
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 | Arena |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Archmage |
Level / Exp | 41 / 37% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 27 (base 10) |
Dexterity | 32 (base 10) |
Constitution | 50 (base 41) |
Magic | 83 (base 60) |
Willpower | 81 (base 60) |
Cunning | 25 (base 11) |
Resources
Life | 774/774 |
Mana | 343/343 |
Healing Factor | 1 |
Regeneration | 2.05 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 8 |
See Stealth | 19.811856343665 |
See Invisible | 43.12870369952 |
Offense: Mainhand
Damage | 45 |
Accuracy | 41 |
Crit Chance | 15% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65.163460384987 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 42.233333333333 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 39.65 |
Ranged Defense | 44.121524786903 |
Fatigue | 0 |
Physical Save | 32.6375 |
Spell Save | 49.241666666667 |
Mental Save | 45.475 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 833% over 10 turns and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Storm | 1.50 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 4/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Thunderstorm |
talent | Hurricane |
talent | Tempest |
talent | Feather Wind |
talent | Arcane Power |
talent | Keen Senses |
talent | Arcane Shield |
talent | Shielding |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | augmenting linen wizard hat of the Brotherhood (1 def, 0 armour) augmenting linen wizard hat of the Brotherhood (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag / +3 Con Changes damage: +5% acid / +6% lightning / +5% cold / +12% arcane / +5% fire It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Defense: +12 (+4 eff.) Changes stats: +9 Dex / +5 Mag / +6 Wil / +12 Cun / +1 Con Changes resistances penetration: +10% mind Critical mult.: +5.00% Psi when hit: +0.04 Spellpower: +10 (+2 eff.) Mental crit. chance: +3% Cannot be unequipped or rerolled until level 42. 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 | wizard's gold ring of sensing wizard's gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+3 eff.) Blindness immunity: +21% Infravision radius: +5 See stealth: +9 See invisible: +9 Rings can have magical properties. |
Around waist | spiritwalker's hardened leather belt of magery spiritwalker's hardened leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +7 Mag / +4 Wil Mana each turn: +0.26 Maximum mana: +23.00 Spell crit. chance: +3% A belt that goes around your waist. |
In main hand | infernal dragonbone magestaff of greater warding (30-36 power, 6 apr, lightning element) infernal dragonbone magestaff of greater warding (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +12 (+4 eff.) Damage (Melee): 35 fire Maximum wards: +3 lightning Changes damage: +30% lightning Talents granted: +4 Ward +1 Command Staff Critical mult.: +25.00% Spellpower: +23 (+6 eff.) Spell crit. chance: +5% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. |
On hands | restful hardened leather gloves of strength (+4) (0 def, 2 armour) restful hardened leather gloves of strength (+4) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +2 Changes stats: +4 Str Life regen: +1.80 Stamina each turn: +0.50 Maximum stamina: +13.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Saleyanne the Smoldertrial (5 def, 0 armour) Saleyanne the Smoldertrial (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +2 Mag / +5 Con Changes resistances: +24% nature / +3% fire / +21% mind / +25% darkness Changes damage: +23% nature / +9% blight Physical save: +15 (+7 eff.) Spell save: +19 (+6 eff.) Mental save: +29 (+10 eff.) Poison immunity: +32% Disease immunity: +42% Mana each turn: +0.12 Damage Shield penetration: +40% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | regal cashmere cloak of the Shaloren (2 def, 0 armour) regal cashmere cloak of the Shaloren (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Mag / +5 Wil Mental save: +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | serendipitous voratun amulet of willpower (+19) serendipitous voratun amulet of willpower (+19)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +12 (+4 eff.) Changes stats: +19 Lck / +6 Wil Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
Inventory
invisibility rune (power 9 for 8 turns) invisibility rune (power 9 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 9) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 23; dur 6) phase door rune (range 10; power 23; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 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 6 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
