Dungeon Sprint DCSS version 0.33.1-5-g432fff1de5 (webtiles) character file. Game seed: 1936021942993343527 0 Snazzyish the Magician (level 1, -13/15 HPs) Began as a Djinni Conjurer on Oct 7, 2025. Mangled by a merfolk siren ... wielding a +0 spear (15 damage) ... in the Dungeon (Sprint II: "The Violet Keep of Menkaure"). The game lasted 00:00:35 (21 turns). Snazzyish the Magician (Djinni Conjurer) Turns: 21, Time: 00:00:36 Health: -13/15 AC: 2 Str: 6 XL: 1 Next: 0% Gold: 0 EV: 11 Int: 19 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 0.22/turn %: no teleportation, infuse magic (-14 HP) @: flying, mesmerised, hasted, very quick 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 Inventory: Armour a - a +0 robe (worn) Scrolls f - a scroll of blinking Potions b - a potion of curing e - a potion of berserk rage Skills: - Level 2.1 Dodging - Level 1.5 Stealth + Level 3.4 Spellcasting + Level 3.4 Conjurations + Level 3.4 Hexes + Level 3.4 Summonings + Level 3.4 Necromancy + Level 3.4 Translocations + Level 3.4 Forgecraft + Level 3.4 Fire Magic + Level 3.4 Ice Magic + Level 3.4 Air Magic + Level 3.4 Earth Magic + Level 3.4 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 64% 1d6 3% 1 b - Searing Ray Conj 32% 2d5 5% 2 c - Fulminant Prism Conj/Alch 8% 3d7 34% 4 d - Iskenderun's Mystic Conj/Tloc 16% 2d5 (+2d2 34% 4 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. 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 The magic dart hits the merfolk siren. The merfolk siren is heavily wounded. Unknown command. Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Q - select action, ( or ) - cycle Shift-Dir - straight line Aim: a merfolk siren, wielding a +0 spear (heavily wounded, mesmerising, 100% to hit) The magic dart hits the merfolk siren. The merfolk siren is severely wounded. The merfolk siren chants its luring song. Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Q - select action, ( or ) - cycle Shift-Dir - straight line Aim: a merfolk siren, wielding a +0 spear (severely wounded, mesmerising, 100% to hit) The magic dart hits the merfolk siren but does no damage. The merfolk siren is severely wounded. The merfolk siren chants its luring song. Unknown command. Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Q - select action, ( or ) - cycle Shift-Dir - straight line Aim: a merfolk siren, wielding a +0 spear (severely wounded, mesmerising, 100% to hit) The magic dart hits the merfolk siren. The merfolk siren is severely wounded. * * * LOW HITPOINT WARNING * * * Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Q - select action, ( or ) - cycle Shift-Dir - straight line Aim: a merfolk siren, wielding a +0 spear (severely wounded, mesmerising, 100% to hit) The magic dart hits the merfolk siren. The merfolk siren is severely wounded. * * * LOW HITPOINT WARNING * * * The merfolk siren chants its luring song. Your magical contamination has completely faded away. Unknown command. Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Q - select action, ( or ) - cycle Shift-Dir - straight line Aim: a merfolk siren, wielding a +0 spear (severely wounded, mesmerising, 100% to hit) The magic dart hits the merfolk siren. The merfolk siren is almost dead. * * * LOW HITPOINT WARNING * * * The merfolk siren hits you with a +0 spear! Ouch! That really hurt! You die... ## #+###.## ##.##.m.# +.<.'@# ##.##...# #+###.## ## You could see a merfolk siren (mesmerising). 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 1 | D | Noticed a merfolk siren 21 | D | Mangled by a merfolk siren Illustrated notes Levels and vault maps discovered: D: the_violet_keep_of_menkaure [sprint2_stairs_cluster_1, sprint2_shoproom, sprint2_temple, sprint2_basic_supplies, sprint2_obstacle_1, sprint2_obstacle_4, sprint2_obstacle_5, sprint2_obstacle_7, sprint2_obstacle_2, sprint2_timed_cluster_1, sprint2_smallroom_cluster_1, sprint2_smallroom_final_cluster_1, sprint2_transparent_cluster_1, sprint2_second_timed_cluster_1, sprint2_sniper_area_1, sprint2_heavy_combat_area_1, sprint2_mutation_trap_area_1, sprint2_forest_area_1, sprint2_light_combat_area_1, sprint2_behind_water_1, sprint2_near_end_vault_1] Action || total ---------------------------++------- Cast: Magic Dart || 15 Use: Potion || 2 Armour: Robe || 2 Dodge: Dodged || 1