The Nerevarine

Powers & Stats
Tier: 1-A 

Name: The Nerevarine, incarnation of Nerevar

Origin: The Elder Scrolls

Gender: Can be male or Female

Age: Unknown

Classification: The Nerevarine, Reincarnation of Indoril Nerevar, Mentor of Great Houses, Master of the Guild of Fighters, Archmage of the Guild of Mages, Grandmaster of the Guild of Morag Tong, Vampire, Werewolf, Factor

Powers and Abilities: Superhuman physical characteristics and feelings, melee, magic, fencing, immortality (type 1, 2, 5, 6), manipulation of elements (fire), manipulation of side elements (cold, electricity, light, poison), weather manipulation, sound manipulation, Healing (type 2, 4), spiritual damage, necromancy, telepathy, telekinesis, barriers, soul manipulation, appeal, teleportation, invisibility, stealth, levitation, energy manipulation, absorption (type 3, 4, 6), illusions (type 1, 2, 5), empathetic manipulation, craft, repelling attacks, scattering magic, changing the ph (type 2), huge size (type 0 for the werewolf), manipulation of the dream, extrasensory perception (energy sensor), conceptual creature (prisoner), time manipulation, reality manipulation, resistance (physical, temperature, biological, magical, mental, temporary ) ETC

Attack Potency: Metaverse Level (Has ascended to the CHIM which allows the user to become free of all limitations and exist as a boundless entity)

Speed: Omnipresent 

Lifting Strength: Irrelevant 

Striking Strength: Metaversal (Has ascended to the CHIM)

Durability: Hyperverse Level+ 

Stamina: Limitless

Range:  Metaversal

Intelligence:  Nigh-Omniscient

Combat skills: Very High

Weaknesses: None

Standard Equipment:

 Kagrenac's Tools  – Generalizing the name for the three artifacts of Dwemer origin: the Tearer, the Separator, and the Phantom Guard. These objects were created by the Dwemer priest-magician, the main tonal architect - Kagrenac. The purpose of the Instruments is to draw energy from the Heart of Lorkhan.
 * -|Kagrenac's Tools =

 Daedric Artifacts  - these are the artifacts that Nerevarin owns, and which were created by the princes of Daedra themselves.
 * -|Daedric Artifacts =


 * Moon-and-Star – personal ring of Nerevar. The ring gives Nerevarin supernatural powers of persuasion and night vision, and this ring is an irrefutable proof of the truth of the embodiment of Nerevarine, for all who tried to put on the ring died immediately.


 * Mehrunes' Razor – the dagger created by Merunes Dagon, the main feature of the dagger, is the effect of the Daedric exile, allowing with a probability of up to 11% (depending on the level of luck) to instantaneously destroy any living thing. The effect does not work on such strong creatures as the Daedra Prince or Aedra.


 * Mace of Molag Bal – also known as the Vampire Mace, this mace sucks the magical energy out of the victim and transmits it to the bearer. She also has the ability to pump power from the victim to the wearer. If the enemy dies, then his soul goes to the stone shower of the owner of the weapon.


 * Azura's Star – is a reusable stone shower. In the Star you can put only white souls, the rulers of the lower ones. However, the star can be improved and made available to great black souls, such as people or mears.


 * Ring of Khajiit – Daedric artifact in the form of a ring, created by the Daedric Princess Meridia. Gives the owner increased speed and allows for some time to become invisible.


 * Goldbrand – Daedric artifact in the form of a golden sword, created by the Daedric Prince Boethiah. The sword gives the owner the ability to hit enemies with fire.


 * Skeleton Key – mystical artifact, which can open not only any door, but also hidden in the depths of consciousness. Possibilities of the owner of the key are endless.


 * Spear of Bitter Mercy – one of the most mysterious daedric artifacts that Hirsin made from his own essence. The only known legend that mentions him is the legend of the hero who, with the help of this spear, defeated Mehrunes Dagon and won the Battleplire. Spear has the ability to repel magic attacks and summon younger Daedra from Oblivion.


 * Helm of Oreyn Bearclaw – Oreyn Bear Claw is one of the legendary heroes of Valenwood. This Helmet increases the agility and stamina of the wearer. This artifact is a reward from Malacath - Prince Daedra, patron of the orcs.


 * Bow of Shadows – was created by Daedra Nocturnal was created. This bow gives the wearer the ability to become invisible and increases his speed.


