Dungeon Sprint DCSS version 0.28.0-53-g5a82cb258f (webtiles) character file. Game seed: 8548265379459097154 0 Zeld the Conjurer (level 1, -1/10 HPs) Began as a Deep Elf Conjurer on May 28, 2022. Slain by an eight-headed hydra (8 damage) ... in the Dungeon (Sprint VII: "The Pits"). The game lasted 00:00:29 (32 turns). Zeld the Conjurer (Deep Elf Conjurer) Turns: 32, Time: 00:00:29 Health: -1/10 AC: 2 Str: 4 XL: 1 Next: 0% Magic: 6/6 EV: 12 Int: 22 God: Gold: 0 SH: 0 Dex: 13 Spells: 5/6 levels left rFire . . . SeeInvis . (no weapon) rCold . . . Faith . (no shield) rNeg . . . Spirit . a - +0 robe rPois . Reflect . (no helmet) rElec . Harm . (no cloak) rCorr . Rampage . (no gloves) Will ..... NoTele + (no boots) Stlth ++........ (no amulet) HPRegen 0.03/turn (no ring) MPRegen 0.10/turn (no ring) @: no status effects A: no striking features a: no special abilities You were in the Dungeon. You visited 1 branch Inventory: Armour a - a +0 robe (worn) Scrolls g - a scroll of blinking Potions b - a potion of curing c - a potion of heal wounds d - a potion of haste e - 2 potions of magic f - a potion of berserk rage Skills: + Level 2.4 Dodging - Level 2.4 Stealth * Level 3.0 Spellcasting * Level 4.3 Conjurations You had 5 spell levels left. You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 88% 1d7 1% 1 Your spell library contained the following spells: Spells Type Power Damage Failure Level Searing Ray Conj 44% 2d6 3% 2 Dazzling Flash Conj/Hex 24% N/A 16% 3 Fulminant Prism Conj/Hex 6% 3d7 45% 4 Iskenderun's Mystic Bla Conj/Tloc 12% 2d5 45% 4 Dungeon Overview and Level Annotations Branches: Dungeon (1/1) Altars: Message History Welcome, Zeld the Deep Elf Conjurer. Press ? for a list of commands and other information. Found a staircase leading out of the dungeon. Clearing quiver. Search for what [? for help]? armor Okay, then. You open the door. There is an open door to the Entrance Hall (Safe) here. You open the huge gate. An eight-headed hydra and a molten gargoyle come into view. There are monsters nearby! There are monsters nearby! You close the huge gate. Something unseen opens the huge gate. There is an open door to the Entrance Hall (Safe) here. You close the door. Something unseen opens the door. You aren't carrying any items that you can evoke. Okay, then. Press: ? - help, v - describe, . - travel Here: an eight-headed hydra The floor. The eight-headed hydra bites you. The eight-headed hydra completely misses you. The eight-headed hydra closely misses you. The eight-headed hydra bites you! Ouch! That really hurt! You die... +................+ #......#..#......# #.......D.9......# ####'#####''###### #.......##++# #.......##... #.......##..D. #...<...##.9... #@.9....##...### #.D.....##..## #.......# ######### You could see an eight-headed hydra and a molten gargoyle. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D | Zeld the Deep Elf Conjurer began the quest for the Orb. 0 | D | Reached XP level 1. HP: 10/10 MP: 6/6 11 | D | Noticed an eight-headed hydra 11 | D | Noticed a molten gargoyle 32 | D | Slain by an eight-headed hydra Illustrated notes Levels and vault maps discovered: D: pitsprint [storerooms_1, entrance_room_1, metal_vault_4, armoury_1, mini_pit_1, grid_room_1, main_hall_1, silver_pit, the_coven_3, the_vestibule_1, steel_vault_3, golden_pit, hallway_of_sentries, crystal_vault_4, iron_vault_4, final_vault] Action || total -------------------------++------- Dodge: Dodged || 2