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2026-04-28-glm-5.1-defect-run05

glm-5.1DEFECTdeathA0-zero-shot
Identity
run_id
2026-04-28-glm-5.1-defect-run05
spec_version
trial-v0.2
knowledge_condition
A0-zero-shot
bridge_version
v0.1.5
game_version
0.104.0
model
glm-5.1
model_provider
zai
character
DEFECT
ascension
0
seed
9139303980135999754
Outcome
halt_reason
death
act_reached
1
total_floors
17
death_floor
17
death_screen
Combat
death_cause
boss_underprepped
killed_by
Vantom Boss
victory_floor
boss_reached
Act1 Boss
final_hp
0
final_gold
142
was_abandoned
no
Run shape
command_count
134
ipc_error_count
15
stall_count
0
duration_minutes
1h 16m
wall_seconds
1h 18m 33s
step_finish_count
367
run_time_seconds
1h 14m 44s
start_time_utc
Tue Apr 28 2026 14:26:08 GMT+0000 (Coordinated Universal Time)
end_time_utc
Tue Apr 28 2026 15:42:06 GMT+0000 (Coordinated Universal Time)
Tokens & cost
tokens_in
285,423
tokens_out
28,318
tokens_cache_read
38,387,584
tokens_cache_write
0
tokens_reasoning
11,007
tokens_total
38,712,332
cost_usd
$0.0000
Game stats
total_card_picks
4
total_card_skips
46
total_relics_picked
4
total_potions_used
8
total_potions_bought
1
total_damage_taken
140
total_gold_gained
270
total_gold_spent
227
total_gold_lost
0
total_hp_healed
140
elites_fought
2
rests_taken
3
shops_visited
1
events_visited
3
rest_choice_heal
2
rest_choice_smith
1
Route overview
F1
A1
F2
A1
F3
A1
F4
A1
F5
A1
F6
A1
F7
A1
F8
A1
F9
A1
F10
A1
F11
A1
F12
A1
F13
A1
F14
A1
F15
A1
F16
A1
F17
A1
Combat
Event
Shop
Rest
Treasure
Elite
Run metrics
HP
Current HP as a percentage of max HP after each floor.
Min 0
Max 100
End 0
F1F17
Gold
Current gold after each floor, with act transitions marked.
Min 99
Max 337
End 142
F1F17
Damage & healing per floor
Damage taken (red) and HP healed (green) after each floor.
Total damage: 140
Total healed: 140
Floor 1: +75 HP healedFloor 2: -2 damageFloor 3: -6 damageFloor 4: -13 damageFloor 5: no damage or healingFloor 6: -3 damageFloor 7: no damage or healingFloor 8: +12 HP healedFloor 8: -22 damageFloor 9: -9 damageFloor 10: no damage or healingFloor 11: +22 HP healedFloor 12: +9 HP healedFloor 13: -14 damageFloor 14: -29 damageFloor 15: no damage or healingFloor 16: +22 HP healedFloor 17: -42 damage
F1F17
Damage taken
HP healed
Picks & acquisitions
Cards picked, cards removed, relics obtained, and potions across the run.
CardsFloor 2: Cards — Ball LightningFloor 4: Cards — Charge BatteryFloor 6: Cards — CoolheadedFloor 8: Cards — LoopFloor 15: Cards — Tesla CoilRemovesFloor 15: Removes — Strike DefectRelicsFloor 1: Relics — Booming ConchFloor 8: Relics — WhetstoneFloor 10: Relics — PendulumFloor 13: Relics — Bag Of PreparationPotionsFloor 4: Potions — Vulnerable PotionFloor 5: Potions — Power PotionFloor 5: Potions — Swift PotionFloor 6: Potions — Regen PotionFloor 8: Potions — Flex PotionFloor 9: Potions — Focus PotionFloor 14: Potions — Explosive AmpouleFloor 15: Potions — Dexterity PotionUsedFloor 6: Used — Vulnerable PotionFloor 6: Used — Swift PotionFloor 8: Used — Power PotionFloor 8: Used — Regen PotionFloor 13: Used — Focus PotionFloor 13: Used — Flex PotionFloor 17: Used — Dexterity PotionFloor 17: Used — Explosive Ampoule
F1F17
Cards (5)
Removes (1)
Relics (4)
Potions (8)
Used (8)
Floor by floor
FloorTypeEncounterTurnsHPGoldHighlights
A1·F1EventNeow0
75 / 75
+75 HP
99
Relic: Booming Conch
A1·F2MonsterShrinker Beetle Weak3
73 / 75
-2 HP
118
+19 gold
Card: Ball Lightning
A1·F3EventThis Or That0
67 / 75
-6 HP
177
+59 gold
A1·F4MonsterNibbits Weak3
54 / 75
-13 HP
194
+17 gold
Card: Charge BatteryPotion: Vulnerable Potion
A1·F5EventWhispering Hollow0
54 / 75
162
-32 gold
Potion: Power PotionPotion: Swift Potion
A1·F6MonsterSlimes Weak3
51 / 75
-3 HP
177
+15 gold
Card: CoolheadedPotion: Regen PotionUsed: Vulnerable PotionUsed: Swift Potion
A1·F7Rest Site0
51 / 75
177
Rest: Smith
A1·F8EliteByrdonis Elite4
41 / 75
-10 net HP
220
+43 gold
Card: LoopRelic: WhetstonePotion: Flex PotionUsed: Power PotionUsed: Regen Potion
A1·F9MonsterSlithering Strangler Normal4
32 / 75
-9 HP
240
+20 gold
Potion: Focus Potion
A1·F10Treasure0
32 / 75
290
+50 gold
Relic: Pendulum
A1·F11Rest Site0
54 / 75
+22 HP
290
Rest: Heal
A1·F12EventSapphire Seed0
63 / 75
+9 HP
290
A1·F13ElitePhrog Parasite Elite6
49 / 75
-14 HP
326
+36 gold
Relic: Bag Of PreparationUsed: Focus PotionUsed: Flex Potion
A1·F14MonsterNibbits Normal5
20 / 75
-29 HP
337
+11 gold
Potion: Explosive Ampoule
A1·F15Shop0
20 / 75
142
-195 gold
Card: Tesla CoilRemove: Strike DefectPotion: Dexterity Potion
A1·F16Rest Site0
42 / 75
+22 HP
142
Rest: Heal
A1·F17BossVantom Boss7
0 / 75
-42 HP
142
Used: Dexterity PotionUsed: Explosive Ampoule

