Dungeon Crawl Stone Soup version 0.31.0-9-g3a7656b989 (webtiles) character file. Game seed: 15273103751544121426 41 temujin the Magician (level 3, -4/25 HPs) Began as a Djinni Conjurer on Jan 26, 2024. Slain by Terence ... wielding a +0 flail of protection (6 damage) ... on level 2 of the Dungeon. The game lasted 00:01:36 (1267 turns). temujin the Magician (Djinni Conjurer) Turns: 1267, Time: 00:01:36 Health: -4/25 AC: 2 Str: 6 XL: 3 Next: 75% Gold: 68 EV: 12 Int: 21 God: SH: 0 Dex: 11 rFire + + . (no weapon) rCold x . . (no shield) rNeg . . . a - +0 robe rPois ∞ (no helmet) rElec . (no cloak) rCorr . (no gloves) SInv . (boots unavailable) Will ..... (no amulet) Stlth ++ (no ring) HPRegen 0.24/turn (no ring) MPRegen 0.00/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 68 gold pieces. Inventory: Armour a - a +0 robe (worn) g - a scarf of shadows Jewellery d - a ring of see invisible Scrolls b - a scroll of poison {unknown} c - a scroll of fear {unknown} f - a scroll of identify {unknown} h - 2 scrolls of blinking {unknown} Potions e - a potion of brilliance {unknown} Skills: - Level 2.1 Dodging - Level 1.5 Stealth + Level 4.4 Spellcasting + Level 4.4 Conjurations + Level 4.4 Hexes Level 0.0 Charms + Level 4.4 Summonings + Level 4.4 Necromancy + Level 4.4 Translocations Level 0.0 Transmutations + Level 4.4 Fire Magic + Level 4.4 Ice Magic + Level 4.4 Air Magic + Level 4.4 Earth Magic + Level 4.4 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 92% 1d7 1% 1 b - Searing Ray Conj 46% 2d6 2% 2 c - Fulminant Prism Conj/Alch 11% 3d8 19% 4 d - Iskenderun's Mystic Conj/Tloc 23% 2d6 19% 4 e - Necrotise Necr 92% 1d8 1% 1 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. Your flesh is 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 moderately wounded. Terence closely misses you. The searing ray hits Terence but does no damage. Terence is moderately wounded. You finish channelling your searing ray. Terence hits you with a +0 flail of protection. Casting: Searing Ray (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line, f/p - Terence Aim: Terence, wielding a +0 flail of protection and wearing a +0 scale mail (moderately wounded, 81% to hit) The searing ray hits Terence. Terence is moderately wounded. (Press . to maintain the ray.) Terence closely misses you. The searing ray misses Terence. Terence closely misses you. The searing ray misses Terence. Terence hits you with a +0 flail of protection. The searing ray hits Terence. Terence is heavily wounded. You finish channelling your searing ray. Terence barely misses you. Casting: Searing Ray (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line, f/p - Terence Aim: Terence, wielding a +0 flail of protection 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.) * * * LOW HITPOINT WARNING * * * Terence hits you with a +0 flail of protection. * * * LOW HITPOINT WARNING * * * The searing ray hits Terence. Terence is severely wounded. * * * LOW HITPOINT WARNING * * * Terence hits you with a +0 flail of protection. You die... Terence says, "That felt goooood." ##..###8###8 #..#....... #.#........ #..#....... #######.####8###8 #..........### ## #.#####.#### ###.#####.# #.@.......# #@#.####### #.#.# #!#.# # #.#.# # #.#.. # #.... # ##### # You could see Terence. Vanquished Creatures A ribbon worm (D:2) A dart slug (D:1) 3 endoplasms 2 giant cockroaches 2 goblins (D:1) A hobgoblin (D:1) 4 quokkas (D:2) 5 ball pythons 2 bats (D:1) 3 frilled lizards 7 kobolds 4 rats (D:1) 35 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | temujin the Djinni Conjurer began the quest for the Orb. 0 | D:1 | temujin 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: 0/0 188 | D:1 | Reached XP level 2. HP: 15/21 MP: 0/0 518 | D:1 | Reached XP level 3. HP: 14/25 MP: 0/0 518 | D:1 | Learned a level 1 spell: Necrotise 1255 | D:2 | Noticed Terence 1267 | D:2 | Slain by Terence Illustrated notes Levels and vault maps discovered: D:1: saegor_arrival_miasma, layout_basic D:2: layout_loops_ring, mrwooster_statue_mirror, corexii_hall_statues_x, uniq_terence Skill XL: | 1 2 | ---------------+-------+----- Spellcasting | 4 | 4.4 Conjurations | 4 | 4.4 Hexes | 4 | 4.4 Summonings | 4 | 4.4 Necromancy | 4 | 4.4 Translocations | 4 | 4.4 Fire Magic | 4 | 4.4 Ice Magic | 4 | 4.4 Air Magic | 4 | 4.4 Earth Magic | 4 | 4.4 Alchemy | 4 | 4.4 Dodging | | 2.1 Stealth | | 1.5 Action || total ---------------------------++------- Cast: Magic Dart || 67 Searing Ray || 4 Armour: Robe || 10 Dodge: Dodged || 14