Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 | 
| Addons | Draconians 1.0.4New race that's primarily nature themed and shares some abilities with the wymics class. Each run has a random flavor based on your dragons heritage. Edit: New version :) You can now choose your dragon type when you pickup an item acquired from the first boss. This process is at least partly configured for: sun paladins wyrmics oozemancers anorithils archmages arcane blades shadowblades solipsists mindslayers doomed alchemists druids Basically you are presented with a simple choice(or multiple choices) and have the option of allowing the game to randomly choose your type(which can include more powerful subclass specific types) Weapons Pack 1.2.3This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. ToME Wyrmic Tweaks Mk. II 1.2.2A large series of Wyrmic tweaks, designed to keep the character of the class intact, but also increase its effectiveness and synergy. Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229).  Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Alternate Zones Option 1.0.6Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Acid Trees for Archmage 1.4.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. New Gem Types 1.2.1Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Archmage Options Addon 1.4.5Mod to set most archmage talents/talent categories to unlearnt and give them talent/talent category points to make up for it. Turtle race 1.1.5This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; More Tales 1.1.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Everything is Unique! 1.1.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.4.8Donators/Buyers bonus! Stop Hitting Yourself! 1.0.6Gives you a chance of dodging your own arrows or sling shots based on your Danger Sense talent level. Useful for archery-using characters (other than Archers, who are already protected by Shoot Down) against monsters that can pull you to themselves and into the path of your own in-transit missile. Midnight 1.4.8Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Additional Talent Points for Adventurers 1.3.1This mod is a personal project to modify the adventurer class in a way that gives them more options, without going into ridiculously overpowered territory; as well as to learn a bit about lua as I try to make my own mods. It is not intended to be balanced. Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. Wights 1.0.4Adds Wights as playable undead race. Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Necromancy+ 1.2.1Features:  Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences.  Categories: Karma Life Giver Ghosts Dawn Justice adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Arcanum Class Pack 1.2.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Verdant Class Pack 1.4.8Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes:  | 
| Campaign | Maj'Eyal | 
| Mode | Brutal Roguelike | 
| Sex | Male | 
| Race | EarthTurtle | 
| Class | Archmage | 
| Level / Exp | 8 / 89% | 
| Size | medium | 
| Lifes / Deaths | Killed by Imdiri the shalore at level 8 on the 65th Dusk 122nd year of Ascendancy at 18:18  / 1 | 
Primary Stats
| Strength | 36 (base 10) | 
| Dexterity | 6 (base 10) | 
| Constitution | 50 (base 18) | 
| Magic | 40 (base 21) | 
| Willpower | 22 (base 22) | 
| Cunning | 11 (base 11) | 
Resources
| Life | -182/629 | 
| Mana | 34/184 | 
| Healing Factor | 1 | 
| Regeneration | 22.25 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +66% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
Offense: Mainhand
| Damage | 25 | 
| Accuracy | 0 | 
| Crit Chance | 3% | 
| APR | 3 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 41 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 21 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 6 (52%) | 
| Defense | 19 | 
| Ranged Defense | 19 | 
| Fatigue | 0 | 
| Physical Save | 45 | 
| Spell Save | 29 | 
| Mental Save | 34 | 
Defense: Resistances
| All | 0%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Stun Resistance | 100% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
Class Talents
| Spell / Meta | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Temporal | 1.50 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Air | 1.62 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Arcane | 1.50 | 
  | 3/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Phantasm | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Earth | 1.50 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Fire | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Aether | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Stone | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Water | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 0.90 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Chronomancy / Chronomancy | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Earthturtle | 1.00 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Aegis | 1.50 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Divination | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
Effects
| talent | Arcane Power | 
| detrimental effect | The target is on fire, taking 0.60 fire damage per turn. Burning | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation | 
| detrimental effect | The target is poisoned and sick, doing 19.09 nature damage per turn. Each time it tries to use a talent there is 9% chance of failure. Crippling Poison | 
