Dungeon Sprint DCSS version 0.33-a0-802-g62b7471ca3 (webtiles) character file. Game seed: 16438203284722390480 26 Snazzyish the Magician (level 3, -1/31 HPs) Began as a Djinni Conjurer on Jan 29, 2025. Slain by a water elemental (2 damage) ... in the Dungeon (Sprint III: "The Ten Rune Challenge"). The game lasted 00:01:26 (234 turns). Snazzyish the Magician (Djinni Conjurer) Turns: 234, Time: 00:01:26 Health: -1/31 AC: 2 Str: 6 XL: 3 Next: 22% Gold: 63 EV: 11 Int: 21 God: SH: 0 Dex: 11 rFire + + . - Nothing wielded rCold x . . (no offhand) rNeg . . . a - +0 robe rPois ∞ (no helmet) rElec . (no cloak) rCorr . (no gloves) SInv . (no amulet) Will ..... (no ring) Stlth ++ (no ring) HPRegen 0.25/turn %: no teleportation, infuse magic (-2 HP) @: engulfed, flying, very slightly contaminated A: sickness immunity, fire resistance 2, cold vulnerability 1, float, innate caster, HP casting, extra vitality 1, MP-powered wands, ephemeral shield a: no special abilities You were in the Dungeon. You visited 1 branch You collected 63 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls f - a scroll of blinking g - a scroll of torment {unknown} h - 3 scrolls of identify j - a scroll of poison {unknown} Potions b - a potion of curing c - a potion of heal wounds d - a potion of haste e - 3 potions of mutation i - 2 potions of enlightenment k - a potion of ambrosia {unknown} Skills: * Level 4.2 Fighting - Level 2.1 Dodging - Level 1.5 Stealth * Level 4.4 Spellcasting * Level 4.4 Conjurations * Level 4.4 Hexes * Level 4.4 Summonings * Level 4.4 Necromancy * Level 4.4 Translocations * Level 4.4 Forgecraft * 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 (+2d3 19% 4 e - Apportation Tloc 46% N/A 1% 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) You expend health (3 HP) to strengthen your wands. A shield forms around you when casting spells or using Invocations. (SH +7) Message History Aim: a water elemental (dormant, 100% to hit) You focus your ray upon the water elemental. The searing ray hits the water elemental! The water elemental is moderately damaged. (Press . to maintain the ray.) Casting: Searing Ray (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You aren't experienced enough to cast this spell. Unknown command. Casting: Searing Ray (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Restarting spell: Searing Ray (safe; 2% risk of failure) Press: ? - help, Shift-Dir - straight line Aim: a water elemental (moderately damaged, 87% to hit) You focus your ray upon the water elemental. The searing ray hits the water elemental. The water elemental is moderately damaged. (Press . to maintain the ray.) The searing ray hits the water elemental. The water elemental is heavily damaged. The water elemental hits you. The water elemental engulfs you in water! The searing ray misses the water elemental. The water elemental hits you! The searing ray hits the water elemental! The water elemental is severely damaged. You finish channelling your searing ray. The water elemental barely misses you. Unknown command. 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 Aim: a water elemental (severely damaged, engulfing you, 87% to hit) You miscast Searing Ray. You are very lightly contaminated with residual magic. Nothing appears to happen. The water elemental hits you! * * * LOW HITPOINT WARNING * * * The water elemental hits you. You die... ▓▓▓▓▓▓▓▓▓▓ ▓▓▓ <.#..'...♣♣♣♣ ♣.# ..#..#....♣.♣ ♣.# #'####......♣ ♣.# .....#....~♣♣ ♣.# #+#+# .....#...~~.♣♣♣♣.#...... .....#..~~~~.♣.♣@E.⌠.... ####†#..~≈≈~~~♣♣.#...### .....#.~~≈~~~....# ⌠.# .....#.~≈~~~.....# .# .....#.~~~.......# # '#####...........# ....†............# ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ You could see a water elemental (engulfing you). Vanquished Creatures A human (D) A phantom (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 8 | D | Reached skill level 1 in Fighting 92 | D | Reached XP level 2. HP: 11/26 MP: 0/0 92 | D | Reached XP level 3. HP: 13/31 MP: 0/0 92 | D | Learned a level 1 spell: Apportation 223 | D | Gained mutation: You possess an exceptional clarity of | mind. [potion of mutation] 223 | D | Gained mutation: You are dopey. (Int -2) [potion of | mutation] 224 | D | Lost mutation: You possess an exceptional clarity of mind. | [potion of mutation] 224 | D | Lost mutation: You are dopey. (Int -2) [potion of mutation] 224 | D | Gained mutation: You expend health (3 HP) to strengthen | your wands. [potion of mutation] 224 | D | Gained mutation: A shield forms around you when casting | spells or using Invocations. (SH +7) [potion of mutation] 227 | D | Noticed a water elemental 233 | D | HP: 1/31 [water elemental (14)] 234 | D | Slain 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_spiders, 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_swamp_cave, sprint_mu_shoals_archi, 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 3 | ---------------+----------+----- Fighting | 3 4 | 4.2 Spellcasting | 4 | 4.4 Conjurations | 4 | 4.4 Hexes | 4 | 4.4 Summonings | 4 | 4.4 Necromancy | 4 | 4.4 Translocations | 4 | 4.4 Forgecraft | 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 ---------------------------++------- Melee: Unarmed || 14 Cast: Magic Dart || 15 Searing Ray || 2 Use: Potion || 3 Armour: Robe || 9 Dodge: Dodged || 6 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 | 240 | 240 | 0 | 93 | 57 | 1 | 240.0 | Dungeon | 240 | 240 | 0 | 93 | 57 | 1 | 240.0 | +--------+--------+--------+--------+--------+-----+--------+ Top non-repeatable levels by time: D: 240 daAuts