Dungeon Sprint DCSS version 0.34.1 (webtiles) character file. Game seed: 11825333401024667328 272 haunter the Thaumaturge (level 6, -12/41 HPs) Began as a Djinni Forgewright on Mar 30, 2026. Mangled by a merfolk siren ... wielding a +0 trident (18 damage) ... in the Dungeon (Sprint II: "The Violet Keep of Menkaure"). The game lasted 00:01:21 (164 turns). haunter the Thaumaturge (Djinni Forgewright) Turns: 164, Time: 00:01:22 Health: -12/41 AC: 2 Str: 11 XL: 6 Next: 48% Gold: 243 EV: 12 Int: 17 God: SH: 0 Dex: 11 rFire + + . (33%) a - +0 hammer rCold x . . (150%) (no offhand) rNeg . . . (100%) b - +0 robe rPois ∞ (0%) (no helmet) rElec . (100%) (no cloak) rCorr . (100%) (no gloves) SInv . (no amulet) Will ..... (no ring) Stlth ++ (no ring) HPRegen 0.26/turn %: no teleportation, infuse magic (-13 HP) @: flying, mesmerised 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 You collected 243 gold pieces. Inventory: Hand Weapons a - a +0 hammer (weapon) Armour b - a +0 robe (worn) Scrolls b - a scroll of blinking Potions h - a potion of haste Skills: + Level 0.8 Fighting + Level 2.3 Maces & Flails + Level 5.2 Dodging + Level 3.2 Stealth + Level 8.8 Spellcasting + Level 8.8 Conjurations + Level 8.8 Hexes + Level 8.8 Summonings + Level 8.8 Necromancy + Level 8.8 Translocations + Level 8.8 Forgecraft + Level 8.8 Fire Magic + Level 8.8 Ice Magic + Level 8.8 Air Magic + Level 8.8 Earth Magic + Level 8.8 Alchemy You knew the following spells: Your Spells Type Power Damage Failure Level a - Kinetic Grapnel Frge 100% 1d8 1% 1 b - Construct Spike Laun Frge 74% 2d6 1% 2 c - Launch Clockwork Bee Frge 37% N/A 1% 3 d - Forge Blazeheart Gol Fire/Frge 37% N/A 2% 4 e - Forge Lightning Spir Air/Frge 37% 3d6 2% 4 f - Poisonous Vapours Alch/Air 100% 1d4 1% 1 g - Scorch Fire 74% 2d8 1% 2 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. You are 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 You start resting. You recover from your berserk rage. You start resting. HP restored. Found 243 gold pieces. You now have 243 gold pieces. There is an open door here. There is a staircase leading out of the dungeon here. Cast which spell? (? or * to list) An electric hum fills the air. Casting: Forge Lightning Spire (dangerous; 2% risk of failure) Confirm with . or Enter, or press ? or * to list all spells. You bind the heart of a blast furnace in slag iron. You reach down and open the door. You encounter a merfolk siren. It is wielding a +0 trident. The merfolk siren shouts! The merfolk siren chants a haunting song. You are mesmerised by the merfolk siren! Your lightning spire is unaffected. Found 243 gold pieces. You cannot move away from the merfolk siren! You cannot move away from the merfolk siren! The merfolk siren chants its luring song. Your lightning spire is unaffected. Your blazeheart golem is unaffected. You cannot move away from the merfolk siren! You cannot move away from the merfolk siren! The merfolk siren hits you from afar with a +0 trident!! Ouch! That really hurt! Blink to where? Press: ? - help, Q - select action, ( or ) - cycle Dir - move target Okay, then. You cannot move away from the merfolk siren! You cannot move away from the merfolk siren! The merfolk siren hits you with a +0 trident! * * * LOW HITPOINT WARNING * * * There is an open door here. You cannot move away from the merfolk siren! You barely miss the merfolk siren. The merfolk siren hits you with a +0 trident!! You die... ## ##.# #+# #...##.## #m@9