Dungeon Sprint DCSS version 0.34.1 (webtiles) character file. Game seed: 344857387450638046 51 MuseOD the Conjurer (level 3, -6/26 HPs) Began as a Draconian Conjurer on June 28, 2026. Mangled by a water elemental (12 damage) ... in the Dungeon (Sprint III: "The Ten Rune Challenge"). The game lasted 00:01:04 (376 turns). MuseOD the Conjurer (Draconian Conjurer) Turns: 376, Time: 00:01:04 Health: -6/26 AC: 5 Str: 13 XL: 3 Next: 57% Magic: 6/10 EV: 10 Int: 19 God: Gold: 20 SH: 0 Dex: 8 Spells: 10/13 levels left rFire . . . (100%) a - +0 club 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 0.12/turn %: no teleportation @: flooded lungs A: AC +5, unfitting armour, cold-blooded, armoured tail 1, strong 1, evolution 2, MP-powered wands a: no special abilities You were in the Dungeon. You visited 1 branch You collected 20 gold pieces. Inventory: Hand Weapons a - a +0 club (weapon) Scrolls b - a scroll of blinking c - 2 scrolls of immolation {unknown} e - a scroll of fear {unknown} h - 3 scrolls of enchant armour {unknown} Potions g - 3 potions of magic b - a potion of curing w - 3 potions of heal wounds h - a potion of haste M - 2 potions of mutation f - a potion of enlightenment {unknown} Skills: - Level 1.7 Dodging - Level 1.7 Stealth * Level 5.6 Spellcasting + Level 5.7 Conjurations You had 10 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 54% 2d6 1% 2 Your spell library contained the following spells: Spells Type Power Damage Failure Level Ensorcelled Hibernation Hex/Ice 10% N/A 19% 2 Fulminant Prism Conj/Alch 8% 3d7 34% 4 Iskenderun's Mystic Bla Conj/Tloc 16% 2d5 (+2d2 34% 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. You are strong. (Str +4, Int/Dex -1) You have great hidden genetic potential. You expend magic power (3 MP) to strengthen your wands. Message History d - 2 grey potions (gained 1) c - 2 scrolls labelled GOHAAF KOANALO (gained 1) h - 3 scrolls labelled LUUREI WOEMPO; d - 3 grey potions (gained 1) f - a viscous clear potion You now have 20 gold pieces (gained 7). It was a potion of mutation. You feel extremely strange. You feel stronger. You feel your magical essence link to the dungeon's wands. You feel a hidden potential growing inside you. Your hidden genetic potential grows. d -> M - 2 potions of mutation There is an open door here. You enter the shallow water. Moving in this stuff is going to be slow. Found a runed door to the Ecumenical Temple. You open the door. You encounter a water elemental. Casting: Searing Ray (safe; 1% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Okay, then. Casting: Searing Ray (safe; 1% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. Aiming: Searing Ray (safe; 1% 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 moderately damaged. (Press . to maintain the ray.) The searing ray hits the water elemental! The water elemental is heavily damaged. The searing ray hits the water elemental. The water elemental is severely damaged. The water elemental engulfs you! Water floods into your lungs! You stop channelling your searing ray. Your lungs strain for air. * * * LOW HITPOINT WARNING * * * The water elemental engulfs you! You die... ▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓ ▓<.#..'...♣♣♣ ♣.# ▓..#..#.....♣♣ ♣.# ▓#'####....♣.♣ ..# ▓.....#....~.♣♣♣♣.# #+#+# ▓.....#...~~..♣...#...... ▓.....#..~~~~..@E.'.⌠.... ▓####'#†.~≈≈~~~♣♣.#...### ▓...††#.~~≈~~~....# ⌠.# ▓.....#.~≈~~~.....# .# ▓.....#.~~~.......# # ▓'#####...........# ▓....÷............# ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ You could see a water elemental. Vanquished Creatures A hound (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: 3/3 133 | D | Reached skill level 5 in Conjurations 133 | D | Reached XP level 2. HP: 20/20 MP: 1/7 176 | D | Learned a level 2 spell: Searing Ray 187 | D | Reached skill level 5 in Spellcasting 187 | D | Reached XP level 3. HP: 26/26 MP: 2/10 351 | D | Gained mutation: You are strong. (Str +4, Int/Dex -1) | [potion of mutation] 351 | D | Gained mutation: You expend magic power (3 MP) to | strengthen your wands. [potion of mutation] 351 | D | Gained mutation: You have hidden genetic potential. [potion | of mutation] 351 | D | Gained mutation: You have great hidden genetic potential. | [potion of mutation] 370 | D | Encountered a water elemental 376 | D | Mangled by a water elemental Illustrated notes Levels and vault maps discovered: D: dungeon_sprint_mu [sprint_mu_entry_forest, 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_lich, 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 | ---------------+-------+----- Spellcasting | 4 5 | 5.6 Conjurations | 5 | 5.7 Dodging | | 1.7 Stealth | | 1.7 Action || total ---------------------------++------- Attack: Normal || 13 Melee: Club || 8 Unarmed || 5 Cast: Magic Dart || 11 Searing Ray || 2 Drink: Berserk rage || 1 Mutation || 1 Armour: None || 5 Dodge: Dodged || 11