Dikkin, neutral male dryad Druid ---------------- --- ##|..............| |.| ##,-..............| |.| #,,,|..............| -.- ###,#,-..............| -.- #,,,, -----------.---- |.|####,#,# #,######, | |.|#.,,,, ,,,,,,,,,, ...- -.-##,### ######,,@# - #,,,^,# ### ##,,## ,,,,# ##,### #,,,# ------------|-- |.<............ +.............| --------------- [Dikkin the Fire Tower Caster] St13 Dx10 Co10 In11 Wi7 Ch9 DrdDryMalNeu Dlvl:1 $3 HP-3(9) Pw13(13) AC10 MC0 Mov12 Exp1 Wt69/1250 T102 Latest messages Your leg feels somewhat better. In what direction? [47896321><] The gold pieces come loose. 3 gold pieces. Uh-oh, should have watched your step... A cloud of noxious gas billows out at you. The gas cloud was poisoned! [-6 -> 3] There is a lock trap here. You see no objects here. You stop. Nevermore is in the way! You see here a scroll labeled MANANNANMACLIR {1}. k - a scroll labeled MANANNANMACLIR {1}. You see here a clear potion {1}. l - a clear potion {1}. You see here a dark green potion {1}. m - a dark green potion {1}. You stop. Nevermore is in the way! A lightning bolt hits you! You die... Your inventory Weapons a - an uncursed +0 club (alternate weapon; not wielded) {12} c - 48 uncursed +0 arrows (in quiver) {25} x - a blessed +3 bow (weapon in hands) {12} Scrolls f - 5 uncursed scrolls of healing {5} g - 4 uncursed scrolls of mana {4} h - 3 uncursed scrolls of phase door {3} i - 2 uncursed scrolls of standard id {2} j - an uncursed scroll of cure {1} k - an uncursed scroll of identify {1} Spellbooks d - an uncursed spellbook of create familiar (0:5) {1} e - an uncursed spellbook of charm monster (0:5) {1} Potions l - a potion of holy water {1} m - an uncursed potion of booze {1} Final attributes You were fervently aligned Your alignment was 10 Your max alignment was 10 You carried 0 sins Ring identification only worked 4 times out of 8 Amulet identification only worked 15 times out of 25 Wand identification only worked 3 times out of 10 Armor identification only worked 15 times out of 16 Monsters only dropped their musable items with 94% chance Scroll drop chance was reduced to 98% Ring drop chance was reduced to 73% Wand drop chance was reduced to 74% Potion drop chance was reduced to 99% Concealing monsters were spawned underneath items 73% of the time only Monster death drops spawned with only 97% chance Number of artifacts generated was 0 Number of fake artifacts generated was 0 Monster spawn increase started at turn 20584 Monster spawn increase reached its maximum at turn 71014 In this game, Eevee's evolution was vaporeon Your limit for ascension was at turn 3289968 The monster class that cannot be genocided was ant or other insect The monster class that was spawned more often: imp or minor demon (freq bonus 1) The monster species that spawned more often: great paralysator fly (freq bonus 10) The monster species that spawned more often: black death (freq bonus 6) The monster species that spawned more often: undead warrior (freq bonus 4) The monster species that spawned more often: absent stalk (freq bonus 8) The monster species that spawned more often: invisible warp patch (freq bonus 4) The monster species that spawned more often: insane hell spawn (freq bonus 2) The monster species that spawned more often: pale mold (freq bonus 2) The monster species that spawned more often: millipede (freq bonus 4) The monster species that spawned more often: dread lich (freq bonus 3) The monster species that spawned more often: soft patch (freq bonus 4) The monster species that spawned more often: petty big white unicorn (freq bonus 2) The monster species that spawned more often: vision (freq bonus 8) The monster species that spawned more often: skeletal warrior (freq bonus 4) The monster species that spawned more often: volcano giant (freq bonus 2) The monster species that spawned more often: volcanic elemental (freq bonus 6) The monster species that spawned more often: young adult stone dragon (freq bonus 8) The monster species that spawned more often: poison devil (freq bonus 4) The monster species that spawned more often: serpent magus (freq bonus 3) The monster species that spawned more often: giant potion trove (freq bonus 4) The monster species that spawned more often: circle clan (freq bonus 6) The monster species that never randomly spawned: automated blast furnace The monster species that never randomly spawned: intrinsic eating mimic The monster species that never randomly spawned: elite uruk The monster species that never randomly spawned: bleach ghost The monster species that never randomly spawned: troglodyte The monster species that never randomly spawned: strange zombie The monster species that never randomly spawned: mithril golem The monster species that never randomly spawned: blue dragon worm The monster species that never randomly spawned: awgwa The monster species that never randomly spawned: death brigadier The monster class that always generated with extra speed: giant humanoid The RNG hath decreed that this item was never generated: amulet of quadruple attack (signet) The RNG hath decreed that this item was never generated: genocide (extraordinary) The RNG hath decreed that this item was never generated: nasty cloak (chilling cloak) The RNG hath decreed that this item was never generated: restore ability (light brown) The RNG hath decreed that this item was never generated: warning (diamond) The RNG hath decreed that this item was never generated: lab coat (white coat) The RNG hath decreed that this item was generated more often: make visible (interplanar, freq bonus 83) The RNG hath decreed that this item was generated more often: wonder helmet (weeping helmet, freq bonus 7) The RNG hath