











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 14 / 68% |
Size | medium |
Lifes / Deaths | Killed by Glorowe the shimmering crystal at level 14 on the 14th Profit 122nd year of Ascendancy at 19:23 / 1 |
Primary Stats
Strength | 20 (base 13) |
Dexterity | 25 (base 10) |
Constitution | 16 (base 13) |
Magic | 57 (base 40) |
Willpower | 18 (base 10) |
Cunning | 34 (base 25) |
Resources
Life | -91/450 |
Mana | 218/218 |
Insanity | 56/100 |
Healing Factor | 1.0545771506545 |
Regeneration | 1.3182214383181 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 31.785219413488 |
See Invisible | 31.785219413488 |
Offense: Mainhand
Damage | 40 |
Accuracy | 41 |
Crit Chance | 11% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +19% |
Temporal | +12% |
Fire | +15% |
Physical | +15% |
Mind | +38% |
All | +9% |
Offense: Damage Penetration
Blight | +10% |
Darkness | +5% |
Physical | +15% |
Arcane | +5% |
Defense: Base
Armour (hardiness) | 8 (35.65183292883%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 1.7763568394003E-15 |
Physical Save | 24 |
Spell Save | 28 |
Mental Save | 19 |
Defense: Resistances
Acid | + 17%( 70%) |
Temporal | + 12%( 70%) |
Blight | + 17%( 70%) |
Mind | + 22%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Bleed Resistance | 20% |
Confusion Resistance | 10% |
Inscriptions (3/3)
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 100 damage for 5 turns. |
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 50 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. |
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 474% 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 Strength stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved Cunning by +5. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Fatigue: +2% Effects on melee hit: * 10% chance to slow global speed by 44% Changes stats: +2 Cun / +2 Con Changes resistances: +3% blight Physical save: +10 (+5 eff.) Mental save: +11 (+6 eff.) Cut immunity: +20% Confusion immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes damage: +15% mind Equilibrium when hit: +0.16 Mental crit. chance: +3% Light radius: +6 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 | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 fire Changes stats: +1 Str / +1 Mag / +2 Wil / +2 Cun Changes damage: +6% fire Reduces incoming crit damage: 5.00% Mindpower: +4 (+2 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes damage: +3% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances penetration: +5% darkness / +15% physical Changes damage: +6% physical Critical mult.: +5.00% Stamina each turn: +2.00 Maximum life: +32.00 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+3 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 12% chance to reduce all saves and defense by 18 Damage (Melee): 15 mind / 10 darkness Changes stats: +2 Str / +5 Dex Changes resistances penetration: +10% blight Mental save: -15 (-15 eff.) Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +18.00 Mindpower: +3 (+2 eff.) When used to modify unarmed attacks: Power: 125% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Nightmare (10% chance level 3). It can be used to activate talent Ruined Earth, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +1 Str / +3 Dex / +5 Mag / +5 Wil Changes resistances: +6% blight / +14% mind / +9% all Changes damage: +14% mind / +9% all Mana each turn: +0.13 Psi each turn: +0.14 Spellpower: +13 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +9% acid / +3% temporal Reduces incoming crit damage: 15.00% Knockback immunity: +10% Maximum life: +31.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +3 Mag Changes resistances penetration: +5% arcane Critical mult.: +20.00% Only die when reaching: -20.00 life Damage Shield penetration: +20% Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Con Spell save: +10 (+5 eff.) Maximum stamina: +21.00 Rings make your fingers look great! |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +21% lightning / +7% all Changes resistances penetration: +10% darkness / +15% acid Changes damage: +18% lightning / +3% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Str / +4 Dex / +1 Con Changes damage: +12% fire Mental save: +6 (+3 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +5 Defense: +11 (+6 eff.) Changes stats: +1 Str / +2 Dex / +2 Cun / +1 Con Changes resistances penetration: +5% nature Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes resistances: +9% nature / +6% darkness Changes resistances penetration: +5% darkness / +10% nature Changes damage: +6% darkness / +3% fire Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 24 Changes stats: +3 Con Changes resistances: +6% blight Changes resistances penetration: +10% blight Equilibrium when hit: +0.04 Mindpower: +10 (+5 eff.) A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Damage when hit (Melee): 2 cold Changes stats: +3 Dex Changes resistances: +6% fire Changes resistances penetration: +5% cold Infravision radius: +2 See invisible: +6 A cap made of leather. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +1 Str / +1 Wil / +6 Cun Physical save: +6 (+3 eff.) Light radius: +3 Infravision radius: +2 Healing mod.: +12% 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. |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str / +1 Wil Changes resistances penetration: +20% blight Spell save: +6 (+3 eff.) Vim when firing critical spell: +1.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Changes stats: +1 Str / +2 Dex / +1 Con Changes resistances: +11% nature / +2% physical Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 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. |
Achievements
By Mokolo the Drem Writhing One level 10
28th Voratun 122nd year of Ascendancy at 07:59 see stats
By Mokolo the Drem Writhing One level 13
12nd Profit 122nd year of Ascendancy at 21:57 see stats
By Mokolo the Drem Writhing One level 14
14th Profit 122nd year of Ascendancy at 19:23 see stats
By Mokolo the Drem Writhing One level 9
23rd Voratun 122nd year of Ascendancy at 11:58 see stats
By Mokolo the Drem Writhing One level 9
25th Voratun 122nd year of Ascendancy at 00:30 see stats
Log
Aerana the copperhead snake hits Mokolo for damage.
Aerana the copperhead snake hits Adasenne the king cobra for damage.
Something hits Mokolo for (6 absorbed), 23 light (23 total damage).
Mokolo casts Rune: Shatter Afflictions.
Mokolo stops being poisoned.
Mokolo seems more focused.
A shield forms around Mokolo.
Mokolo misses Something.
Mokolo misses Something.
Talent Carrion Feet is ready to use.
Talent Foul Convergence is ready to use.
Talent Decayed Devourers is ready to use.
The shattering blow creates a shockwave!
Emiwe the white worm mass's Beyond the Flesh hits Mokolo for (25 absorbed), 0 physical, (3 absorbed), 0 darkness, (5 absorbed), 0 physical (0 total damage).
Something hits Mokolo for (3 absorbed), 0 physical (0 total damage).
Mokolo casts Carrion Feet.
Mokolo is not stunned anymore.
Rime Wraith from Glorowe the shimmering crystal hits Mokolo for (0 absorbed), 52 cold (52 total damage).
Mokolo activates his elm totem of thorny skin 'Phlegmgrinder'!
Mokolo's skin looks a bit thorny.
Mokolo has regained its confidence.
Mokolo warms up.
New Achievement: That was close (Insane (Roguelike) difficulty)!
Rime Wraith from Glorowe the shimmering crystal hits Mokolo for (0 absorbed), 77 cold (77 total damage).
Something hits Mokolo for (3 absorbed), 0 physical (0 total damage).
Rime Wraith from Glorowe the shimmering crystal hits Mokolo for (0 absorbed), 77 cold (77 total damage).
Mokolo the level 14 drem writhing one was frozen to death by Glorowe the shimmering crystal on level 4 of Scintillating Caves.