Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Ashes of Urh'Rok 1.4.0Official 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:
Items Vault 1.4.8Donators/Buyers bonus! The Burning Coals 1.4.9This addon is yet another OP human subrace, it features strong fire and light based racial talents, extra quests, dungeons, and items that give more character building points. Credits: there are two lore images in the addon that I got from Deviant-Art, the author URL is this: http://nicholaskay.deviantart.com/ All other new art was based on existing Shockbolt's art, or made by myself using GIMP and Krita. The addon is "complete", but I want to add more quests and some other stuff later. changelog 1.1.0 The objective of this version is fix gameplay, there was several problems that weren't found during test with DevMode tools, and also due to blind good luck during testing.
changelog 1.1.1 Just a hotfix, to fix two bugs.
changelog 1.1.2 Hotfix again!
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! White Monk 1.4.9Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. ZOmnibus Addon Pack 1.4.0Combines 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: Embers of Rage 1.4.4Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Burning Coal |
| Class | White Monk |
| Level / Exp | 12 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by Ariwe the Vault Guard at level 7 on the 3rd Mirth 122nd year of Ascendancy at 09:20 / 13Killed by Ce'Norithra the Vault Guard at level 7 on the 3rd Mirth 122nd year of Ascendancy at 11:28 Killed by Layuriawyn the Vault Guard at level 7 on the 3rd Mirth 122nd year of Ascendancy at 11:39 Killed by Ce'Norithra the Vault Guard at level 7 on the 3rd Mirth 122nd year of Ascendancy at 11:48 Killed by Ce'Norithra the Vault Guard at level 7 on the 3rd Mirth 122nd year of Ascendancy at 12:47 Killed by Ce'Norithra the Vault Guard at level 8 on the 3rd Mirth 122nd year of Ascendancy at 14:38 Killed by Bethywen the Vault Guard at level 8 on the 4th Mirth 122nd year of Ascendancy at 01:19 Killed by Aerivena the Vault Guard at level 8 on the 4th Mirth 122nd year of Ascendancy at 02:00 Killed by Bethywen the Vault Guard at level 8 on the 4th Mirth 122nd year of Ascendancy at 03:42 Killed by Aerivena the Vault Guard at level 8 on the 4th Mirth 122nd year of Ascendancy at 04:25 Killed by Bethywen the Vault Guard at level 8 on the 4th Mirth 122nd year of Ascendancy at 06:01 Killed by Bethywen the Vault Guard at level 8 on the 4th Mirth 122nd year of Ascendancy at 07:26 Killed by Bethywen the Vault Guard at level 8 on the 4th Mirth 122nd year of Ascendancy at 08:50 |
Primary Stats
| Strength | 17 (base 13) |
| Dexterity | 37 (base 34) |
| Constitution | 37 (base 34) |
| Magic | 23 (base 13) |
| Willpower | 47 (base 35) |
| Cunning | 13 (base 13) |
Resources
| Life | 820/820 |
| Stamina | 189/206 |
| Healing Factor | 1.4 |
| Regeneration | 23.241077006711 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Barehand
| Damage | 44 |
| Accuracy | 63 |
| Crit Chance | 44% |
| APR | 1 |
| Speed | 0.60 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 12 (66.116504854369%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 39 |
| Mental Save | 41 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 30% |
| Teleport Resistance | 15% |
| Instadeath Resistance | 100% |
| Poison Resistance | 5% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 121 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 50 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 500 damage for 25 turns. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mending | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Rending | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Martial Arts | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Human / Burning coal | 1.60 |
| Technique / Field control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Measured Blows |
Quests
You don't really need to do this, but why not? There are potential clues in lots of places, these are good ones to start with, all of them easy! Looking for easy cluesTrollmire is a forest near the halfling town of Derth, it has lots of troublesome trolls that bother the halflings. * You must explore the Trollmire and find out what lurks there! Kor'Pul are some ruins also near Derth, there are rumours there are some evil creature inside. * You must explore the ruins of Kor'Pul and find out what lurks there! You have heard that within the scintillating caves on the Shaloren lands lie strange crystals imbued with Spellblaze energies. * You must explore the scintillating caves. There are also rumours of a renegade Shaloren camp to the west of their capital. * You must explore the renegade Shaloren camp. The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. * You must explore Norgos' Lair. On the western border of the Thaloren forest a gloomy aura has been set up. Things inside are... twisted. * You must explore the Heart of the Gloom. | active |