| detrimental effect | Micah is fed upon by Ekpek the dwarf. Fed Upon | 
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration | 
| detrimental effect | The target's mind has been invaded, increasing all mind damage it receives from Imdiri the shalore by 8%. Mind Link | 
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 temporal explorer to the recall portal on level 1 of Heart of the Gloom. Escort: temporal explorer (level 1 of Heart of the Gloom)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80).  | done | 
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You must explore Norgos' Lair. * You must explore the Heart of the Gloom.  | 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 warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.'  | 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 within16 lumberjacks have died.  | done | 
Equipment
| On fingers | titan's copper ring of corrosion (+20%) titan's copper ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% acid Changes damage: +10% acid Physical save: +6 (+2 eff.) Rings can have magical properties.  | 
| On fingers | Khelyvon the Starpiercer Khelyvon the StarpiercerCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +12 (+6 eff.) Fatigue: -6% Effects on melee hit: * 10% chance to disease Changes stats: +12 Str / +10 Con Changes resistances penetration: +10% light Changes damage: +3% blight Maximum encumbrance: +24 Light radius: +3 Rings can have magical properties.  | 
| Around neck | copper amulet of mastery (0.12 Spell / Air) copper amulet of mastery (0.12 Spell / Air)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.12 Spell / Air Amulets can have magical properties.  | 
| In main hand | earthen ash vilestaff of might (15-18 power, 3 apr, fire element) earthen ash vilestaff of might (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +2% Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +4 (+2 eff.) Spellpower: +6 (+2 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art.  | 
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | bladed rough leather cap (0 def, 1 armour) bladed rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 5 physical Changes stats: +3 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 73.4 Physical damage. If the attack hits, the target is confused (20% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather.  | 
| Main armor | mindwoven cashmere robe of protection (4 def, 2 armour) mindwoven cashmere robe of protection (4 def, 2 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Physical save: +21 (+7 eff.) Mental save: +20 (+8 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Inventory
phase door rune of the wizard (range 9; power 23; dur 4) phase door rune of the wizard (range 9; power 23; dur 4)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: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Magic 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 ability.  | 
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.)  | 
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
Rod of Recall (1/1) Rod of Recall (1/1)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, costing 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 ChestPowered 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), costing 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
			Curse Lifter (Brutal (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Micah the EarthTurtle Archmage level 8
64th Dusk 122nd year of Ascendancy at 04:06 see stats
			The Arena (Brutal (Roguelike) difficulty)
			Unlocked Arena mode.By Micah the EarthTurtle Archmage level 7
50th Dusk 122nd year of Ascendancy at 04:53 see stats
			The secret city (Brutal (Roguelike) difficulty)
			Discovered the truth about mages.By Micah the EarthTurtle Archmage level 6
34th Dusk 122nd year of Ascendancy at 17:07 see stats
Log
Micah starts regenerating health quickly.
Micah is no longer distorted.
Ekpek the dwarf uses Dominate.
Micah shrugs off the effect 'Dominated'!
Imdiri the shalore strikes the dreamforge!
Micah is on fire!
Micah resists the dream forge!
Micah was blasted into Imdiri the shalore!
Ekpek the dwarf is no longer distorted.
Imdiri the shalore converts some damage to Psi!
Ekpek the dwarf hits Micah for 31 physical, 4 physical (36 total damage).
Ekpek the dwarf hits Imdiri the shalore for (2 to psi shield), 1 to psi, 1 physical (2 total damage).
Micah hits Imdiri the shalore for (3 to psi shield), 1 to psi, 1 physical (2 total damage).
Imdiri the shalore's Beyond the Flesh hits Micah for 78 physical, 10 physical (89 total damage).
Dreamforge hits Micah for 4 mind, 2 fire (6 total damage).
Imdiri the shalore uses Switch Place.
Imdiri the shalore tries to evade attacks.
Imdiri the shalore converts some damage to Psi!
Micah hits Imdiri the shalore for (3 to psi shield), 1 to psi, 1 physical (2 total damage).
Imdiri the shalore hits Micah for 10 physical damage.
Imdiri the shalore uses Spore Cloud.
Micah is poisoned!
Talent Lightning is ready to use.
Burning from Imdiri the shalore hits Micah for 1 fire damage.
Crippling Poison from Imdiri the shalore hits Micah for 19 nature damage.
Ekpek the dwarf uses Willful Strike.
Micah was smashed!
Ekpek the dwarf hits Micah for 74 physical, 10 physical (84 total damage).
Imdiri the shalore's Beyond the Flesh performs a melee critical strike against Micah!
Saving game...
