









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Interact with the Mech 1.7.0Adds new talent Interact with the Mech, allowing Annihilators from the Embers of Rage DLC using the Steamtech/Mecharachnid talent tree to manipulate their mecharachnid's equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. 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: Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. 
 NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Improved Combat Text v2 Custom Edit 1.6.0This 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
 Sidekick Level Catch-up 1.6.0Modifies various player sidekicks (Alchemists' golem, Writhing Ones' worm that walks from the Forbidden Cults DLC, Annihilators' mecharachnid from the Embers of Rage DLC) to synchronize their level with the player's level every time they are re-added to map, in case the player gained a level while the sidekick dead. (Disclaimer: The failure of sidekicks to do this in the base game is believed to be a bug; if said bug is fixed in a future version, this addon will be officially deprecated.) Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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 | Madness Roguelike | 
| Sex | Female | 
| Race | Ghoul | 
| Class | Adventurer | 
| Level / Exp | 14 / 49% | 
| Size | medium | 
| Lifes / Deaths | Killed by Andy at level 14 on the 27th Dusk 122nd year of Ascendancy at 18:33/ 1 | 
Primary Stats
| Strength | 33 (base 12) | 
| Dexterity | 17 (base 12) | 
| Constitution | 24 (base 12) | 
| Magic | 60 (base 40) | 
| Willpower | 48 (base 26) | 
| Cunning | 24 (base 12) | 
Resources
| Mana | 278/368 | 
| Psi | 148/261 | 
| Vim | 152/152 | 
| Life | -65/349 | 
| Positive | 32/89 | 
| Stamina | 260/264 | 
| Healing Factor | 1.2172674059366 | 
| Regeneration | 2.7388516633574 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +80% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
Offense: Mainhand
| Damage | 29 | 
| Accuracy | 36 | 
| Crit Chance | 9% | 
| APR | 8 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 49 | 
| Crit Chance | 7% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 38 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Damage Bonus
| Cold | +5% | 
| Lightning | +5% | 
| Light | +36% | 
| Temporal | +15% | 
| Darkness | +26% | 
| Physical | +25% | 
| Fire | +5% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +10% | 
Defense: Base
| Armour (hardiness) | 33 (30%) | 
| Defense | 10 | 
| Ranged Defense | 10 | 
| Fatigue | 8 | 
| Physical Save | 23.2 | 
| Spell Save | 35.2 | 
| Mental Save | 28 | 
Defense: Resistances
| Blight | + 24%( 70%) | 
| Arcane | + 14%( 70%) | 
| Cold | + 24%( 70%) | 
| All | + 9%( 70%) | 
| Lightning | + 14%( 70%) | 
| Light | + 47%( 70%) | 
| Physical | + 24%( 70%) | 
| Fire | + 41%( 70%) | 
| Darkness | + 18%( 70%) | 
Defense: Immunities
| Silence Resistance | 30% | 
| Bleed Resistance | 100% | 
| Confusion Resistance | 24% | 
| Fear Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 80% | 
| Stun Resistance | 60% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 15 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 370 damage for 4 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use 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. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use 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 create a protective shield absorbing at most 184 damage for 4 turns. Its effects scale with your Constitution stat. | 
Class Talents
| Corruption / Demonic pact | 1.00 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Celestial / Guardian | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Combat | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Psionic / Solipsism | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Corruption / Reaving combat | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Spell / Aegis | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Celestial / Light | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Undead / Ghoul | 1.10 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Psionic / Finer energy manipulations | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
Quests
| You successfully escorted the repented thief to the recall portal on level 2 of Trollmire.Escort: repented thief (level 2 of Trollmire) As a reward you improved talent Track (+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 treasure It 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 darkness The 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 | 
| 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 Alchemists Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You have been resurrected as an undead by some dark powers.The rotting stench of the dead However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done | 
Equipment
| Psionic focus |  greater ash starstaff of warding (15-18 power, 3 apr, light element) 5.0 Encumbrance T2 staff 1H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +12 (+4 eff.) Damage +15% physical +15% temporal +15% darkness +15% light defense ------ Armor +5 Defense +5 (+5 eff.) other ------- Wards +2 physical +2 temporal +2 darkness +2 light Talents +2 Flame Bolts +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  Flamewrought (0 def, 2 armour) 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 49.63 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. | 
| Light source |  Summertide Phial 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(105 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  Helm of the Dominated (0 def, 9 armour) 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag offense ------ Physical Power +10 (+3 eff.) Spellpower +10 (+3 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. | 
| On feet |  Lorikhad the pair of rough leather boots (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Physical Power +20 (+6 eff.) defense ------ Armor +1 Resistance +5% arcane +9% fire Physical save +5 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Unlife -40.00 life Stun Resist +10% other ------- Max stamina +30.00 A pair of boots made of leather. | 
| Tool |  iron pickaxe of wreckage (dig speed 30 turns) 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +2 Str offense ------ Ignore Armor +6 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  wizard's steel ring of clarity 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Mind save +5 (+2 eff.) Confus Resist +24% other ------- Vim when Hit +3.00 Rings make your fingers look great! | 
