Dungeon Sprint DCSS version 0.29.1-13-g9f3cf754e1 (webtiles) character file. Game seed: 12830387778899853291 46 sigtrap the Ducker (level 3, 0/25 HPs) Began as a Djinni Conjurer on Feb 2, 2023. Slain by a shadow imp (3 damage) ... in the Dungeon (Sprint IX: "|||||||||||||||||||||||||||||"). The game lasted 00:00:34 (254 turns). sigtrap the Ducker (Djinni Conjurer) Turns: 254, Time: 00:00:34 Health: 0/25 AC: 2 Str: 6 XL: 3 Next: 95% Gold: 0 EV: 13 Int: 21 God: SH: 0 Dex: 11 rFire + + . SeeInvis . (no weapon) rCold x . . Faith . (no shield) rNeg . . . Spirit . a - +0 robe rPois inf Reflect . (no helmet) rElec . Harm . (no cloak) rCorr . Rampage . (no gloves) Will ..... NoTele + (boots unavailable) Stlth ++........ (no amulet) HPRegen 0.08/turn (no ring) MPRegen 0.00/turn (no ring) @: flying 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 c - a potion of heal wounds d - a potion of haste e - a potion of berserk rage Skills: + Level 4.8 Dodging + Level 3.8 Stealth + Level 4.5 Spellcasting You couldn't memorise any spells. 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 - Dazzling Flash Conj/Hex 46% N/A 5% 3 d - Fulminant Prism Conj/Hex 11% 3d9 19% 4 e - Iskenderun's Mystic Conj/Tloc 23% 2d6 19% 4 f - Beastly Appendage Tmut 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) Message History Aiming: Magic Dart (safe; 3% risk of failure) Press: ? - help, Q - select action, (/) - cycle Shift-Dir - straight line, f/p - howler monkey Aim: a howler monkey (almost dead, catching its breath, 100% to hit) The magic dart hits the howler monkey. You kill the howler monkey! Increase (s)trength, (i)ntelligence, or (d)exterity? The power to cast Beastly Appendage wells up from within. Spell assigned to 'f'. Aiming: Searing Ray (safe; 2% risk of failure) Press: ? - help, Q - select action, (/) - cycle Shift-Dir - straight line, f - shadow imp Aim: a shadow imp (75% to hit) The searing ray misses the shadow imp. The searing ray hits the jackal! You kill the jackal! The searing ray misses the quokka. (Press . to maintain the ray.) The shadow imp hits you. * * * LOW HITPOINT WARNING * * * Restarting spell: Searing Ray (safe; 2% risk of failure) Press: ? - help, Q - select action, (/) - cycle Shift-Dir - straight line, f/p - shadow imp Aim: a shadow imp (75% to hit) The searing ray hits the shadow imp. The shadow imp is moderately wounded. The searing ray hits the quokka. The quokka is heavily wounded. The searing ray misses the orc. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The shadow imp barely misses you. Restarting spell: Searing Ray (safe; 2% risk of failure) Press: ? - help, Q - select action, (/) - cycle Shift-Dir - straight line, f/p - shadow imp Aim: a shadow imp (moderately wounded, 75% to hit) The searing ray hits the shadow imp but does no damage. The shadow imp is moderately wounded. The searing ray hits the quokka! You kill the quokka! The searing ray misses the orc. (Press . to maintain the ray.) * * * LOW HITPOINT WARNING * * * The shadow imp hits you. You die... #+# #.# #.# #.# #%# #o# #5# #@# #.# #.# #.# #.# #)# #.# #.# #.# #<# You could see a shadow imp and an orc. Vanquished Creatures A howler monkey (D) A ball python (D) A goblin (D) A hobgoblin (D) A jackal (D) A quokka (D) A kobold (D) A rat (D) 8 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D | sigtrap the Djinni Conjurer began the quest for the Orb. 0 | D | sigtrap set off with the following spells memorised: Magic | Dart, Searing Ray, Dazzling Flash, Fulminant Prism, | Iskenderun's Mystic Blast. 0 | D | Reached XP level 1. HP: 15/15 MP: 0/0 246 | D | Noticed a howler monkey 251 | D | Killed a howler monkey 252 | D | Reached XP level 2. HP: 9/21 MP: 0/0 252 | D | Reached XP level 3. HP: 11/25 MP: 0/0 252 | D | Learned a level 1 spell: Beastly Appendage 254 | D | Slain by a shadow imp Illustrated notes Levels and vault maps discovered: D: linesprint [early_d, line_temple, items_1, d_10, items_2, lair_1, lair_end, items_3, orc_1, orc_end, items_4, d_15, swamp_1, shoals_1, snake_1, spider_1, d_20, vaults_1, items_5, swamp_end, shoals_end, snake_end, spider_end, vaults_end, d_27, items_6, zot_1, zot_end, crypt_end, forest_end, elf_end, slime_end, tomb_end, abyss_end, pan_hell_end] Skill XL: | 1 | ---------------+----+----- Stealth | 3 | 3.8 Dodging | 4 | 4.8 Spellcasting | 4 | 4.5 Action || total -------------------------++------- Cast: Magic Dart || 14 Searing Ray || 3 Armor: Robe || 1 Dodge: Dodged || 6