Dungeon Sprint DCSS version 0.27-a0-1245-g940ed4fa31 (webtiles) character file. Game seed: 1249239872397355237 24 logorrheac the Conjurer (level 2, -4/20 HPs) Began as a Demigod Conjurer on June 9, 2021. Drowned by a water elemental (6 damage) ... in the Dungeon (Sprint III: "The Ten Rune Challenge"). The game lasted 00:00:53 (351 turns). logorrheac the Conjurer (Demigod Conjurer) Turns: 351, Time: 00:00:54 Health: -4/20 AC: 2 Str: 8 XL: 2 Next: 60% Magic: 4/9 EV: 12 Int: 20 God: Gold: 11 SH: 0 Dex: 12 Spells: 6/9 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 0.06/turn (no ring) MPRegen 0.11/turn (no ring) @: engulfed (cannot breathe) A: high mp 1, forlorn a: no special abilities You were in the Dungeon. You visited 1 branch You collected 11 gold pieces. Inventory: Armour a - a +0 robe (worn) Scrolls h - a scroll of blinking Potions c - a potion of curing e - a potion of haste f - a potion of magic Skills: - Level 1.7 Dodging - Level 1.7 Stealth * Level 4.2 Spellcasting + Level 4.7 Conjurations You had 6 spell levels left. 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% 3d4 2% 2 Your spell library contained the following spells: Spells Type Power Damage Failure Level Dazzling Flash Conj/Hex 26% N/A 14% 3 Fulminant Prism Conj/Hex 6% 3d7 43% 4 Iskenderun's Mystic Bla Conj/Tloc 13% 2d5 43% 4 Dungeon Overview and Level Annotations Branches: Dungeon (1/1) Innate Abilities, Weirdness & Mutations Your attributes grow dramatically as you level up. You have an increased reservoir of magic. (+10% MP) You shall have no god before yourself. Message History Confirm with . or Enter, or press ? or * to list all spells. You can't see any susceptible monsters within range! (Use Z to cast anyway.) Casting: Magic Dart (safe; 1% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You can't see any susceptible monsters within range! (Use Z to cast anyway.) You start resting. Your magical contamination has completely faded away. Memorise Searing Ray, consuming 2 spell levels and leaving 6? You start memorising the spell. You continue memorising. x2 You finish memorising. Spell assigned to 'b'. You start resting. Magic restored. You see here a human skeleton. You open the door. A water elemental comes into view. A water elemental is nearby! Unknown command. Unknown command. Casting: Magic Dart (safe; 1% 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, f - water elemental Aim: a water elemental (87% to hit) 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! Ouch! That really hurt! The water elemental engulfs you in water! The searing ray hits the water elemental. The water elemental is severely damaged. * * * LOW HITPOINT WARNING * * * Your lungs strain for air! The water elemental closely misses you. The searing ray hits the water elemental. The water elemental is severely damaged. You finish channeling your searing ray. You die... ▓▓▓▓▓▓▓▓ ▓▓▓ <..#...#### ##.# ...#......## #..# ..##.......# #..# ##.##.##...# #..# #+#+# ##.##.###..# +#.@#...... #.####.##..# #...E.⌠.... .###..##..####...#...### #.....##÷.###....#.⌠.# ###÷.##...##.....# ..# ##..##....#÷.....# ### #..###..##.#.....# #..# #..#####....# ▓▓▓▓ ▓▓▓▓ ▓▓▓▓▓▓ You could see a water elemental. Vanquished Creatures A human (D) A phantom (D) An endoplasm (D) 3 rats (D) 6 creatures vanquished. Vanquished Creatures (others) A plant (D) 1 creature vanquished. Grand Total: 7 creatures vanquished Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D | logorrheac the Demigod Conjurer began the quest for the | Orb. 0 | D | Reached XP level 1. HP: 14/14 MP: 5/5 114 | D | Reached XP level 2. HP: 13/20 MP: 1/9 315 | D | Learned a level 2 spell: Searing Ray 346 | D | Noticed a water elemental 351 | D | Drowned by a water elemental Illustrated notes Levels and vault maps discovered: D: dungeon_sprint_mu [sprint_mu_entry_cave, 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_swamp_cave, 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 | ---------------+----+----- Spellcasting | 4 | 4.2 Conjurations | 4 | 4.7 Dodging | | 1.7 Stealth | | 1.7 Action || total -------------------------++------- Melee: Unarmed || 6 Cast: Magic Dart || 18 Searing Ray || 1 Use: Potion || 3 Armor: Robe || 1 Dodge: Dodged || 10 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 | 362 | 362 | 0 | 117 | 146 | 1 | 362.0 | Dungeon | 362 | 362 | 0 | 117 | 146 | 1 | 362.0 | +--------+--------+--------+--------+--------+-----+--------+ Top non-repeatable levels by time: D: 362 daAuts