 * Lord's Mail – sometimes called the Morihaus Armor or the Kinareth Gift, this ancient cuirass has unimaginable properties. It gives the wearer the ability to restore health, reflect spells, and with particular use - to be treated for poisoning. They say that if Kinareth recognizes the material of this cuirass as unworthy, then he will select Kolchuga the Master, and it will be hidden until the next chosen one appears.


 * Clavicus Vile's Masque – The wearer of the mask is more likely to like any of the residents of Tamriel. The higher the attractiveness of the media, the stronger the mask. In addition, the mask can accelerate the recovery of the magical energy of the carrier.


 * Spear of the Hunter – The terrible and powerful weapon that Prince Daedra Hirsin owns. Weapons paralyze and poison the enemy, as well as increase the weight of all of his things.


 * Threads of the Webspinner – a collection of 27 items, once part of a collection created by the prince Daedra Sangvin at the request of Mefala for Morag Tong. Each of them is enchanted for a permanent effect, increasing one of the owner's skills.

 Treasury of the artifacts of Divayth Fyr  – artifacts that Nerevarin mines in Tel Fir - the Telvan tower Divayth Fyr. Among the most valuable representatives of the collection of this old Dunmer-magician, it should be noted:
 * -|Morrowind Artifacts =


 * Savior's Hide – one of the artifacts of Hirsin, a cuirass from the skin of the Savior. Has the ability to reflect magic. It is said that Cyrus travels from one carrier to another according to one's own understanding.


 * Daedric Crescen – one of the rarest, almost outlawed artifact. Such blades were used by the army of Merunes Dagon in the capture of Batlespire. The blade allows its owner to inflict terrible wounds, paralyze the opponent and inflict severe damage on his armor, destroying it in an undefined way upon impact.


 * Scourge – A strong mace made of sacred ebonite in Fikledair's Fires. The legendary weapon of Makkan, it served as a cruel weapon for sending dark spirits back to Oblivion. Also this weapon has the ability to summon spirits from Oblivion. First of all, it was used against the Daedra Lords at Battlelespray, and now accompanies adventurers in wanderings along the roads of Tamriel.

 Artifacts of the Sixth House  – artifacts that The Nerevarinereceived, killing members of the house of Dagoth, who by that time had become ashen vampires. Each of these items has considerable power.


 * Soul Ring – a relic of the Sixth House, owned by Dagoth Araynis, the only ashy vampire living outside the Phantom Reach. Allows the wearer to reflect magic, and also increases the amount of magic, health and resistance to electricity and paralysis.


 * Amulet of Heartthrum – artifact of the Sixth House, belonging to the ashy vampire Dagoth Turenulu. Increases protection from lightning, and also allows you to absorb enemy spells.


 * Amulet of Heartthrum – artifact of the Sixth House, belonging to the ashy vampire Dagoth Endus. Increases magic and possession of the magic of Sorcery, and also gives the effect of a light.


 * Amulet of Heartheal – a relic of the House of Dagoth, in the possession of the ashen vampire Dagoth Vemina. Increases the strength and skill of hand-to-hand combat of the owner, and also provides protection against physical attacks and allows you to fly.


 * mulet of Heartfire – artifact Dagoth House, which belongs to the ashy vampire Dagoth Odros. Increases the agility, speed, power and skill of the unsuccessful battle of the carrier, and also gives the effect of the Chameleon.


 * Belt of Heartfire – this relic is worn by an ashy vampire Dagoth Uthol - the chief lieutenant of the sixth house and the kinsman Dagot Ur. Increases health, power and resistance to the owner's poisons, and also provides protection from fire.


 * Blood Ring – a relic of the House of Dagoth, belonging to the ashy vampire Dagoth Gilvot. Increases health, gives protection from fire, resistance to fire and magic, and also helps dispel magic.


 * Heart Ring – The last artifact of the Sixth House, owned by Dagoth Uru, once was Lord Vorin Dagoth, head of the House of Dagoth. Gives resistance to fire, cold, electricity, magic and paralysis, gives protection from lightning and helps dispel magic.

 Artifacts of the Temple of the Tribunal  – artifacts that The Nerevarine once received as a reward for serving the Temple of the Tribunal.


 * Saint Aralor the Penitent – Holy Aralor Penitent is one of the few saints in the province of Morrowind. Patron of tanners and miners. His Vryasnitsa gives resistance to magic and electricity, but at the same time harms health.


 * Shamsil – artifact in the form of a short sword. Increases the owner's secrecy and gives the Chameleon effect.