| On fingers |  wizard's steel ring of power 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Physical Power +6 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +6 (+2 eff.) defense ------ Spell save +6 (+2 eff.) Rings make your fingers look great! | 
| Around neck |  Earthen Beads 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 218 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. | 
| In main hand |  enhanced iron longsword (11-15 power, 2 apr) 3.0 Encumbrance T1 longsword 1H weapon [Ego+] Nature Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Str +4 Dex +4 Mag +4 Wil +3 Cun +4 Con other ------- Talents +2 Farstrike Sharp, long, and deadly. | 
| Around waist |  noble's rough leather belt 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil offense ------ Against +17% Summoned defense ------ Resist Against +15% Summoned A belt that goes around your waist. | 
| In off hand |  iron shield of the stars (0 def, 2 armour, 9-11 power, 19.5 block) 7.0 Encumbrance T1 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 9.0 - 10.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 On-hit +11 light +11 darkness While equipped: Stats +3 Cun +2 Mag offense ------ Damage +11% light +11% darkness defense ------ Armor +2 Fatigue +8% Resistance +16% physical +12% light +16% blight +16% fire +10% darkness Damage Reduction +6 blight +6 fire +6 physical other ------- Talents +1 Block Handheld deflection devices. | 
| Cloak |  Pitchdash the linen cloak (1 def, 6 armour) 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +2.0% Damage +3% physical Ignore resists +10% darkness Accuracy +10 (+5 eff.) defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +11% cold other ------- Hate-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  stormwoven woollen robe (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +4 Mag +5 Wil offense ------ Damage +5% lightning +7% physical +5% cold defense ------ Resistance +6% lightning +6% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
Inventory
|  schematic: Acid Groove 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Air Recycler 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Antimagic Shell 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Armour Reinforcement 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Corrosive Shell 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Flash Powder 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Focus Lens 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  2 schematic: Frost Salve 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Fungal Web 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Healing Salve 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Magnetic Shell 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Mental Stimulator 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Rocket Boots 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Second Skin 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Silver Filigree 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  3 schematic: Steamsaw 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  schematic: Thunder Grenade 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. | 
|  elm starstaff 'Snowstriker' (10-12 power, 2 apr, light element) 5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +1% Spellpower +6 (+2 eff.) Damage +10% light +6% cold defense ------ Resistance +3% temporal +3% light +9% darkness Life Regen +0.60 Healmod +11% Knockbk Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  ethereal elm starstaff of might (10-12 power, 2 apr, light element) 5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +7 (+2 eff.) Damage +10% light Ignore Shields +12% defense ------ Defense +11 (+10 eff.) Shield Power +6% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Stormfront (30-45 power, 15 apr) 3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. | 
|  iron greatsword 'Furnacefear' (16-26 power, 1 apr) 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Psionic Weapon Damage 16.5 - 26.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 mind On-crit, radius 2 +8 fire On Hit: * 19% chance to reduce all saves and defense by 25 While equipped: Stats +3 Mag +3 Wil +5 Cun +1 Con offense ------ Damage +3% fire defense ------ Resistance +9% fire other ------- Infravision +3 Massive two-handed swords. | 
|  River's Fury (23-32 power, 8 apr) 3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+3 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+5 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 13.86 cold damage and 16.50 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. | 
|  Coral Spray (8 def, 8 armour, 18-25 power, 48 block) 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+8 eff.) Fatigue +12% Resistance +0% blight +15% cold +0% physical +10% fire Damage Reduction +0 blight +0 fire +0 physical other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. | 
|  Brightwreck (0 def, 7 armour, 17-20 power, 64.5 block) 7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 17.0 - 20.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +64 On-hit +8 fire While equipped: offense ------ On-Hit 7 cold Damage +0% acid +0% physical +0% blight Ignore resists +0% acid +0% physical +0% blight When Hit 1 ice defense ------ Armor +7 Fatigue +8% Resistance +0% physical +6% darkness +0% blight +3% fire +15% cold Damage Reduction +0 blight +0 fire +0 physical other ------- Talents +1 Block Handheld deflection devices. | 
|  Zubelemina the Squalornigh (0 def, 5 armour, 12-15 power, 59 block) 7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 12.5 - 15.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +59 While equipped: offense ------ On-Hit 6 lightning Damage +3% nature When Hit 3 lightning On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Armor +5 Fatigue +8% Resistance +12% blight +0% fire +11% nature +0% physical Damage Reduction +0 blight +0 fire +0 physical other ------- Talents +1 Block Handheld deflection devices. | 
|  mindwoven woollen robe of protection (3 def, 2 armour) 2.0 Encumbrance T2 cloth armor [Ego] Master/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) defense ------ Armor +2 Defense +3 (+3 eff.) Resistance +9% all Physical save +15 (+6 eff.) Mind save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  woollen robe of life (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +5% blight +9% all Life +40.00 Life Regen +2.00 Healmod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Beindil the rough leather belt 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Critical power +15.00% Mindpower +3 (+1 eff.) defense ------ Armor +2 Resistance +9% lightning +3% light Physical save +6 (+2 eff.) A belt that goes around your waist. | 
