Dungeon Sprint DCSS version 0.33-a0-647-gb60e247eb4 (webtiles) character file. Game seed: 1567937773318627345 35 Snazzyish the Trooper (level 3, -11/34 HPs) Began as a Djinni Conjurer on Jan 6, 2025. Mangled by a water elemental (17 damage) ... in the Dungeon (Sprint III: "The Ten Rune Challenge"). The game lasted 00:02:29 (385 turns). Snazzyish the Trooper (Djinni Conjurer) Turns: 385, Time: 00:02:29 Health: -11/34 AC: 2 Str: 6 XL: 3 Next: 55% Gold: 23 EV: 11 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 0.25/turn (no ring) %: no teleportation, infuse magic (-12 HP) @: engulfed, flying A: sickness immunity, fire resistance 2, cold vulnerability 1, float, innate caster, HP casting, extra vitality 1 a: no special abilities You were in the Dungeon. You visited 1 branch You collected 23 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls f - a scroll of blinking i - a scroll of poison l - a scroll of immolation Potions b - a potion of curing c - a potion of heal wounds d - a potion of haste e - a potion of berserk rage g - a potion of lignification {unknown} h - 5 potions of mutation k - 2 potions of enlightenment m - a potion of ambrosia Skills: * Level 5.8 Fighting - Level 2.1 Dodging - Level 1.5 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 Forgecraft + 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 76% 1d6 2% 1 b - Searing Ray Conj 38% 2d5 3% 2 c - Fulminant Prism Conj/Alch 9% 3d7 26% 4 d - Iskenderun's Mystic Conj/Tloc 19% 2d6 (+2d2 26% 4 e - Kiss of Death Conj/Necr 76% 2d11 2% 1 Your spell library was empty. Dungeon Overview and Level Annotations Branches: Dungeon (1/1) Altars: 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 Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 3% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a water elemental (moderately damaged, engulfing you, 87% to hit) You focus your ray upon the water elemental. The searing ray hits the water elemental! The water elemental is heavily damaged. (Press . to maintain the ray.) The water elemental closely misses you. 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) Press: ? - help, Shift-Dir - straight line Aim: a water elemental (heavily damaged, engulfing you, 87% to hit) You focus your ray upon the water elemental. The searing ray misses the water elemental. (Press . to maintain the ray.) The water elemental hits you! 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) Press: ? - help, Shift-Dir - straight line Aim: a water elemental (heavily damaged, engulfing you, 87% to hit) You focus your ray upon the water elemental. The searing ray misses the water elemental. (Press . to maintain the ray.) The water elemental hits you. * * * LOW HITPOINT WARNING * * * 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) Press: ? - help, Shift-Dir - straight line Aim: a water elemental (heavily damaged, engulfing you, 87% to hit) You focus your ray upon the water elemental. The searing ray misses the water elemental. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The water elemental hits you! Ouch! That really hurt! You die... ▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓ <.#..'....♣♣♣ ♣.# ..#..#....♣.♣ ♣.# #†####......♣ ..# .....#....~.♣♣♣♣.# #+#+# .....#...~~..♣.♣.#...... ....[#..~~~~...♣@E.⌠.... ####'#..~≈≈~~~.♣.#...### ...†.#.~~≈~~~....# ⌠.# ...†.#.~≈~~~.....# .# .....#.~~~.......# # '#####...........# .................# ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ You could see a water elemental (engulfing you). Vanquished Creatures A human (D) A wolf (D) An endoplasm (D) 3 rats (D) 6 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D | Snazzyish the Djinni Conjurer began the quest for the Orb. 0 | D | Snazzyish set off with the following spells memorised: | Magic Dart, Searing Ray, Fulminant Prism, Iskenderun's | Mystic Blast. 0 | D | Reached XP level 1. HP: 15/15 MP: 0/0 10 | D | Reached skill level 2 in Fighting 133 | D | Noticed a wolf 142 | D | Killed a wolf 143 | D | Reached skill level 4 in Fighting 143 | D | Reached XP level 2. HP: 13/27 MP: 0/0 248 | D | Reached skill level 5 in Fighting 248 | D | Reached XP level 3. HP: 12/34 MP: 0/0 248 | D | Learned a level 1 spell: Kiss of Death 379 | D | Noticed a water elemental 385 | D | Mangled by a water elemental Illustrated notes Levels and vault maps discovered: D: dungeon_sprint_mu [sprint_mu_entry_forest, sprint_mu_temple_rooms, sprint_mu_d1_horrors, sprint_mu_d2_genie, sprint_mu_d3_branching, sprint_mu_orc_legion, sprint_mu_elf_gauntlet, sprint_mu_hive_nellie, sprint_mu_lair_fedhas, sprint_mu_vaults_butterflies, sprint_mu_slime_circle, sprint_mu_shoals_kraken, sprint_mu_snake_twists, sprint_mu_blade_basic, sprint_mu_crypt_chambers, sprint_mu_tomb_spiral, sprint_mu_vestibule_basic, sprint_mu_gehenna_hellfire, sprint_mu_dis_giant, sprint_mu_tartarus_statrot, sprint_mu_cocytus_islands, sprint_mu_zot1] Skill XL: | 1 2 | ---------------+-------+----- Fighting | 4 5 | 5.8 Dodging | | 2.1 Stealth | | 1.5 Spellcasting | | 3.8 Conjurations | | 3.8 Hexes | | 3.8 Summonings | | 3.8 Necromancy | | 3.8 Translocations | | 3.8 Forgecraft | | 3.8 Fire Magic | | 3.8 Ice Magic | | 3.8 Air Magic | | 3.8 Earth Magic | | 3.8 Alchemy | | 3.8 Action || total ---------------------------++------- Cast: Magic Dart || 17 Searing Ray || 18 Use: Scroll || 3 Armour: Robe || 6 Dodge: Dodged || 7 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 | 385 | 385 | 0 | 234 | 0 | 1 | 385.0 | Dungeon | 385 | 385 | 0 | 234 | 0 | 1 | 385.0 | +--------+--------+--------+--------+--------+-----+--------+ Top non-repeatable levels by time: D: 385 daAuts