Dungeon Sprint DCSS version 0.29.1-15-g9cfb28693d (webtiles) character file. Game seed: 1420533121038272180 8 sigtrap the Trooper (level 2, 0/26 HPs) Began as a Djinni Conjurer on Mar 23, 2023. Slain by a gnoll bouda ... wielding a +0 club (8 damage) ... in the Dungeon (Sprint IX: "|||||||||||||||||||||||||||||"). The game lasted 00:00:46 (295 turns). sigtrap the Trooper (Djinni Conjurer) Turns: 295, Time: 00:00:46 Health: 0/26 AC: 2 Str: 6 XL: 2 Next: 15% Gold: 0 EV: 12 Int: 19 God: SH: 0 Dex: 11 rFire + + . SeeInvis . (no weapon) rCold x . . Faith . (no shield) rNeg . . . Spirit . a - +0 robe rPois ∞ 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) @: weakened, 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 3.8 Fighting - Level 2.1 Dodging - Level 1.5 Stealth - Level 3.2 Spellcasting You couldn't memorise any spells. You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 60% 1d6 3% 1 b - Searing Ray Conj 30% 2d5 6% 2 c - Dazzling Flash Conj/Hex 30% N/A 12% 3 d - Fulminant Prism Conj/Hex 7% 3d7 36% 4 e - Iskenderun's Mystic Conj/Tloc 15% 2d5 36% 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. 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 The searing ray hits the howler monkey. The howler monkey is lightly wounded. The searing ray hits the orc. The orc is severely wounded. (Press . to maintain the ray.) The howler monkey hoots and howls with incredible vigour! The gnoll bouda hits you with a +0 club. Restarting spell: Searing Ray (safe; 6% risk of failure) Press: ? - help, Q - select action, (/) - cycle Shift-Dir - straight line, f/p - orc Aim: an orc, wielding a +0 hand axe and quivering boomerangs (severely wounded, 76% to hit) The searing ray hits the gnoll bouda. The gnoll bouda is moderately wounded. The searing ray misses the howler monkey. The searing ray hits the orc! You kill the orc! (Press . to maintain the ray.) The gnoll bouda misses you. Restarting spell: Searing Ray (safe; 6% risk of failure) Press: ? - help, Q - select action, (/) - cycle Shift-Dir - straight line, f - hound Aim: a hound (67% to hit) The searing ray misses the gnoll bouda. The searing ray hits the howler monkey. The howler monkey is moderately wounded. The searing ray hits the hound. The hound is moderately wounded. (Press . to maintain the ray.) The gnoll bouda hits you with a +0 club. The hound stops to sniff the ground. Restarting spell: Searing Ray (safe; 6% risk of failure) Press: ? - help, Q - select action, (/) - cycle Shift-Dir - straight line, p - hound The searing ray hits the gnoll bouda! The gnoll bouda is severely wounded. The searing ray hits the howler monkey. The howler monkey is heavily wounded. The searing ray hits the hound. The hound is heavily wounded. (Press . to maintain the ray.) The gnoll bouda gazes fiercely through you! You feel your attacks grow feeble. The gnoll bouda hits you with a +0 club! You die... ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓<...)....@ghhr..+ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ You could see a gnoll bouda, a howler monkey, a hound and a quokka. Vanquished Creatures An orc (D) 2 goblins (D) A hobgoblin (D) A quokka (D) A rat (D) 6 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 7 | D | Reached skill level 1 in Fighting 15 | D | Reached XP level 2. HP: 3/25 MP: 0/0 291 | D | Noticed a howler monkey 295 | D | Slain by a gnoll bouda 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 | ---------------+----+----- Fighting | 3 | 3.8 Dodging | | 2.1 Stealth | | 1.5 Spellcasting | | 3.2 Action || total -------------------------++------- Cast: Magic Dart || 11 Searing Ray || 4 Armor: Robe || 1 Dodge: Dodged || 4