Dungeon Crawl Stone Soup version 0.34.0-6-gc09a8b0c2f (webtiles) character file. Game seed: 15070235450428454855 2 MasterCri the Conjurer (level 1, -3/2 HPs) Began as an Octopode Conjurer on Feb 16, 2026. Frozen to death by an endoplasm (5 damage) ... on level 1 of the Dungeon. The game lasted 00:01:33 (66 turns). MasterCri the Conjurer (Octopode Conjurer) Turns: 66, Time: 00:01:33 Health: -3/2 AC: 5 Str: 6 XL: 1 Next: 40% Magic: 3/3 EV: 14 Int: 20 God: Gold: 0 SH: 0 Dex: 10 Spells: 3/4 levels left rFire + + . (33%) - Mandibles rCold . . . (100%) (offhand unavailable) rNeg + . . (50%) (helmet unavailable) rPois x (150%) (no amulet) rElec . (100%) a - +4 ring of protection rCorr . (100%) (no ring) SInv . (no ring) Will ..... (no ring) Stlth ++++ (no ring) HPRegen 0.20/turn (no ring) MPRegen 0.08/turn (no ring) (no ring) b - scarab talisman "Ikemiok" {Rampage rN+ Stlth+} %: rampage @: scarab-form A: sun companion, searing attack, fire wizardry, reduced hp, poison vulnerability, almost no armour, (amphibious), 8 rings, small, camouflage 1, gelatinous body 1, (nimble swimmer 1), (tentacles) a: no special abilities You were on level 1 of the Dungeon. You were a gleaming scarab beetle. You visited 1 branch of the dungeon, and saw 1 of its levels. Inventory: Jewellery a - a +4 ring of protection (worn) Talismans b - the scarab talisman "Ikemiok" (worn) {Rampage rN+ Stlth+} (You found it on level 1 of the Dungeon) [scarab talisman] Rampage: It causes one to take an extra step when moving towards enemies, briefly stunning them if this results in an attack. rN+: It protects you from negative energy. Stlth+: It makes you more stealthy. Potions g - a potion of magic d - a potion of might {unknown} Skills: + Level 2.0 Dodging + Level 2.6 Stealth + Level 2.1 Spellcasting + Level 4.0 Conjurations You had 3 spell levels left. You knew the following spells: Your Spells Type Power Damage Failure Level a - Magic Dart Conj 72% 1d6 3% 1 Your spell library contained the following spells: Spells Type Power Damage Failure Level Searing Ray Conj 36% 2d5 4% 2 Fulminant Prism Conj/Alch 5% 3d7 56% 4 Iskenderun's Mystic Bla Conj/Tloc 10% 2d4 (+2d2 56% 4 Dungeon Overview and Level Annotations Branches: Dungeon (1/15) Altars: Innate Abilities, Weirdness & Mutations You are a gleaming scarab beetle. You manifest a globe of solar heat that you carry with you. Your solar ember damages enemies next to it every second time you attack. You heal your solar ember whenever you swap places with it. Your melee attacks sometimes make enemies vulnerable to fire. You can cast Fire magic much more easily. Your maximum health is decreased, since you lack skill for your form. You are susceptible to poisons. (rPois-) You are incapable of wielding weapons or throwing items. Your weapons and armour are melded. You cannot wear most types of armour. ((You are amphibious.)) You can wear up to eight rings at the same time. Your skin changes colour to match your surroundings (Stealth+). Your rubbery body absorbs attacks. (AC +1, EV +1) (You are camouflaged when in or above water. (Stealth+)) (You have tentacles for arms and can constrict up to eight enemies at once.) Message History The helpless kobold fails to defend itself. You tentacle-slap the kobold. Your grab misses the kobold. Your squeeze misses the kobold. The kobold is heavily wounded. The kobold hits you but does no damage. You closely miss the kobold. Your grab misses the kobold. Your squeeze misses the kobold. The kobold is heavily wounded. The kobold hits you but does no damage. You tentacle-slap the kobold. You kill the kobold! Found an incandescent scarab talisman. You see here a +0 whip. d - a fizzy white potion There are no items here. You encounter an endoplasm. You see here the scarab talisman "Ikemiok" {Rampage rN+ Stlth+}. b - the scarab talisman "Ikemiok" {Rampage rN+ Stlth+} An endoplasm is nearby! You begin transforming. You continue transforming. x3 You turn into a gleaming scarab beetle. HP restored. A tiny sun coalesces beside you. You feel ready to rampage towards enemies. The helpless endoplasm fails to defend itself. You hit the endoplasm. The endoplasm is moderately wounded. Your solar ember glows brighter. The endoplasm hits you but does no damage. You hit the endoplasm. The endoplasm's fire resistance is stripped away! The endoplasm is heavily wounded. The endoplasm is no longer more vulnerable to fire. The endoplasm closely misses you. You hit the endoplasm. The endoplasm's fire resistance is stripped away! The endoplasm is almost dead. The endoplasm freezes you. You are frozen. Ouch! That really hurt! You die... ######## ######......# ..######......*.##.# .......).####.#B# #.###....####.#.J...... #.#.......####.#### #....###### # ##.#.# ...#.##### #####.#...# #.....# #.# ###...# You could see an endoplasm (combustible) and a friendly solar ember (minion, charged). Vanquished Creatures A hobgoblin (D:1) A kobold (D:1) A rat (D:1) 3 creatures vanquished. Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | MasterCri the Octopode Conjurer began the quest for the | Orb. 0 | D:1 | Reached XP level 1. HP: 11/11 MP: 3/3 55 | D:1 | Identified the scarab talisman "Ikemiok" {Rampage rN+ | Stlth+} 66 | D:1 | Frozen to death by an endoplasm Illustrated notes Levels and vault maps discovered: D:1: lightli_arrival_maybe_door_vault, layout_loops_ring Action || total ---------------------------++------- Attack: Normal || 12 Melee: Unarmed || 12 Constrict || 2 Tentacles || 1 Stab: Sleeping || 3 Armour: None || 4 Dodge: Dodged || 5 Form: Scarab || 1