Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 13579529117024982495 14 code13 the Magician (level 2, -2/22 HPs) Began as a Djinni Conjurer on Feb 18, 2026. Slain by Terence ... wielding a +0 flail (3 damage) ... on level 2 of the Dungeon. The game lasted 00:07:30 (982 turns). code13 the Magician (Djinni Conjurer) Turns: 982, Time: 00:07:32 Health: -2/22 AC: 2 Str: 6 XL: 2 Next: 60% Gold: 103 EV: 11 Int: 19 God: SH: 0 Dex: 11 rFire + + . (33%) - Nothing wielded 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 0.23/turn %: infuse magic (-3 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 103 gold pieces. Inventory: Armour a - a +0 robe (worn) Magical Staves b - a staff of cold Scrolls c - a scroll of poison {unknown} d - a scroll of torment {unknown} e - a scroll of identify {unknown} h - 2 scrolls of fog {unknown} j - a scroll of revelation {unknown} k - a scroll of vulnerability {unknown} Skills: + Level 0.7 Fighting + Level 2.4 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 You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 68% 1d6 3% 1 b - Searing Ray Conj 34% 2d5 4% 2 d - Fulminant Prism Conj/Alch 8% 3d6 32% 4 g - Iskenderun's Mystic Conj/Tloc 17% 2d5 (+2d2 32% 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 Terence. Terence is severely wounded. (Press . to maintain the ray.) Terence hits you with a +0 flail. * * * LOW HITPOINT WARNING * * * Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +0 flail and wearing a +2 chain mail of poison resistance (severely wounded, 84% to hit) The searing ray hits Terence. Terence is almost dead. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * Terence closely misses you. Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +0 flail and wearing a +2 chain mail of poison resistance (almost dead, 84% to hit) The searing ray hits Terence but does no damage. Terence is almost dead. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * Terence hits you with a +0 flail. * * * LOW HITPOINT WARNING * * * Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You don't have enough health to cast this spell. Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +0 flail and wearing a +2 chain mail of poison resistance (almost dead, 100% to hit) The magic dart hits Terence but does no damage. Terence is almost dead. * * * LOW HITPOINT WARNING * * * You stop channelling your searing ray. Terence hits you with a +0 flail. You die... Terence says, "And stay out!" #..........:.. .. #............. #.#### ###.........## #....# #........... #....#####......##### #....+..........+ #.?..###........### +...@+.....##.....# #...@####'###.###.... ###....##.# #.# .... ####....###.# ... ..............# ...###.#......# . #.#......# #.#......# #....##.... ###### #.... You could see Terence. Vanquished Creatures An endoplasm (D:1) 3 hobgoblins (D:1) A quokka (D:1) A ball python (D:1) A bat (D:1) 2 goblins 5 kobolds (D:1) 3 rats (D:1) 17 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: 0/0 165 | D:1 | Reached XP level 2. HP: 22/22 MP: 0/0 972 | D:2 | Encountered Terence 982 | D:2 | Slain by Terence Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_round_a, layout_basic D:2: layout_basic, minivault_4, minmay_tetromino_i4, uniq_terence Action || total ---------------------------++------- Cast: Magic Dart || 34 Searing Ray || 6 Armour: Robe || 4 Dodge: Dodged || 4