: Robe || 12 Dodge: Dodged || 3