Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 8700572356868970079 11 code13 the Magician (level 2, -1/22 HPs) Began as a Djinni Conjurer on Feb 26, 2026. Slain by Terence ... wielding a +2 short sword of electrocution (5 damage) ... on level 2 of the Dungeon. The game lasted 00:02:30 (707 turns). code13 the Magician (Djinni Conjurer) Turns: 707, Time: 00:02:32 Health: -1/22 AC: 2 Str: 6 XL: 2 Next: 35% Gold: 36 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 (-2 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 36 gold pieces. Inventory: Armour a - a +0 robe (worn) Jewellery b - a ring of protection from fire Scrolls c - a scroll of brand weapon {unknown} d - a scroll of enchant weapon {unknown} e - a scroll of immolation {unknown} h - a scroll of identify {unknown} Potions f - a potion of curing {unknown} j - a potion of moonshine {unknown} Skills: + Level 0.6 Fighting + Level 2.4 Dodging - Level 1.5 Stealth + Level 3.5 Spellcasting + Level 3.5 Conjurations - Level 3.5 Hexes - Level 3.5 Summonings - Level 3.5 Necromancy - Level 3.5 Translocations - Level 3.5 Forgecraft - Level 3.5 Fire Magic - Level 3.5 Ice Magic - Level 3.5 Air Magic - Level 3.5 Earth Magic - Level 3.5 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 64% 1d6 3% 1 b - Searing Ray Conj 32% 2d5 4% 2 d - Fulminant Prism Conj/Alch 8% 3d7 32% 4 g - Iskenderun's Mystic Conj/Tloc 16% 2d5 (+2d2 32% 4 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (2/15) Altars: Shops: D:2 ( 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 Terence is heavily wounded. (Press . to maintain the ray.) You stop channelling your searing ray. Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +2 short sword of electrocution and wearing a +0 scale mail (heavily wounded, 81% to hit) The searing ray hits Terence but does no damage. Terence is heavily wounded. (Press . to maintain the ray.) You stop channelling your searing ray. Terence misses you. Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +2 short sword of electrocution and wearing a +0 scale mail (heavily wounded, 81% to hit) The searing ray hits Terence. Terence is heavily wounded. (Press . to maintain the ray.) Terence closely misses you. You stop channelling your searing ray. Terence hits you with a +2 short sword of electrocution! * * * LOW HITPOINT WARNING * * * Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +2 short sword of electrocution and wearing a +0 scale mail (heavily wounded, 81% to hit) The searing ray hits Terence! Terence is almost dead. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * Terence hits you with a +2 short sword of electrocution. * * * LOW HITPOINT WARNING * * * You stop channelling your searing ray. Terence says, "I'm tired of war. But if you want blood, you'll get blood!" Terence hits you with a +2 short sword of electrocution. You die... Terence says, "And stay out!" #.....#........ ##.##..#.#######..# ...#..............# .......#.#######..# .......#'### #..# .)##.......# #..# ..##.......# #..# #.# ..##.......# #@.# #.# ..##.......#####@.# #.# ..##...#..........# #.# ## ..##...#########.## #.# ... ####...# #... #.###....# .......##############.#....#. .........................>... .......##############.#....#. ####.......## #######.#....# ..##..........[.......#....# You could see Terence. Vanquished Creatures A dart slug (D:2) 2 endoplasms (D:1) A quokka (D:2) A ball python (D:1) 2 bats (D:1) A goblin (D:1) A kobold (D:2) A rat (D:1) 10 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: 0/0 313 | D:1 | Reached XP level 2. HP: 20/22 MP: 0/0 506 | D:2 | Found Vozoken's Weapon Boutique. 696 | D:2 | Encountered Terence 707 | D:2 | Slain by Terence Illustrated notes Levels and vault maps discovered: D:1: heliophobic_arrival_henge, layout_rooms D:2: darby_rabbit_hole [darby_rabbit_hole_end_ignis], layout_basic, serial_shops, nicolae_shop_tiny_glass, kennysheep_flooded_box, uniq_terence Action || total ---------------------------++------- Cast: Magic Dart || 22 Searing Ray || 6 Armour: Robe || 5 Dodge: Dodged || 2