Explore the Embers of Creation caves, and find what you are looking for, whatever it is. The Burning Coals of Creation* You entered the cave, and now feel your chest burning, you need to find out why. * You killed an alchemist that was also exploring the place and attacked you. * You encountered the lingering remnants of Gerlyk's power, in the form of an aura. * You left the Embers of Creation before you could learn all that you could. | failed |
Equipment
| On feet | pair of rough leather boots 'Betholevea' (0 def, 6 armour) pair of rough leather boots 'Betholevea' (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Changes resistances: +3% nature / +5% arcane Poison immunity: +5% Infravision radius: +1 A pair of boots made of leather. |
| On hands | sand rough leather gloves of magic (+2) (0 def, 6 armour) sand rough leather gloves of magic (+2) (0 def, 6 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 5 physical Changes stats: +2 Mag Changes damage: +4% arcane / +3% physical When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Sand Breath (10% chance level 1). Damage (Melee): +4 arcane Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +6 arcane / +6 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | grounding linen wizard hat of fire (+5%) (1 def, 0 armour) grounding linen wizard hat of fire (+5%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +5% lightning / +15% fire / +6% temporal Changes damage: +10% fire A pointy cloth hat, very wizardly... |
| Tool | woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | wizard's copper ring of perseverance wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
| On fingers | marksman's copper ring of light (+22%) marksman's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
| Around neck | Gunathel the steel amulet Gunathel the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +4 Wil / +3 Con Changes resistances: +3% light Teleport immunity: +15% Amulets can have magical properties. |
| Main armor | Erihell the woollen robe (0 def, 0 armour) Erihell the woollen robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +5 Mag / +5 Wil Changes resistances: +16% lightning Changes damage: +11% lightning Spell save: +3 (+1 eff.) Mental save: +19 (+6 eff.) Disease immunity: +5% Mana each turn: +0.20 Psi each turn: +0.12 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Magical Obsidian Magical ObsidianPowered by arcane forces Infused by nature 2.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +15% cold / +20% fire / +15% light / +15% darkness Changes resistances cap: +5% cold / +10% fire / +5% light / +5% darkness Trap disarming bonus: +10 Blindness immunity: +30% Confusion immunity: +30% Light radius: +3 Infravision radius: +5 See stealth: +5 See invisible: +5 Healing mod.: +10% A magical obsidian rock, it looks black as expected from an obsidian, but lights up the path like if it was molten lava, yet it is cold to the touch. |
| Cloak | resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 186 over 5 turns) regeneration infusion of the duelist (heal 186 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 186 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
God's Blood (11-14.3 power, 6 apr) God's Blood (11-14.3 power, 6 apr)Requires: - Dexterity 10 Powered by unknown forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 100% holy light It can be used to stab yourself deeply. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 citrine 13 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
126 alchemist agate 126 alchemist agate0.00 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. |
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. |
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. |
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. |
Crystalized God Essence Crystalized God EssencePowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: corpse / essence It can be used to press against the chest. This is some god lingering aura concentrated in one spot, it became some sort of crystal. The object emits some kind of mental pulse that invites to press it against the heart. |
Achievements
Level 10 (Exploration mode)
Got a character to level 10.By Biejan the Burning Coal White Monk level 10
8th Mirth 122nd year of Ascendancy at 23:08 see stats
Log
Greater gwelgoroth casts Shock.
Gwelgoroth resists!
Greater gwelgoroth's Shock hits Gwelgoroth for 0 lightning damage.
Gwelgoroth casts Lightning.
Gwelgoroth hits Biejan for (26 resist armour), 32 lightning (32 total damage).
Gwelgoroth hits Greater gwelgoroth for 0 lightning damage.
Greater gwelgoroth misses Biejan.
Biejan strikes more precisely!
Biejan hits Gwelgoroth for 57 physical, 5 arcane, 276 fire (338 total damage).
Biejan hits Greater gwelgoroth for 7 physical damage.
Gwelgoroth hits Biejan for (7 resist armour), 0 lightning (0 total damage).
Biejan killed Gwelgoroth!
Greater gwelgoroth misses Biejan.
Greater gwelgoroth misses Biejan.
Greater gwelgoroth misses Biejan.
Biejan uses Aura Blast.
Biejan performs a melee critical strike against Greater gwelgoroth!
Biejan strikes less precisely.
Biejan hits Greater gwelgoroth for 133 physical, 5 arcane, 276 fire (415 total damage).
Greater gwelgoroth hits Biejan for (7 resist armour), 0 lightning (0 total damage).
Biejan killed Greater gwelgoroth!
Biejan deactivates Measured Blows.
