Dungeon Sprint DCSS version 0.34.1 (webtiles) character file. Game seed: 8246291399614552116 56 MuseOD the Conjurer (level 3, -9/26 HPs) Began as a Draconian Conjurer on June 26, 2026. Mangled by a water elemental (14 damage) ... in the Dungeon (Sprint III: "The Ten Rune Challenge"). The game lasted 00:01:34 (413 turns). MuseOD the Conjurer (Draconian Conjurer) Turns: 413, Time: 00:01:34 Health: -9/26 AC: 5 Str: 9 XL: 3 Next: 69% Magic: 7/9 EV: 11 Int: 20 God: Gold: 47 SH: 0 Dex: 9 Spells: 8/11 levels left rFire . . . (100%) - Nothing wielded rCold . . . (100%) (no offhand) rNeg . . . (100%) (no helmet) rPois . (100%) (no cloak) rElec . (100%) (no gloves) rCorr . (100%) (no boots) SInv . (no amulet) Will ..... (no ring) Stlth ++ (no ring) HPRegen 0.24/turn MPRegen 0.11/turn %: no teleportation @: flooded lungs A: AC +5, unfitting armour, cold-blooded, armoured tail 1, efficient magic 1, ephemeral shield a: no special abilities You were in the Dungeon. You visited 1 branch You collected 47 gold pieces. Inventory: Wands a - a wand of flame (1) Scrolls b - a scroll of blinking c - 2 scrolls of immolation {unknown} e - a scroll of torment {unknown} h - a scroll of identify {unknown} Potions g - 2 potions of magic b - a potion of curing w - 2 potions of heal wounds h - a potion of haste M - 2 potions of mutation e - 4 potions of enlightenment Skills: + Level 3.4 Dodging + Level 3.6 Stealth * Level 4.6 Spellcasting + Level 5.1 Conjurations You had 8 spell levels left. You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 100% 1d8 1% 1 b - Searing Ray Conj 50% 2d6 2% 2 Your spell library contained the following spells: Spells Type Power Damage Failure Level Fulminant Prism Conj/Alch 7% 3d7 38% 4 Iskenderun's Mystic Bla Conj/Tloc 14% 2d5 (+2d2 38% 4 Dungeon Overview and Level Annotations Branches: Dungeon (1/1) Altars: Innate Abilities, Weirdness & Mutations Your plain brown scales are hard. (AC +5) You cannot fit into any form of body armour or wear helmets. You are cold-blooded and may be slowed by cold attacks. You have an armoured tail. Spells you cast cost 1 less MP (to a minimum of 1). A shield forms around you when casting spells or using Invocations. (SH +7) Message History e - a scroll labelled DUOTEXTIAPN; e - a potion of enlightenment e - 3 potions of enlightenment (gained 2) d - 2 silvery potions (gained 1) c - 2 scrolls labelled HULUOTHROCH (gained 1) h - a scroll labelled INEUSTU XAYNGA; d - 3 silvery potions (gained 1) e - 4 potions of enlightenment (gained 1) You now have 47 gold pieces (gained 18). There is an open door here. It was a potion of mutation. You feel extremely strange. You gain a new grip on the flow of your magic. Ambient excess energy starts collecting around you. d -> M - 2 potions of mutation You start resting. Magic restored. Okay, then. Casting: Searing Ray (safe; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Okay, then. You open the door. You encounter a water elemental. Casting: Searing Ray (safe; 2% 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 Aim: a water elemental (87% to hit) You focus your ray upon the water elemental. The searing ray hits the water elemental. The water elemental is lightly damaged. (Press . to maintain the ray.) The searing ray hits the water elemental. The water elemental is lightly damaged. The water elemental engulfs you! Ouch! That really hurt! Water floods into your lungs! You stop channelling your searing ray. Your lungs strain for air. * * * LOW HITPOINT WARNING * * * The water elemental engulfs you! Ouch! That really hurt! You die... ▓▓▓▓▓▓▓▓▓ ▓▓▓ ▓<..#...#### ##.# ▓...#....†.#####..# ▓..##.......#..#..# ▓##.##.##.†.#..#..# ##.##.###..##'#@E# ▓#.####.##..###...'.⌠.... ▓.###..##.†####...#...### ▓#.....##..###....#.⌠.# ###..##...##.....# ..# ##..##....#......# ### #..###..##.#.....# #..# #..#####....# ▓▓▓▓ ▓▓▓▓ ▓▓▓▓▓▓ You could see a water elemental. Vanquished Creatures A crimson imp (D) A human (D) An endoplasm (D) 3 rats (D) 6 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D | MuseOD the Draconian Conjurer began the quest for the Orb. 0 | D | Reached XP level 1. HP: 14/14 MP: 3/3 295 | D | Reached XP level 2. HP: 20/20 MP: 0/6 323 | D | Learned a level 2 spell: Searing Ray 352 | D | Reached skill level 5 in Conjurations 352 | D | Reached XP level 3. HP: 26/26 MP: 3/9 375 | D | Gained mutation: Spells you cast cost 1 less MP (to a | minimum of 1). [potion of mutation] 375 | D | Gained mutation: A shield forms around you when casting | spells or using Invocations. (SH +7) [potion of mutation] 409 | D | Encountered a water elemental 413 | D | Mangled 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_spiders, 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_fortress, 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 2 | ---------------+-------+----- Dodging | 2 3 | 3.4 Stealth | 2 3 | 3.6 Spellcasting | 3 4 | 4.6 Conjurations | 5 | 5.1 Action || total ---------------------------++------- Attack: Normal || 2 Melee: Unarmed || 2 Tailslap || 2 Cast: Magic Dart || 15 Searing Ray || 3 Drink: Berserk rage || 1 Magic || 1 Mutation || 1 Armour: None || 4 Dodge: Dodged || 2