Dungeon Crawl Stone Soup version 0.33.1-4-g5a2043f66b (webtiles) character file. Game seed: 3677557291432235382 0 Sinthramyr the Ducker (level 1, 13/13 HPs) Began as an Octopode Wanderer on Sept 27, 2025. Quit the game on level 1 of the Dungeon. The game lasted 00:00:10 (0 turns). Sinthramyr the Ducker (Octopode Wanderer) Turns: 0, Time: 00:00:11 Health: 13/13 AC: 3 Str: 11 XL: 1 Next: 0% Magic: 3/3 EV: 12 Int: 12 God: Gold: 0 SH: 0 Dex: 13 Spells: 3/4 levels left rFire . . . a - +0 dagger rCold . . . (no offhand) rNeg . . . d - +2 hat rPois . (no amulet) rElec . (no ring) rCorr . (no ring) SInv . (no ring) Will ..... (no ring) Stlth +++ (no ring) HPRegen 0.22/turn (no ring) MPRegen 0.08/turn (no ring) (no ring) %: no passive effects @: no status effects A: almost no armour, amphibious, 8 rings, camouflage 1, gelatinous body 1, (nimble swimmer 1), tentacles a: no special abilities You were on level 1 of the Dungeon. You visited 1 branch of the dungeon, and saw 1 of its levels. Inventory: Hand Weapons a - a +0 dagger (weapon) Armour d - a +2 hat (worn) Potions b - a potion of lignification c - a potion of invisibility Skills: + Level 1.0 Fighting + Level 3.0 Dodging + Level 2.6 Stealth + Level 2.0 Spellcasting + Level 1.0 Translocations + Level 1.0 Shapeshifting You had 3 spell levels left. You knew the following spells: Your Spells Type Power Damage Failure Level a - Apportation Tloc 6% N/A 19% 1 Your spell library contained the following spells: Spells Type Power Damage Failure Level Volatile Blastmotes Fire/Tloc 4% 2d10 54% 3 Dungeon Overview and Level Annotations Branches: Dungeon (1/15) Altars: Innate Abilities, Weirdness & Mutations 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 Welcome, Sinthramyr the Octopode Wanderer. It's a long way down to the Orb of Zot, but that shouldn't be any trouble. Press ? for a list of commands and other information. Found a scale mail. Found an escape hatch in the floor. Found a staircase leading out of the dungeon. You begin with the following items: a +0 dagger, a potion of lignification, a potion of invisibility, a +2 hat; and the following spell memorised: Apportation; and the following spells available to memorise: Volatile Blastmotes. Why would you want to do that? Are you sure you want to abandon this character and quit the game? (Confirm with "quit".) .. .# ########.###.# .............# ..≈.......≈..# .≈≈≈.....≈≈≈.## ..≈.......≈.... .............# ......≈@.....# .....≈≈≈.....# .....>≈........ .............#. ..≈.......≈.... [≈≈≈.....≈≈≈.## ..≈.......≈..# .............# There were no monsters in sight! Notes Turn | Place | Note -------+----------+------------------------------------------- 0 | D:1 | Sinthramyr the Octopode Wanderer began the quest for the | Orb. 0 | D:1 | Sinthramyr set off with the following items: a +0 dagger, a | potion of lignification, a potion of invisibility, a +2 | hat; and the following spell memorised: Apportation; and | the following spells available to memorise: Volatile | Blastmotes. 0 | D:1 | Reached XP level 1. HP: 13/13 MP: 3/3 0 | D:1 | Quit the game Illustrated notes Levels and vault maps discovered: D:1: minmay_arrival_five_plusses, layout_loops_cross, serial_park_tiny_1, moated_statue, grunt_decor_clamped