decreed that this item was generated more often: shades of grey stone (gray, freq bonus 8) The RNG hath decreed that this item was generated more often: mood (ridged, freq bonus 3) The RNG hath decreed that this item was generated more often: loadstone (gray, freq bonus 14) The RNG hath decreed that this item was generated more often: soundproof helmet (wok-shaped helmet, freq bonus 29) The RNG hath decreed that this item was generated more often: fishing pole ((null), freq bonus 20) The RNG hath decreed that this item was generated more often: yellow dragon scale shield (yellow dragonhide shield, freq bonus 6) The RNG hath decreed that this item was generated more often: starlightstone (gray, freq bonus 7) The RNG hath decreed that this item was generated more often: special camouflaged clothes (camouflage patterned clothes, freq bonus 16) The RNG hath decreed that this item was generated more often: unidentify stone (gray, freq bonus 8) The RNG hath decreed that this item was generated more often: droven lance (obsidian lance, freq bonus 8) The RNG hath decreed that this item was generated more often: secure identify (LARGE ALARM ALL PERSONNEL EVACUATE THE AREA IMMEDIATELY, freq bonus 10) The RNG hath decreed that this item was generated more often: cloak of premature death (evil cloak, freq bonus 7) The RNG hath decreed that this item was generated more often: tele level (GON GET YA, freq bonus 8) The RNG hath decreed that this item was generated more often: undroppable gloves (concrete gloves, freq bonus 2) The RNG hath decreed that this item was generated more often: bota mochi ((null), freq bonus 3) The RNG hath decreed that this item was generated more often: statue ((null), freq bonus 6) The RNG hath decreed that this item was generated more often: partisan (vulgar polearm, freq bonus 11) The RNG hath decreed that this item was generated more often: chromatic beam (chromatic, freq bonus 10) The RNG hath decreed that this item was always generated cursed: dwarvish short sword (broad short sword) The RNG hath decreed that this item was always generated cursed: sado maso gloves (grey-shaded gloves) The RNG hath decreed that this item was always generated cursed: enchant weapon (dull) The RNG hath decreed that this item was always generated cursed: red double lightsaber (double lightsaber) The RNG hath decreed that this item was always generated cursed: dragon horned headpiece (headpiece) The RNG hath decreed that this trap was always invisible: blindness trap The RNG hath decreed that this trap was generated more often: starvation trap (freq bonus 1) Next attribute increase check would have come at turn 1407 Strength training was -2 Dexterity training was 0 Wisdom training was 3 Constitution training was 4 You had 1396 points of nutrition remaining You could teleport Your luck was zero Your health bonus was zero Your mana bonus was zero Your pantheon consisted of Tal Rascha, Blood Raven and B-a-a-l Your deity was Blood Raven You could not have safely prayed (505) You are dead Spells known in the end Name Level Category Fail Memory a - create familiar 7 healing 99% 599% b - charm monster 4 enchant 90% 299% Techniques known in the end Name Level Status appraisal 1 R LIMIT(0) phase door 1 R LIMIT(0) invoke deity 1 R LIMIT(0) Vanquished creatures 0 mimic ants (1 created) a fox 0 sewer rats (1 created) 0 ravens (1 created) a spore lichen 0 small turrets (1 created) 2 creatures vanquished. 6 creatures born. 0 bosses vanquished. 0 bosses born. Voluntary challenges You went without food You were an atheist You never prayed to the gods You never hit with a wielded weapon You killed 2 monsters You were illiterate You never genocided any monsters You never polymorphed an object You never changed form You used no wishes You remained celibate Your skills at the end (0 slots left) Fighting Skills bare-handed combat [Unskilled] (max Expert) (0 of 20) Weapon Skills axe [Unskilled] (max Expert) (0 of 20) club [Basic] (max Expert) (20 of 160) quarterstaff [Unskilled] (max Expert) (0 of 20) polearms [Unskilled] (max Expert) (0 of 20) bow [Basic] (max Master) (24 of 160) firearms [Unskilled] (max Expert) (0 of 20) crossbow [Unskilled] (max Expert) (0 of 20) unicorn horn [Unskilled] (max Expert) (0 of 20) Spellcasting Skills attack spells [Unskilled] (max Expert) (0 of 20) healing spells [Basic] (max Expert) (20 of 160) divination spells [Unskilled] (max Expert) (0 of 20) enchantment spells [Basic] (max Wizard) (20 of 160) protection spells [Unskilled] (max Expert) (0 of 20) matter spells [Basic] (max Master) (20 of 160) Goodbye Dikkin the Druid... You died in The Dungeons of Doom on dungeon level 1 with 35 points, and 3 pieces of gold, after 102 moves. Killer: lightning trap You were level 1 with a maximum of 9 hit points when you died. You reached the 77th place on the top 10000 list. No Points Name Hp [max] 1 991225 billy2-Poi-Asg-Mal-Law died in The Dungeons of Doom on level 19 [max 25]. Killed by petrification. 143 [239] 2 694787 BSOD2-Poi-Asg-Mal-Law quit in The Dungeons of Doom on level 19 [max 22]. 216 [216] 3 476301 Dikkin-Dun-Asg-Mal-Cha died in The Gnomish Mines on level 7 [max 13]. Killed by the wrath of a deity (Tulkas). 168 [168] 75 51 Dikkin-Drd-Spr-Mal-Neu died in The Dungeons of Doom on level 1. Killed by an arrow. - [8] 76 42 Dikkin-Drd-Spr-Mal-Neu died in The Dungeons of Doom on level 1. Killed by a dart. - [8] *77 35 Dikkin-Drd-Dry-Mal-Neu died in The Dungeons of Doom on level 1. Killed by a lightning trap. - [9] 78 23 Dikkin-Sup-Snl-Mal-Law quit in The Dungeons of Doom on level 1. 24 [24] 79 22 demonzero-Scr-Trp-Mal-Law died in The Dungeons of Doom on level 1. Killed by a monster (evasive troll). - [23]