Dungeon Sprint DCSS version 0.33-a0-649-g5bcc8a2132 (webtiles) character file. Game seed: 12075150494740364774 25 Snazzyish the Ducker (level 3, -9/30 HPs) Began as a Djinni Conjurer on Jan 7, 2025. Mangled by a water elemental (17 damage) ... in the Dungeon (Sprint III: "The Ten Rune Challenge"). The game lasted 00:02:41 (211 turns). Snazzyish the Ducker (Djinni Conjurer) Turns: 211, Time: 00:02:41 Health: -9/30 AC: 2 Str: 6 XL: 3 Next: 17% Gold: 40 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 0.25/turn (no ring) %: no teleportation, infuse magic (-10 HP) @: engulfed, flying, very slightly contaminated 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 40 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls f - a scroll of blinking h - a scroll of torment {unknown} i - 3 scrolls of identify l - a scroll of poison {unknown} Potions b - a potion of curing c - a potion of heal wounds d - a potion of haste e - a potion of berserk rage g - 4 potions of mutation j - a potion of lignification {unknown} k - a potion of enlightenment {unknown} Skills: * Level 3.3 Fighting + Level 4.3 Dodging - Level 1.7 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 (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 You feel much better. The water elemental misses you. Unknown command. Casting: Searing Ray (safe; 3% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a water elemental (engulfing you, 100% to hit) The magic dart hits the water elemental. The water elemental is lightly damaged. The water elemental misses you. Unknown command. Casting: Magic Dart (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a water elemental (lightly damaged, engulfing you, 100% to hit) The magic dart hits the water elemental. The water elemental is moderately damaged. The water elemental hits you!! Ouch! That really hurt! Casting: Magic Dart (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a water elemental (moderately damaged, engulfing you, 100% to hit) The magic dart hits the water elemental but does no damage. The water elemental is moderately damaged. * * * LOW HITPOINT WARNING * * * The water elemental closely misses you. Casting: Magic Dart (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Magic Dart (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a water elemental (moderately damaged, engulfing you, 100% to hit) The magic dart hits the water elemental but does no damage. The water elemental is moderately damaged. * * * 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 phantom (D) 4 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 6 | D | Reached skill level 1 in Fighting 17 | D | Reached skill level 3 in Dodging 41 | D | Reached XP level 2. HP: 18/23 MP: 0/0 86 | D | Reached skill level 4 in Dodging 86 | D | Reached XP level 3. HP: 9/30 MP: 0/0 86 | D | Learned a level 1 spell: Freeze 203 | D | Noticed a water elemental 211 | 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 | 2 3 | 3.3 Dodging | 3 4 | 4.3 Stealth | | 1.7 Spellcasting | | 3.9 Conjurations | | 3.9 Hexes | | 3.9 Summonings | | 3.9 Necromancy | | 3.9 Translocations | | 3.9 Forgecraft | | 3.9 Fire Magic | | 3.9 Ice Magic | | 3.9 Air Magic | | 3.9 Earth Magic | | 3.9 Alchemy | | 3.9 Action || total ---------------------------++------- Cast: Magic Dart || 13 Searing Ray || 8 Use: Potion || 1 Armour: Robe || 4 Dodge: Dodged || 3 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 | 211 | 209 | 2 | 77 | 0 | 1 | 211.0 | Dungeon | 211 | 209 | 2 | 77 | 0 | 1 | 211.0 | +--------+--------+--------+--------+--------+-----+--------+ Top non-repeatable levels by time: D: 211 daAuts