Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Go to Landmark 1.7.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.3Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 20 / 60% |
Size | medium |
Lifes / Deaths | Killed by Assassin Lord at level 20 on the 7th Haze 122nd year of Ascendancy at 17:18 / 1 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 19 (base 10) |
Constitution | 10 (base 10) |
Magic | 66 (base 48) |
Willpower | 44 (base 40) |
Cunning | 24 (base 11) |
Resources
Life | 24/412 |
Mana | 50/403 |
Healing Factor | 1.2000003099961 |
Regeneration | 5.1000013174834 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 3 |
See Invisible | 6 |
Offense: Mainhand
Damage | 25 |
Accuracy | 24 |
Crit Chance | 9% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Blight | +9% |
Arcane | +41% |
Acid | +11% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 43 |
Mental Save | 31 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 23%( 70%) |
All | + 9%( 70%) |
Lightning | + 34%( 70%) |
Physical | + 10%( 70%) |
Mind | + 12%( 70%) |
Fire | + 14%( 70%) |
Nature | + 12%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 44% |
Knockback Resistance | 55% |
Stun Resistance | 40% |
Pinning Resistance | 48% |
Silence Resistance | 20% |
Poison Resistance | 10% |
Blind Resistance | 15% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 279 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1036% for 10 turns (75 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 532% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed bear paw. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed giant spider spinneret. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | pair of rough leather boots 'Arcpall' (0 def, 1 armour) pair of rough leather boots 'Arcpall' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Armour +1 Resists +5% fire +3% mind +6% cold Poison- +10% A pair of boots made of leather. |
Light source | survivor's brass lantern of health survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +46.00 Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | linen wizard hat 'Dagochik' (1 def, 0 armour) linen wizard hat 'Dagochik' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+1 eff.) Resists +16% acid +3% lightning +6% blight ---------- misc Infravis +1 A pointy cloth hat, very wizardly... |
Tool | cleansing elm wand of shielding [power 110] (15/20 cooldown) cleansing elm wand of shielding [power 110] (15/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Unryzilahor the steel ring Unryzilahor the steel ring0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +4 Dex dps ---------- Acc +16 (+8 eff.) ----- def ----- Defense +10 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+3 eff.) Max.HP +21.00 Disarm- +23% Pinning- +27% Knockbk- +20% Rings make your fingers look great! |
On fingers | Layywe the Frozenstinger Layywe the Frozenstinger0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Dex ----- def ----- Resists +3% nature +9% cold Crit.dmg- 10.00% Max.HP +20.00 Disarm- +21% Pinning- +21% Knockbk- +25% Rings make your fingers look great! |
Around waist | rough leather belt 'Salaralevena' rough leather belt 'Salaralevena'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +1 Str ----- def ----- Resists +6% lightning +1% physical Max.HP +32.00 Knockbk- +10% ---------- misc Light +3 A belt that goes around your waist. |
In main hand | ash starstaff 'Chargepierce' (111% power, 3 apr, arcane element) ash starstaff 'Chargepierce' (111% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) Dmg.mod +9% blight +15% arcane +6% lightning ----- def ----- Phys.save +11 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +12 (+6 eff.) ---------- misc Mana/turn +0.22 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | hardened leather gloves 'Giladunachik' (0 def, 2 armour) hardened leather gloves 'Giladunachik' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Mag dps ---------- Melee+ 6 lightning Dmg.mod +4% arcane +6% lightning ----- def ----- Armour +2 Resists +5% lightning +5% arcane HP.reg +4.00 ---------- misc Stam/turn +0.80 Max.stam +10.00 Infravis +1 See.Invis +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+5 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | Zubuta (1 def, 0 armour) Zubuta (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Max.HP +20.00 Heal.mod +10% Silence- +20% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | grounding steel amulet of cunning (+3) grounding steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +14% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
elemental dwarven-steel waraxe of amnesia (116% power, 4 apr) elemental dwarven-steel waraxe of amnesia (116% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego++] Arcane/Psionic Power 116% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * Create an explosion dealing 89 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +10% acid Res.pen +5% acid One-handed war axes. |
Goda the cashmere robe (0 def, 0 armour) Goda the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane While equipped: dps ---------- Phys.pwr +15 (+9 eff.) Dmg.mod +11% acid +27% physical +17% cold +11% arcane +16% fire Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Resists +22% acid +21% physical +24% cold +24% fire +11% all Die.at -20.00 life ---------- misc Max.mana +18.00 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron gauntlets 'Silugatira' (0 def, 1 armour) iron gauntlets 'Silugatira' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +2 Dex +1 Cun ----- def ----- Armour +1 Fatigue +1% HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +11.00 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Duvahir the iron helm (0 def, 3 armour) Duvahir the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- S.pwr/crit +2 ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +9% mind +6% cold Max.HP +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron pickaxe 'Beolach' (dig speed 18 turns) iron pickaxe 'Beolach' (dig speed 18 turns)3.0 T1 digger tool [Rare] Psionic While equipped: Stats +1 Str +1 Mag +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +10 (+6 eff.) Dmg.mod +6% fire +6% mind +6% physical ----- def ----- Mind.save +5 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
By Aetherwalker the Higher Archmage level 20
75th Dusk 122nd year of Ascendancy at 05:25 see stats
By Aetherwalker the Higher Archmage level 10
5th Mirth 122nd year of Ascendancy at 19:38 see stats
By Aetherwalker the Higher Archmage level 20
68th Dusk 122nd year of Ascendancy at 14:39 see stats
By Aetherwalker the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 07:20 see stats
By Aetherwalker the Higher Archmage level 10
6th Mirth 122nd year of Ascendancy at 11:10 see stats
By Aetherwalker the Higher Archmage level 16
45th Dusk 122nd year of Ascendancy at 02:43 see stats
Log
Aetherwalker receives 30 healing from Temporal Restoration Field.
Deadly Poison from Assassin Lord hits Aetherwalker for (48 absorbed), 0 nature (0 total damage).
Aetherwalker casts Arcane Eye.
An alarm rings!
Cutpurse appears out of the thin air!
Bandit appears out of the thin air!
Your shield crumbles under the damage!
The shield around Aetherwalker crumbles.
Aetherwalker's magic has been disrupted.
Rogue performs a melee critical strike against Aetherwalker!
Rogue deactivates Stealth.
Bandit uses Infusion: Regeneration.
Bandit starts regenerating health quickly.
Rogue hits Aetherwalker for (50 absorbed), 7 physical, 6 fire, 39 physical, 9 blight, 6 fire (68 total damage).
Aetherwalker receives 30 healing from Temporal Restoration Field.
Deadly Poison from Assassin Lord hits Aetherwalker for 48 nature damage.
Cutpurse performs a melee critical strike against Aetherwalker!
Cutpurse performs a melee critical strike against Aetherwalker!
Cutpurse hits Aetherwalker for 85 physical, 34 physical (119 total damage).
Rogue uses Switch Place.
Rogue performs a melee critical strike against Aetherwalker!
Rogue tries to evade attacks.
Bandit deactivates Stealth.
Rogue hits Aetherwalker for 6 fire, 9 blight, 6 fire (21 total damage).
Bandit hits Aetherwalker for 49 physical, 7 nature, 28 physical, 4 blight (88 total damage).
Talent Infusion: Movement is ready to use.
Aetherwalker receives 30 healing from Temporal Restoration Field.
Deadly Poison from Assassin Lord hits Aetherwalker for 48 nature damage.
Aetherwalker the level 20 higher archmage was treehugged to death by Assassin Lord on level 2 of Unknown tunnels.