Dungeon Crawl Stone Soup version 0.34-a0-461-gf09bc62600 (webtiles) character file. Game seed: 2728779631534417342 22 wmlhwl the Magician (level 3, -6/25 HPs) Began as a Djinni Conjurer on July 27, 2025. Mangled by Terence ... wielding a +2 flail of protection (8 damage) ... on level 2 of the Dungeon. The game lasted 00:02:43 (1151 turns). wmlhwl the Magician (Djinni Conjurer) Turns: 1151, Time: 00:02:43 Health: -6/25 AC: 2 Str: 6 XL: 3 Next: 7% Gold: 58 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . (33%) b - +0 dagger 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 0.24/turn %: infuse magic (-7 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 58 gold pieces. Inventory: Hand Weapons b - a +0 dagger (weapon) Missiles c - 4 poisoned darts Armour a - a +0 robe (worn) Scrolls c - a scroll of teleportation {unknown} e - 2 scrolls of amnesia {unknown} h - a scroll of silence {unknown} Potions d - a potion of mutation {unknown} Skills: * Level 0.3 Fighting * Level 2.3 Dodging - Level 1.5 Stealth * Level 3.9 Spellcasting * Level 3.9 Conjurations * Level 3.9 Hexes * Level 3.9 Summonings * Level 3.9 Necromancy * Level 3.9 Translocations * Level 3.9 Forgecraft * Level 3.9 Fire Magic * Level 3.9 Ice Magic * Level 3.9 Air Magic * Level 3.9 Earth Magic * Level 3.9 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 80% 1d7 2% 1 b - Searing Ray Conj 40% 2d5 3% 2 c - Fulminant Prism Conj/Alch 10% 3d8 24% 4 d - Iskenderun's Mystic Conj/Tloc 20% 2d6 (+2d3 24% 4 e - Freeze Ice 80% 1d9 2% 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. 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 You freeze Terence! Terence is moderately wounded. Terence hits you with a +2 flail of protection! Casting: Freeze (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Freeze (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +2 flail of protection and wearing a +0 chain mail (moderately wounded, 100% to hit) You freeze Terence. Terence is heavily wounded. Terence hits you with a +2 flail of protection! Casting: Freeze (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: Terence, wielding a +2 flail of protection and wearing a +0 chain mail (heavily wounded, 84% to hit) You focus your ray upon Terence. The searing ray hits Terence but does no damage. Terence is heavily wounded. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * Terence closely misses you. The searing ray misses Terence. * * * LOW HITPOINT WARNING * * * Terence hits you with a +2 flail of protection. * * * LOW HITPOINT WARNING * * * Without enough magic to sustain it, your Searing Ray dissipates. Terence misses you. You don't have enough health to cast this spell. You hit Terence but do no damage. Terence is heavily wounded. Terence closely misses you. You hit Terence but do no damage. Terence is heavily wounded. Terence misses you. You hit Terence but do no damage. Terence is heavily wounded. Terence hits you with a +2 flail of protection! You die... Terence says, "And stay out!" #.......# #.#.##..# #.#.##..# #.# #...##..# #.# #..)##..# #.# .# #....†..# #.# ....#######.#.##.## #.# #.........#.##.# #.# #####@##.##.##.#####.# .#######@##§.#........... ......)..##§............# .####......§.§...####### #.<.##...#.### #........###.# #.......÷....# ### #.......>##.. #.. #.#...##.... #.# You could see Terence. Vanquished Creatures 2 dart slugs (D:1) 3 endoplasms (D:1) 3 quokkas 3 ball pythons A bat (D:1) 2 frilled lizards 2 goblins A kobold (D:1) 4 rats 21 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | wmlhwl the Djinni Conjurer began the quest for the Orb. 0 | D:1 | wmlhwl 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: 0/0 134 | D:1 | Reached XP level 2. HP: 20/21 MP: 0/0 845 | D:2 | Found a faded altar of an unknown god. 849 | D:2 | Noticed Terence 976 | D:2 | Reached XP level 3. HP: 24/25 MP: 0/0 976 | D:2 | Learned a level 1 spell: Freeze 1147 | D:2 | HP: 1/25 [Terence/+2 flail of protection (5)] 1151 | D:2 | Mangled by Terence Illustrated notes Levels and vault maps discovered: D:1: minmay_arrival_stair_chambers, layout_basic D:2: cheibrodos_helix_gallery, layout_loops_ring, ebering_ecumenical_altar_mist, uniq_terence Action || total ---------------------------++------- Melee: Dagger || 3 Cast: Magic Dart || 49 Freeze || 2 Searing Ray || 1 Armour: Robe || 5 Dodge: Dodged || 4 Table legend: (Time is in decaauts) A = Elapsed time spent in this place. B = Non-inter-level travel time spent in this place. C = Inter-level travel time spent in this place. D = Time resting spent in this place. E = Time spent auto-exploring this place. F = Levels seen in this place. G = Mean time per level. A B C D E F G +--------+--------+--------+--------+--------+-----+--------+ Total | 1151 | 1070 | 81 | 8 | 938 | 2 | 575.5 | Dungeon | 1151 | 1070 | 81 | 8 | 938 | 2 | 575.5 | +--------+--------+--------+--------+--------+-----+--------+ Top non-repeatable levels by time: D:1: 926 daAuts D:2: 225 daAuts