|  rough leather belt 'Borugas' 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Cun offense ------ Spellpower +2 (+0 eff.) When Hit 4 blight defense ------ Mind save +6 (+3 eff.) other ------- Light +3 A belt that goes around your waist. | 
|  Glinthunter the linen cloak (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Str +1 Dex +1 Cun +2 Con offense ------ Damage +3% light On-Hit (Melee): * 20% chance to reduce armor by 35% defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Shockparry (1 def, 6 armour) 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ When Hit 2 lightning defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +3% mind Life +30.00 Disease Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Cloak of Deception 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. | 
|  pair of iron boots 'Ebonyclash' (0 def, 3 armour) 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +9% darkness +3% mind Ignore resists +5% darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 * 10% chance to reduce damage dealt by 20% defense ------ Armor +3 Fatigue +2% Physical save +6 (+2 eff.) Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Erelanik the rough leather gloves (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Cun +2 Dex offense ------ On-Hit 6 nature Damage +3% nature When Hit 2 acid defense ------ Armor +1 Resistance +6% nature Crit Resistance 15.00% other ------- See Invisibility +3 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. | 
|  rough leather gloves 'Earozor' (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +2 Cun offense ------ Mind Crit +3% Damage +9% mind Accuracy +6 (+3 eff.) defense ------ Armor +1 Resistance +6% darkness +6% mind Crit Resistance 15.00% other ------- EQ when Hit +0.04 Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Bilerebel the rough leather hat (5 def, 1 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Dex +2 Con offense ------ Physical Crit +2.0% Damage +12% light Ignore resists +5% physical On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Armor +1 Defense +5 (+5 eff.) Fatigue +1% A hat made of leather. Very stylish. | 
|  linen wizard hat 'Voidwish' (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Wil offense ------ Ignore resists +5% darkness defense ------ Defense +1 (+1 eff.) Resistance +9% acid +3% mind Physical save +5 (+2 eff.) A pointy cloth hat, very wizardly... | 
|  4 agate 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  7 spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  7 ametrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 citrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 zircon 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  100 alchemist agate 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  Hathutir 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Mag +4 Wil +4 Con offense ------ Damage +5% mind other ------- Light +3 See Invisibility +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. | 
|  brass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. | 
|  scorching brass lantern of focus 2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Damage +5% mind When Hit 10 fire defense ------ Resistance +5% fire other ------- 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. | 
|  Wintertide Phial 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. | 
|  Automated Portable Extractor 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  iron pickaxe (dig speed 38 turns) 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  iron pickaxe 'Alintir' (dig speed 29 turns) 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Mag +4 Wil other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Transmogrification Chest 2.0 Encumbrance 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. | 
|  Rod of Recall (1/1) 2.0 Encumbrance 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. | 
|  extending elm totem of healing [power 110]  (15 cooldown) 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. | 
|  elm wand of lightning storm 'Galeroar' [power 122]  (15 cooldown) 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% lightning On-Hit (Melee): * 10% chance to reduce armor by 35% other ------- Infravision +1 Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (128 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  demon seed [fire imp] (15, finger) 0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +2.00 Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [quasit] (16, finger) 0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +3.00 Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [wretchling] (14, finger) 0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +2.00 Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [water imp] (12, mainhand) 0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Frost Grab Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [wretchling] (16, mainhand) 0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [onilug] (18, offhand) 0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +2 Hexed Shield Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [quasit] (14, offhand) 0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: offense ------ Damage +14% acid +14% physical +14% blight Ignore resists +7% acid +7% physical +7% blight Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [water imp] (12, offhand) 0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: offense ------ Damage +13% blight +13% fire +13% darkness Ignore resists +6% blight +6% fire +6% darkness Demon status: alive (100% life). The seed of a demon. | 
|  demon seed [wretchling] (16, offhand) 0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: defense ------ Resistance +18% acid +18% darkness +18% blight Damage Reduction +8 acid +8 darkness +8 blight Demon status: alive (100% life). The seed of a demon. | 
Achievements
 Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.By Andy the Ghoul Adventurer level 10
9th Flare 122nd year of Ascendancy at 22:30 see stats
 The Arena (Madness (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Madness (Roguelike) difficulty)
			Unlocked Arena mode.By Andy the Ghoul Adventurer level 9
8th Flare 122nd year of Ascendancy at 22:44 see stats
 Treasure Hunter (Madness (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Madness (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Andy the Ghoul Adventurer level 13
24th Dusk 122nd year of Ascendancy at 03:37 see stats
Log
Andy is not dazed anymore.
