Dungeon Crawl Stone Soup version 0.34.0-26-gae8d228adc (webtiles) character file. Game seed: 12016722646520193470 27 code13 the Magician (level 3, -4/26 HPs) Began as a Djinni Conjurer on Mar 3, 2026. Slain by Terence ... wielding a +0 flail (7 damage) ... on level 2 of the Dungeon. The game lasted 00:02:42 (846 turns). code13 the Magician (Djinni Conjurer) Turns: 846, Time: 00:02:44 Health: -4/26 AC: 3 Str: 6 XL: 3 Next: 25% Gold: 24 EV: 10 Int: 21 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 0.24/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 24 gold pieces. Inventory: Armour b - a +0 leather armour (worn) Scrolls c - a scroll of enchant weapon {unknown} e - 2 scrolls of identify {unknown} h - a scroll of immolation {unknown} Potions d - a potion of brilliance {unknown} f - a potion of lignification {unknown} j - a potion of resistance {unknown} k - a potion of mutation {unknown} l - a potion of heal wounds {unknown} Skills: + Level 0.9 Fighting + Level 2.5 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 + Level 0.9 Invocations 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 7% 2 c - Foxfire Conj/Fire 76% 2x1d7 4% 1 d - Fulminant Prism Conj/Alch 9% 3d6 41% 4 g - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 41% 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 (Press . to maintain the ray.) You stop channelling your searing ray. Unknown command. Casting: Searing Ray (safe; 7% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 7% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +0 flail, wearing a +1 ring mail of willpower and carrying a wand of warping (heavily wounded, 81% to hit) The searing ray hits Terence. Terence is almost dead. The searing ray misses the quokka. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * Terence closely misses you. You stop channelling your searing ray. Terence looks irritated. Terence hits you with a +0 flail. * * * LOW HITPOINT WARNING * * * Casting: Searing Ray (safe; 7% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 7% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +0 flail, wearing a +1 ring mail of willpower and carrying a wand of warping (almost dead, 81% to hit) You miscast Searing Ray. Nothing appears to happen. * * * LOW HITPOINT WARNING * * * Terence closely misses you. Casting: Searing Ray (safe; 7% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 7% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +0 flail, wearing a +1 ring mail of willpower and carrying a wand of warping (almost dead, 81% to hit) The searing ray hits Terence but does no damage. Terence is almost dead. The searing ray hits the quokka. The quokka is almost dead. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * Terence hits you with a +0 flail! You die... Terence says, "Win and live. Lose and die. It's the rule of life." ######### #.......# #.#####.# ##'#####.# #......#.# #......#@# #......#@# +......#r# #......#.$...... #......########. ######+#........ #.......############## #.......'............# #.# #.......############.#.#.. You could see Terence and a quokka. Vanquished Creatures A dart slug (D:1) 6 endoplasms 3 hobgoblins (D:1) 2 quokkas (D:1) 2 ball pythons (D:1) 3 bats (D:1) A frilled lizard (D:1) 2 goblins (D:1) 5 kobolds 2 rats (D:1) 27 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: 0/0 143 | D:1 | Reached XP level 2. HP: 15/22 MP: 0/0 433 | D:1 | Reached XP level 3. HP: 22/26 MP: 0/0 433 | D:1 | Learned a level 1 spell: Foxfire 833 | D:2 | Encountered Terence 846 | D:2 | Slain by Terence Illustrated notes Levels and vault maps discovered: D:1: lemuel_arrival_broad_hall, layout_basic D:2: layout_basic, shapermc_ecumenical_altar_venn, uniq_terence Action || total ---------------------------++------- Cast: Magic Dart || 33 Searing Ray || 20 Armour: Leather armour || 4 Dodge: Dodged || 8