Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 8187439137894437863 14 code13 the Magician (level 2, -3/22 HPs) Began as a Djinni Conjurer on Feb 19, 2026. Slain by Terence ... wielding a +0 hand axe of electrocution (12 damage) ... on level 2 of the Dungeon. The game lasted 00:01:04 (819 turns). code13 the Magician (Djinni Conjurer) Turns: 819, Time: 00:01:05 Health: -3/22 AC: 3 Str: 6 XL: 2 Next: 55% Gold: 48 EV: 10 Int: 19 God: SH: 0 Dex: 11 rFire + + . (33%) - Nothing wielded rCold x . . (150%) (no offhand) rNeg . . . (100%) b - +0 leather armour 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 (-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 48 gold pieces. Inventory: Armour a - a +0 robe b - a +0 leather armour (worn) Scrolls c - a scroll of immolation {unknown} Potions d - a potion of curing {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 4% 1 b - Searing Ray Conj 34% 2d5 8% 2 d - Fulminant Prism Conj/Alch 8% 3d6 45% 4 g - Iskenderun's Mystic Conj/Tloc 17% 2d5 (+2d2 45% 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 endoplasm. You kill the endoplasm! (Press . to maintain the ray.) You stop channelling your searing ray. HP restored. Found a dagger. You encounter Terence the Veteran. He is wielding a +0 hand axe of electrocution and wearing a +2 ring mail of cold resistance. Terence shouts! Casting: Searing Ray (safe; 8% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 8% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +0 hand axe of electrocution and wearing a +2 ring mail of cold resistance (81% to hit) The searing ray hits Terence! Terence is heavily wounded. (Press . to maintain the ray.) You stop channelling your searing ray. Casting: Searing Ray (safe; 8% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 8% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +0 hand axe of electrocution and wearing a +2 ring mail of cold resistance (heavily wounded, 81% to hit) The searing ray hits Terence. Terence is heavily wounded. (Press . to maintain the ray.) You stop channelling your searing ray. Terence closely misses you. Casting: Searing Ray (safe; 8% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 8% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +0 hand axe of electrocution and wearing a +2 ring mail of cold resistance (heavily wounded, 81% to hit) The searing ray hits Terence. Terence is severely wounded. (Press . to maintain the ray.) Terence hits you with a +0 hand axe of electrocution! * * * LOW HITPOINT WARNING * * * You are electrocuted! Ouch! That really hurt! You die... Terence says, "Win and live. Lose and die. It's the rule of life." .# .# ## ### .# ###. .#). .# ...###... .# # #...#..# .# #.##.#...# .## .......# ..# ### #@#.#.# #<###.## #.@...# #.##.#.### ###.### #.#......# #.# #.....##)#### #.# ###.#.#.....#####.# #.......#.......# #.#.##....####### #.####.#### #......# You could see Terence. Vanquished Creatures 2 endoplasms A hobgoblin (D:1) 3 jackals (D:1) A quokka (D:1) A ball python (D:1) A bat (D:1) A frilled lizard (D:1) 2 goblins (D:1) A rat (D:1) 13 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: 0/0 233 | D:1 | Reached XP level 2. HP: 17/22 MP: 0/0 814 | D:2 | Encountered Terence 819 | D:2 | Slain by Terence Illustrated notes Levels and vault maps discovered: D:1: dpeg_arrival_ternary, layout_basic, serial_forest, infiniplex_forest_side_room, infiniplex_forest_end_3, infiniplex_forest_clump_diagonal, infiniplex_forest_end_3, infiniplex_forest_clump_curved, infiniplex_forest_clump_tiny, infiniplex_forest_lined_room_3, infiniplex_forest_clump_cross D:2: layout_loops_cross, uniq_terence Action || total ---------------------------++------- Cast: Magic Dart || 16 Searing Ray || 9 Armour: Robe || 1 Leather armour || 1 Dodge: Dodged || 4