Gloranne the large brown snake's Beyond the Flesh hits Andy for (6 flat reduction), (21 absorbed), 0 physical, (6 flat reduction), (9 absorbed), 0 physical (0 total damage).
Gloranne the large brown snake uses Quick as Thought.
Gloranne the large brown snake speeds up.
Gloranne the large brown snake uses Telekinetic Smash.
Gloranne the large brown snake performs a melee critical strike against Andy!
Andy is crippled.
The shield around Andy crumbles.
Spellblaze Crystal is a martyr.
Spellblaze Crystal teleports some damage to Andy!
Andy converts some damage to Psi!
Shield of Light hits Andy for 5 healing (2 psi heal), 5 healing (2 psi heal), 5 healing (2 psi heal), 5 healing (2 psi heal), 5 healing (2 psi heal), 5 healing (2 psi heal), 5 healing (2 psi heal), 5 healing (2 psi heal), 5 healing (2 psi heal) (0 total damage) [67 healing].
Gloranne the large brown snake hits Andy for (6 flat reduction), (90 absorbed), 0 physical, (6 flat reduction), (9 absorbed), 0 physical, (6 flat reduction), (26 absorbed), 0 physical, (6 flat reduction), (9 absorbed), 0 physical (0 total damage).
Andy's Beyond the Flesh hits Gloranne the large brown snake for 25 light damage.
Andy's Beyond the Flesh hits Spellblaze Crystal for (40 teleported), 0 physical, (28 teleported), 0 light, (21 teleported), 0 light (0 total damage).
Andy's Beyond the Flesh hits Andy for 9 to psi, 40 teleported, 6 to psi, 28 teleported, 4 to psi, 21 teleported (107 total damage).
Shield of Light hits Gloranne the large brown snake for 25 light damage.
Shield of Light hits Spellblaze Crystal for (21 teleported), 0 light, (20 teleported), 0 light, (19 teleported), 0 darkness, (28 teleported), 0 light, (21 teleported), 0 light (0 total damage).
Shield of Light hits Andy for 4 to psi, 21 teleported, 4 to psi, 20 teleported, 4 to psi, 19 teleported, 6 to psi, 28 teleported, 4 to psi, 21 teleported (131 total damage).
Weapon of Wrath hits Spellblaze Crystal for (202 teleported), 0 fire (0 total damage).
Weapon of Wrath hits Andy for 44 to psi, 202 teleported (245 total damage).
Your fire imp is healed!
Spellblaze Crystal teleports some damage to Andy!
Andy converts some damage to Psi!
Andy receives 5 healing (2 psi heal) from Shield of Light.
Fire imp receives 5 healing.
Andy's Flame Bolts hits Spellblaze Crystal for (48 teleported), 0 fire (0 total damage).
Andy's Flame Bolts hits Andy for 10 to psi, 48 teleported (58 total damage).
Andy's Flame Bolts hits Gloranne the large brown snake for 47 fire damage.
Andy the level 14 ghoul adventurer was battered to death by herself (the fool) on level 5 of Scintillating Caves.
















