wanderer's stralite amulet of teleportation wanderer's stralite amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +6 Dex / +6 Cun / +7 Con Teleport immunity: +50% Life regen: +0.80 Stamina each turn: +0.80 Movement speed: +10% It can be used to teleport you randomly (rad 47), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
pixie's gold ring of misery pixie's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 14 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +6 Cun / +4 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Spellpower: +11 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
sneakthief's stralite ring of speed sneakthief's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +17 (+6 eff.) Defense: +8 (+3 eff.) Changes stats: +7 Cun / +8 Dex Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element) dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes damage: +30% lightning Talent granted: +1 Command Staff Maximum mana: +89.00 Spellpower: +22 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood magestaff of fate (25-30 power, 5 apr, lightning element) shimmering elven-wood magestaff of fate (25-30 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning Talent granted: +1 Command Staff Physical save: +9 (+4 eff.) Spell save: +5 (+2 eff.) Mental save: +8 (+3 eff.) Mana each turn: +0.18 Maximum mana: +64.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Firewalker (8 def, 2 armour) Firewalker (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / -10% cold Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
ancient silk robe of power (3 def, 0 armour) ancient silk robe of power (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Mag Changes resistances penetration: +8% temporal / +5% physical Changes damage: +10% temporal / +9% physical / +10% all Spellpower: +14 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
drakeskin leather cap of precognition (6 def, 5 armour) drakeskin leather cap of precognition (6 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +5 Defense: +6 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn Changes stats: +8 Cun A cap made of leather. |
stabilizing linen wizard hat (1 def, 0 armour) stabilizing linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Physical save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
thaloren drakeskin leather cap of sanctity (0 def, 5 armour) thaloren drakeskin leather cap of sanctity (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Wil Changes resistances: +17% blight / +8% darkness Spell save: +14 (+5 eff.) Mental save: +18 (+6 eff.) It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
476 alchemist agate 476 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. |
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. |
opal 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 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. |
2 citrine 2 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. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
By 007 the Skeleton Archmage level 22
76th Pyre 122nd year of Ascendancy at 08:10 see stats
By 007 the Skeleton Archmage level 37
79th Pyre 122nd year of Ascendancy at 11:55 see stats
By 007 the Skeleton Archmage level 37
79th Pyre 122nd year of Ascendancy at 11:53 see stats
By 007 the Skeleton Archmage level 10
74th Pyre 122nd year of Ascendancy at 21:50 see stats
By 007 the Skeleton Archmage level 20
76th Pyre 122nd year of Ascendancy at 01:18 see stats
By 007 the Skeleton Archmage level 30
77th Pyre 122nd year of Ascendancy at 18:25 see stats
By 007 the Skeleton Archmage level 40
1st Mirth 122nd year of Ascendancy at 02:55 see stats
By 007 the Skeleton Archmage level 41
1st Mirth 122nd year of Ascendancy at 13:09 see stats
By 007 the Skeleton Archmage level 33
78th Pyre 122nd year of Ascendancy at 14:19 see stats
By 007 the Skeleton Archmage level 22
76th Pyre 122nd year of Ascendancy at 14:00 see stats
Log
Quest 'The Arena' completed! (Press 'j' to see the quest log)
Personal New Achievement: Master of Arena!
007 hits 001 for 415 lightning damage.
007 killed 001!
Talent Flame is ready to use.
Talent Lightning is ready to use.
The shield around 007 crumbles.
Talent Meteoric Crash is ready to use.
Resting starts...
007 stops surging mana.
Talent Chain Lightning is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Bone Armour is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).
There is an item here: thunderous deep-steel trident (27.5-44 power, 10 apr)
Ran for 6 turns (stop reason: object seen).
007 deactivates Arcane Shield.
007 deactivates Thunderstorm.
The furious lightning storm around 007 calms down and disappears.
007 deactivates Feather Wind.
007 deactivates Keen Senses.
007 deactivates Hurricane.
007 deactivates Arcane Power.
007 deactivates Tempest.
007 deactivates Shielding.