Dungeon Sprint DCSS version 0.34.1 (webtiles) character file. Game seed: 3603836346981288886 56 MuseOD the Conjurer (level 3, -4/26 HPs) Began as a Draconian Conjurer on July 18, 2026. Drowned by a water elemental (7 damage) ... in the Dungeon (Sprint III: "The Ten Rune Challenge"). The game lasted 00:01:22 (498 turns). MuseOD the Conjurer (Draconian Conjurer) Turns: 498, Time: 00:01:23 Health: -4/26 AC: 5 Str: 7 XL: 3 Next: 69% Magic: 6/10 EV: 10 Int: 28 God: Gold: 34 SH: 0 Dex: 7 Spells: 10/13 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 0.12/turn %: no teleportation @: flooded lungs A: AC +5, unfitting armour, cold-blooded, armoured tail 1, clever 2, screaming 1, evolution 1 a: no special abilities You were in the Dungeon. You visited 1 branch You collected 34 gold pieces. Inventory: Scrolls b - a scroll of blinking c - a scroll of fog {unknown} e - a scroll of poison {unknown} i - 3 scrolls of identify h - a scroll of torment {unknown} Potions g - 3 potions of magic b - a potion of curing w - a potion of heal wounds h - a potion of haste M - 3 potions of mutation f - a potion of invisibility {unknown} j - a potion of enlightenment {unknown} Skills: - Level 1.7 Dodging - Level 1.7 Stealth * Level 5.7 Spellcasting + Level 5.8 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 80% 2d7 1% 2 Your spell library contained the following spells: Spells Type Power Damage Failure Level Fulminant Prism Conj/Alch 12% 3d9 19% 4 Iskenderun's Mystic Bla Conj/Tloc 24% 2d7 (+2d3 19% 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. Your mind is very acute. (Int +8, Str/Dex -2) You occasionally shout uncontrollably at those who injure you. You have hidden genetic potential. Message History 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. Okay, then. You open the door. As you close the door, it creaks loudly! You open the door. You encounter a water elemental. 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 (dormant, 100% 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 heavily damaged. The searing ray hits the water elemental! The water elemental is severely damaged. The water elemental engulfs you! Ouch! That really hurt! Water floods into your lungs! Aiming: Throw Flame Press: ? - help, Shift-Dir - straight line Aim: a water elemental (severely damaged, 81% to hit) The puff of flame hits the water elemental. The water elemental is severely damaged. The now-empty wand crumbles to dust. You stop channelling your searing ray. Your lungs strain for air. * * * LOW HITPOINT WARNING * * * The water elemental engulfs you. * * * LOW HITPOINT WARNING * * * You aren't carrying any items that you can evoke. Sorry, you're not good enough to have a special ability. Your lungs strain for air. 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: 3/3 343 | D | Reached skill level 5 in Conjurations 343 | D | Reached XP level 2. HP: 20/20 MP: 1/7 374 | D | Learned a level 2 spell: Searing Ray 399 | D | Reached skill level 5 in Spellcasting 399 | D | Reached XP level 3. HP: 16/26 MP: 3/10 471 | D | Gained mutation: Your mind is acute. (Int +4, Str/Dex -1) | [potion of mutation] 471 | D | Gained mutation: You occasionally shout uncontrollably at | those who injure you. [potion of mutation] 471 | D | Gained mutation: Your mind is very acute. (Int +8, Str/Dex | -2) [potion of mutation] 471 | D | Gained mutation: You have hidden genetic potential. [potion | of mutation] 493 | D | Encountered a water elemental 498 | D | Drowned 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_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_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 | ---------------+-------+----- Spellcasting | 4 5 | 5.7 Conjurations | 5 | 5.8 Dodging | | 1.7 Stealth | | 1.7 Action || total ---------------------------++------- Attack: Normal || 9 Melee: Unarmed || 9 Cast: Magic Dart || 11 Searing Ray || 2 Evoke: Wand of flame || 1 Drink: Berserk rage || 1 Mutation || 1 Armour: None || 6 Dodge: Dodged || 5