Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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:
Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 17 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by Spellblaze Crystal at level 6 on the 1st Mirth 122nd year of Ascendancy at 01:45 0 / 5Killed by orc soldier at level 10 on the 8th Mirth 122nd year of Ascendancy at 13:24 Killed by nightmare horror at level 14 on the 6th Dusk 122nd year of Ascendancy at 07:23 Killed by nightmare horror at level 14 on the 6th Dusk 122nd year of Ascendancy at 08:41 Killed by gwelgoroth at level 15 on the 9th Dusk 122nd year of Ascendancy at 14:15 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 16 (base 12) |
| Magic | 55 (base 44) |
| Willpower | 35 (base 30) |
| Cunning | 20 (base 17) |
Resources
| Life | 241/241 |
| Mana | 212/212 |
| Healing Factor | 1.1 |
| Regeneration | 1.705 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
| See Stealth | 10.192782914588 |
| See Invisible | 23.689865421147 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 14 |
| Crit Chance | 8% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51.124680397672 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26.25 |
| Crit Chance | 8% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 10.7 |
| Ranged Defense | 20.043882804308 |
| Fatigue | 0 |
| Physical Save | 20.1375 |
| Spell Save | 26.1875 |
| Mental Save | 24.5625 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 33% |
| Disarm Resistance | 45% |
| Confusion Resistance | 20% |
| Silence Resistance | 21% |
| Stun Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 29% |
Inscriptions (4/4)
| 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 19% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 240 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 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% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse 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 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.50 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thunderstorm |
| talent | Feather Wind |
| talent | Arcane Power |
| talent | Keen Senses |
| talent | Shielding |
| talent | Phantasmal Shield |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The mana surge engulfs the target, regenerating 15.50 mana per turn. Surging mana |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 60. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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.' * You've found the needed orc heart. * You've found the needed length of troll intestine. | 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 |
Equipment
| On feet | pair of rough leather boots 'Armogalach' (0 def, 1 armour) pair of rough leather boots 'Armogalach' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Dex / +1 Con Silence immunity: +21% Confusion immunity: +20% Stun/Freeze immunity: +24% Infravision radius: +1 A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (90 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. The set is complete. When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 It can be used to activate talent Metaflow (costing 40 power out of 40/40) : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Your mastery of the arcane flows allow you to reset the cooldown of 6 of most of your spells of tier 4 or less. A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. This item has been sent to the Item's Vault. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Cun / +3 Con Changes resistances: +26% lightning Changes damage: +13% lightning Critical mult.: +10.00% Physical save: +6 (+3 eff.) Mental save: +3 (+2 eff.) Disarm immunity: +23% Pinning immunity: +33% Knockback immunity: +29% Maximum life: +20.00 Cannot be unequipped or rerolled until level 18. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | steel ring of aether (+10%) steel ring of aether (+10%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +10% arcane Changes damage: +10% arcane Rings can have magical properties. |
| Around waist | Harehor the Dawnhue Harehor the DawnhuePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% light / +1% physical Reduces incoming crit damage: 15.00% Maximum encumbrance: +23 A belt that goes around your waist. |
| In main hand | Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. The set is complete. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Maximum mana: +100.00 Spellpower: +20 (+7 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. This item has been sent to the Item's Vault. |
| On hands | steady rough leather gloves of magic (+2) (0 def, 1 armour) steady rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Physical save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +22% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | shimmering woollen robe of light (+15%) (0 def, 0 armour) shimmering woollen robe of light (+15%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% light Changes damage: +10% arcane / +10% light Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | thick linen cloak of sorcery (1 def, 5 armour) thick linen cloak of sorcery (1 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +11% cold Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful steel amulet of magic (+3) restful steel amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag Life regen: +1.30 Amulets can have magical properties. |
Inventory
psionicist's copper ring of arcana(+0.11/turn) psionicist's copper ring of arcana(+0.11/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Silence immunity: +23% Mana each turn: +0.11 Rings can have magical properties. |
dwarven-steel greatsword (36.5-58.4 power, 2 apr) dwarven-steel greatsword (36.5-58.4 power, 2 apr)Requires: - Strength 24 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
caustic dwarven-steel longsword (23-32.2 power, 4 apr) caustic dwarven-steel longsword (23-32.2 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 17% chance to corrode armour When wielded/worn: Changes resistances penetration: +7% acid Life regen: +0.80 Sharp, long, and deadly. |
dwarven-steel longsword (22.5-31.5 power, 4 apr) dwarven-steel longsword (22.5-31.5 power, 4 apr)Requires: - Strength 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
Dimbone (0 def, 4 armour) Dimbone (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +3 Con Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Changes damage: +3% mind / +6% darkness Physical save: +11 (+6 eff.) Mental save: +14 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
75 alchemist agate 75 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. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature 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. |
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
Exterminator
Killed 1000 creatures.By Dadas the Shalore Archmage level 16
17th Dusk 122nd year of Ascendancy at 08:21 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dadas the Shalore Archmage level 15
6th Dusk 122nd year of Ascendancy at 16:55 see stats
Level 10
Got a character to level 10.By Dadas the Shalore Archmage level 10
8th Mirth 122nd year of Ascendancy at 10:33 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By Dadas the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 02:05 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Dadas the Shalore Archmage level 15
6th Dusk 122nd year of Ascendancy at 19:44 see stats
The Arena
Unlocked Arena mode.By Dadas the Shalore Archmage level 10
3rd Flare 122nd year of Ascendancy at 19:58 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Dadas the Shalore Archmage level 13
3rd Dusk 122nd year of Ascendancy at 09:20 see stats
Log
There is an item here: Surefire
Ran for 2 turns (stop reason: object seen).
There is an item here: Wyrmbreath (0 def, 4 armour)
Ran for 2 turns (stop reason: object seen).
Talent Rune: Manasurge is ready to use.
Dadas casts Rune: Manasurge.
Dadas starts to surge mana.
Dadas stops surging mana.
Ran for 34 turns (stop reason: interesting terrain).
Talent Rune: Manasurge is ready to use.
Dadas casts Rune: Manasurge.
Dadas starts to surge mana.
Dadas stops surging mana.
Talent Rune: Manasurge is ready to use.
Dadas casts Rune: Manasurge.
Dadas starts to surge mana.
Dadas deactivates Arcane Power.
Dadas deactivates Shielding.
Dadas deactivates Thunderstorm.
The furious lightning storm around Dadas calms down and disappears.
Dadas deactivates Keen Senses.
Dadas deactivates Feather Wind.
Dadas deactivates Phantasmal Shield.
Dadas stops surging mana.