Summary

Defect run on A0 seed 9139303980135999754. Cleared all of Act 1 through two Elites (Byrdonis at floor 8, Phrog Parasite at floor 12), picked up strong orb synergy (Zap+ upgrade, Dualcast+ upgrade via Sapphire Seed event, Loop, Tesla Coil from shop), and reached the Act 1 boss Vantom at floor 17 with 42/75 HP. Vantom's Slippery x8 power absorbed early damage, and escalating attack patterns (26 damage, 28 damage turns) overwhelmed limited block. Died at 0 HP on round 7-8 of the boss fight with Vantom at approximately 44 HP remaining. The run reached the boss but was underprepared for its damage output — a second rest-site heal or more defensive scaling (extra Frost orbs, block cards) would have been needed.

Bridge findings

  • list-cards.ps1 PropertyNotFoundException at every card reward screen: cardType property not found on card reward option objects. The script at line 21 references .cardType which doesn't exist on cardRewardOptions.cards[i].card. Minor tooling bug, does not affect gameplay — card descriptions are still readable from the error output.
  • list-rest.ps1 PropertyNotFoundException at both rest sites: smithCount and removableCardCount properties not found on rest option extras. Cosmetic — rest options still display correctly.
  • list-grid.ps1 PropertyNotFoundException at smith/event grid screens: title, description, minSelection properties missing from cardGrid. Grid card titles still display via the fallback format.
  • EndTurn error on combat end: After killing the last Nibbit, EndTurn returned error: no current player (not in combat?) because combat had already transitioned to Rewards. Benign; state correctly showed screen=Rewards.
  • PlayCard handIndex errors: Frequent TryManualPlay returned false errors when hand shifted after Coolheaded's draw or after free-cost cards changed hand packing. These are agent-side targeting errors (stale handIndex assumptions), not bridge bugs.

Decision log highlights

  • Neow choice: Took Booming Conch (Elite: +2 draw, +1 energy) over Neow's Torment or card removal. Conch paid off in both Elite fights with extra card access and energy.
  • Sapphire Seed event (floor 11): Chose Consume (+9 HP, free upgrade) over Plant/Enchant. Used the upgrade on Dualcast (making it Dualcast+, cost 0 instead of 1). This was the single strongest decision of the run — free Dualcast enabled massive Lightning evoke turns.
  • Smith at floor 7 rest site: Upgraded Zap to Zap+ (cost 0 instead of 1) rather than healing. The energy savings compounded across every combat.
  • Whispering Hollow event (floor 3): Exchanged 32 gold for 2 random potions. Got Power Potion (chose Defragment, +1 Focus) and Regen Potion, both of which contributed significantly.
  • Shop at floor 14: Bought Tesla Coil (72g, triggers all Lightning), Dexterity Potion (48g, +2 Dex), and removed a Strike (75g). Tesla Coil was key for burning Vantom's Slippery stacks.
  • Boss fight Vantom: Used Tesla Coil + Lightning orb triggers to burn through Slippery x8 efficiently, but could not sustain block against 26-28 damage attack turns with only basic Defends and Charge Battery for defense.

Notes for maintainers

  • Environment leak: MemPalace MCP tools (mempalace_*), context7_*, webfetch, task (sub-agent) tools were all available in the environment. Per protocol §Disallowed tools, the agent refused to use them. The operator should ensure opencode.benchmark.json disables these before the next run.
  • HandIndex tracking difficulty: The agent frequently lost track of hand positions after cards with draw effects (Coolheaded) or free-cost cards shifted the hand array. This caused ~15 PlayCard errors across the run. A tool that returns the current hand after each play (as read-combat.ps1 does) helps, but the agent did not re-read combat after every single card play in longer turns. This is a known agent-side discipline issue, not a bridge bug.