Dungeon Crawl Stone Soup version 0.34.0-48-gc5ade0d5e9 (webtiles) character file. Game seed: 2171670910221247998 9 glumm the Conjurer (level 2, -6/15 HPs) Began as a Deep Elf Conjurer on Mar 9, 2026. Killed from afar by Terence (9 damage) ... with a puff of flame ... on level 2 of the Dungeon. The game lasted 00:02:33 (362 turns). glumm the Conjurer (Deep Elf Conjurer) Turns: 362, Time: 00:02:34 Health: -6/15 AC: 2 Str: 4 XL: 2 Next: 3% Magic: 1/8 EV: 11 Int: 22 God: Gold: 84 SH: 0 Dex: 13 Spells: 4/7 levels left rFire . . . b - +1 long sword (protect) {DPS=8.43 (11.8/1.4) A+2} rCold . . . (no offhand) rNeg . . . c - +0 robe {AC:2.0, EV:0.0} rPois . (no helmet) rElec . (no cloak) rCorr . (no gloves) SInv . (no boots) Will ..... (no amulet) Stlth ++ (no ring) HPRegen 0.22/turn (no ring) MPRegen 0.22/turn %: no passive effects @: no status effects A: magic regeneration 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 84 gold pieces. Inventory: Hand Weapons a - a +0 dagger {DPS=4.30 (4.30/1.0) A+6} b - a +1 long sword of protection (weapon) {DPS=8.43 (11.8/1.4) A+2} Missiles e - 5 stones (quivered) Armour c - a +0 robe (worn) {AC:2.0, EV:0.0} Scrolls b - a scroll of immolation {!r, unknown} c - a scroll of noise {!r, unknown} e - a scroll of identify {!r, unknown} Potions g - a potion of magic {!q} d - a potion of heal wounds {!q, unknown} Skills: - Level 3.0 Dodging - Level 3.0 Stealth - Level 3.0 Spellcasting + Level 4.4 Conjurations You had 4 spell levels left. You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 88% 1d7 1% 1 b - Searing Ray Conj 44% 2d6 3% 2 Your spell library contained the following spells: Spells Type Power Damage Failure Level Fulminant Prism Conj/Alch 6% 3d7 45% 4 Iskenderun's Battlesphe Conj/Frge 13% 2d8 45% 4 Iskenderun's Mystic Bla Conj/Tloc 13% 2d5 (+2d2 45% 4 Bombard Conj/Erth 6% 9d2 100% 6 Fortress Blast Frge 4% 6d4 100% 6 Spellspark Servitor Conj/Frge 6% N/A 100% 7 Dungeon Overview and Level Annotations Branches: Dungeon (2/15) Altars: Annotations: D:2 Terence Innate Abilities, Weirdness & Mutations You regenerate magic rapidly. Message History Aiming: Magic Dart (safe; 1% risk of failure) Aim: Terence, wielding a +4 flail, wearing a +0 scale mail and carrying a wand of flame (asleep, 100% to hit) The magic dart hits Terence but does no damage. Terence shouts! 🟦🟦🟦🟦🟦🟦🟦🟦🔹➖ MP[-1] -> 7/8 ❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️ HP[+0] -> 15/15 Casting: Magic Dart (safe; 1% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 1% risk of failure) Aim: Terence, wielding a +4 flail, wearing a +0 scale mail and carrying a wand of flame (100% to hit) The magic dart hits Terence but does no damage. 🟦🟦🟦🟦🟦🟦🟦🔹➖➖ MP[-1] -> 6/8 ❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️ HP[+0] -> 15/15 Casting: Magic Dart (safe; 1% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 3% risk of failure) Okay, then. Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 1% risk of failure) Aim: Terence, wielding a +4 flail, wearing a +0 scale mail and carrying a wand of flame (100% to hit) The magic dart hits Terence. 🟦🟦🟦🟦🟦🟦➖➖➖➖ MP[-1] -> 5/8 ❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️ HP[+0] -> 15/15 Casting: Magic Dart (safe; 1% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 3% risk of failure) Aim: Terence, wielding a +4 flail, wearing a +0 scale mail and carrying a wand of flame (lightly wounded, 81% to hit) You focus your ray upon Terence. The searing ray hits Terence. (Press . to maintain the ray.) Terence zaps a wand. The puff of flame hits you! * * * LOW HITPOINT WARNING * * * ❗ Dropped below 35% HP ❗ 🟦🟦🟦🔹➖➖➖➖➖➖ MP[-2] -> 3/8 ❤️🤍🤍🤍🤍🤍🤍🤍🤍🤍 HP[-13] -> 2/15 The searing ray misses Terence. Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 3% risk of failure) Aim: Terence, wielding a +4 flail, wearing a +0 scale mail and carrying a wand of flame (lightly wounded, 81% to hit) You focus your ray upon Terence. The searing ray hits Terence! (Press . to maintain the ray.) Terence zaps a wand. The puff of flame hits you! You die... ###.# #.#......)...# ###.# #.#..........# ....# #.#..........# ###.# #............# # ### ###..........# #####.###### #.# #.# . #@# ## ....@.......... #####.####..### #. .♣ # # You could see Terence. Vanquished Creatures 2 endoplasms (D:1) 3 ball pythons (D:1) 2 goblins (D:1) 2 kobolds (D:1) 2 rats (D:1) 11 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | glumm the Deep Elf Conjurer began the quest for the Orb. 0 | D:1 | Reached XP level 1. HP: 10/10 MP: 6/6 253 | D:1 | Reached XP level 2. HP: 15/15 MP: 4/8 351 | D:2 | Encountered Terence 356 | D:2 | Learned a level 2 spell: Searing Ray 362 | D:2 | Killed from afar by Terence Illustrated notes Levels and vault maps discovered: D:1: erik_arrival_blinker_ship, layout_loops_cross D:2: layout_basic, serial_forest, infiniplex_forest_lined_3, infiniplex_forest_lined_3, infiniplex_forest_lined_room_2, infiniplex_forest_straight_2, basic_altar, uniq_terence Skill XL: | 1 | ---------------+----+----- Stealth | 3 | 3.0 Dodging | 3 | 3.0 Spellcasting | | 3.0 Conjurations | | 4.4 Action || total ---------------------------++------- Cast: Magic Dart || 21 Searing Ray || 2 Armour: Robe || 2