Dungeon Crawl Stone Soup version 0.32.1-6-ge8736a44df (webtiles) character file. Game seed: 15386290702157519117 21 AbbaRin the Magician (level 3, 0/25 HPs) Began as a Djinni Conjurer on Mar 24, 2025. Slain by Terence ... wielding a +0 short sword (5 damage) ... on level 2 of the Dungeon. The game lasted 00:03:28 (1944 turns). AbbaRin the Magician (Djinni Conjurer) Turns: 1944, Time: 00:03:29 Health: 0/25 AC: 2 Str: 8 XL: 3 Next: 2% Gold: 83 EV: 11 Int: 19 God: SH: 0 Dex: 11 rFire + + . b - +0 hand axe 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) %: infuse magic (-1 HP) @: enlightened, 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 83 gold pieces. Inventory: Hand Weapons b - a +0 hand axe (weapon) Missiles i - 2 poisoned darts (quivered) Armour a - a +0 robe (worn) e - a +0 pair of gloves Jewellery g - a +6 ring of strength Potions c - a potion of brilliance {unknown} d - a potion of enlightenment f - a potion of heal wounds {unknown} h - a potion of degeneration {unknown} Skills: + Level 2.6 Dodging + Level 2.0 Stealth * Level 3.8 Spellcasting * Level 3.8 Conjurations * Level 3.8 Hexes * Level 3.8 Summonings * Level 3.8 Necromancy * Level 3.8 Translocations * Level 3.8 Fire Magic * Level 3.8 Ice Magic * Level 3.8 Air Magic * Level 3.8 Earth Magic * Level 3.8 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 72% 1d6 3% 1 b - Searing Ray Conj 36% 2d5 4% 2 c - Fulminant Prism Conj/Alch 9% 3d7 28% 4 d - Iskenderun's Mystic Conj/Tloc 18% 2d6 (+2d2 28% 4 e - Summon Small Mammal Summ 72% N/A 3% 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 Aim: Terence, wielding a +0 short sword and wearing a +0 ring mail (lightly wounded, 81% to hit) The searing ray hits Terence. Terence is lightly wounded. (Press . to maintain the ray.) Terence barely misses you. The searing ray misses Terence. Terence barely misses you. The searing ray hits Terence. Terence is lightly wounded. Terence hits you with a +0 short sword. Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line, f/p - Terence Aim: Terence, wielding a +0 short sword and wearing a +0 ring mail (lightly 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 hits Terence. Terence is heavily wounded. Terence screams, "I want to be left alone!" Terence misses you. The searing ray hits Terence. Terence is severely wounded. Terence closely misses you. Casting: Searing Ray (safe; 4% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 4% risk of failure) Press: ? - help, Shift-Dir - straight line, f/p - Terence Aim: Terence, wielding a +0 short sword and wearing a +0 ring mail (severely wounded, 81% to hit) The searing ray hits Terence. Terence is almost dead. (Press . to maintain the ray.) Terence hits you with a +0 short sword. * * * LOW HITPOINT WARNING * * * It was a potion of enlightenment. You feel more buoyant. Terence hits you with a +0 short sword. You die... Terence says, "And stay out!" #....# #######<## ##........# ##...####..# ####.....###..# #.........[...# #.##.....##...# #.###.(.###....... #@# ##.## #...#### #@# #.# #..... #....#.# #...### #(.....# #...# #....### #...# #..#... ..#.# ##...### #. # .# You could see Terence. Vanquished Creatures 2 ball pythons (D:1) A bat (D:1) 4 endoplasms 2 goblins (D:1) 2 hobgoblins (D:1) 2 kobolds (D:1) A quokka (D:1) A frilled lizard (D:1) A rat (D:1) 16 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | AbbaRin the Djinni Conjurer began the quest for the Orb. 0 | D:1 | AbbaRin 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: 0/0 309 | D:1 | Found a faded altar of an unknown god. 433 | D:1 | Reached XP level 2. HP: 4/21 MP: 0/0 1914 | D:2 | Reached XP level 3. HP: 25/25 MP: 0/0 1914 | D:2 | Learned a level 1 spell: Summon Small Mammal 1931 | D:2 | Noticed Terence 1944 | D:2 | Slain by Terence Illustrated notes Levels and vault maps discovered: D:1: minmay_arrival_four_circles, layout_basic, dreamdust_ecumenical_altar_statues, bh_walls_and_bars D:2: layout_loops_ring, kennysheep_nub, uniq_terence Skill XL: | 1 2 | ---------------+-------+----- Stealth | 2 | 2.0 Dodging | | 2.6 Spellcasting | | 3.8 Conjurations | | 3.8 Hexes | | 3.8 Summonings | | 3.8 Necromancy | | 3.8 Translocations | | 3.8 Fire Magic | | 3.8 Ice Magic | | 3.8 Air Magic | | 3.8 Earth Magic | | 3.8 Alchemy | | 3.8 Action || total ---------------------------++------- Melee: Hand axe || 33 Throw: Dart || 1 Cast: Magic Dart || 12 Searing Ray || 7 Use: Potion || 1 Armour: Robe || 27 Dodge: Dodged || 28