 * Veloth's Judgement – enchanted daedric hammer, which is a relic of the Temple of the Tribunal. Extremely effective against vampires, as when struck inflicts fire damage, and also absorbs the agility and reserve of the victim's strength.


 * Ebony Mai – This artifact, armor, created by Prince Daedra Boetia, the patron of the dark elves. The power of the armor gives the wearer protection from fire, magic and a magic shield. Only Boetia determines (however, he is very fickle) who and how long will be wearing the Ebonite Chain.


 * Gambolpuddн – This glove is an artifact of Prince Daedra Sheogorath, god of insanity. Increases agility, intelligence, attractiveness and luck, but it reduces strength, endurance, speed and willpower.


 * Shoes of St. Rilms – artifact of the Temple of the Tribunal, shoes that once belonged to one of the saints - Saint Rilms. According to legend, Rilms took them off, taking the image of a beggar to be closer to ordinary people. Increases stamina and attractiveness.


 * Cleaver of St. Felms – an artifact of the Temple of the Tribunal, an ax that once belonged to one of the saints - Saint Felms. Increases all the basic skills of the owner, but at the same time reduces the reserves of magical energy.


 * Crosier of St. Llothis – an artifact of the Temple of the Tribunal, a staff once belonging to one of the saints - Saint Llothis. Takes away the health of the target, destroys its armor and dazzles it.

 Ashlander artifacts  – artifacts of nomadic Dunmer tribes - Ashlander. Nerevarin received them, fulfilling the ancient prophecies, after which the Ashlanders recognized The Nerevarine and granted him these artifacts. Do not have any outstanding effects, but are very useful in some life situations.


 * Spirit of the mountains – gives protection against physical damage.


 * Bow of Bonegrass Sul-Senipula – an artifact of scavengers. It is known about him only that this bow once belonged to Sul-Senipul - the father of the Ashkhana of the tribe Urshilaku Sul-Matuula. When shooting, reduces the agility of the enemy.


 * Capture of Erabenimsun – a relic that is in the possession of the Erabenimsun tribal tribe. Allows the use of telekinesis.


 * Teeth of Urshilaku – enchanted amulet, the relic of the tribe Urshilaku. When the future hero of Morrowind will be called Nerevarine Urshilak, the Ashkhan of the Sul-Matuul tribe will present him this amulet as a symbol of recognition. Gives paralysis resistance.


 * The Stone of the Madness of Akhmuz – a relic of the Akhmuz tribe. It makes it possible to stun the enemy.


 * Zainab Belt – this amulet belongs to the Zainab tribe. Allows you to detect creatures within a radius of tens of meters.


 * Amulet of the Ushiage or Forgotten Tribe Amulet – Allows you to deal cold damage when touched.

Vampire Artifacts – artifacts that The Nerevarine can get by being a vampire. They do not, in general, have any outstanding properties, but they are able to help Nerevarin in some situations. But it should be separately noted:
 * -|Other artifacts =


 * Elmona's Stamp – artifact, one-handed sword, one of the best blades in Morrowind. It is an improved version of the Golden Mark. When struck, deals damage with fire, increases attack power and restores the owner's power.

Artifacts of the Imperial Cult – artifacts that The Nerevarine received during the service of the Imperial cult. Among them there are many useful and powerful artifacts that have often helped Nerevarin in his difficult fate. Among them:


 * Boots of the Apostle – an artifact previously owned by Tiber Septim himself. Give the owner the opportunity to fly.


 * Ring of the Wind – The legendary treasure of Elsweyr, sacred to Kynareth. They were possessed by the agile acrobat Kisimba Spring Snow. Increases the agility of the media.

Other artifacts – The Nerevarine has a huge number of extra-category artifacts, for all occasions, that he collected during his travels. They contain the whole spectrum of effects, given by the magic of Nirn. Of particular note are some of them:


 * True Flame – one-handed sword, blade of Nerevar. Deals a strong fire damage.


 * Hopesfire – one-handed sword, blade of Almalexia. Deals a lot of electricity damage.


 * Dagger of black hands – a unique daedric blade, a gift from Grandmaster Eno Hlaalu for the faithful service of Morag Tong. Absorbs health and dazzles the enemy.


 * Umbra – Daedric artifact in the form of a sword, taking possession of the mind of its owner (Nerevarin has immunity to this effect). The sword is able to absorb the souls of the enemies killed by it.


 * Staff of Magnus – one of the oldest artifacts of Tamriel, was created by Magnus as a sort of metaphysical battery. When used, it absorbs the magical energy of the victim and restores the life energy of the wearer. This is the only artifact in the world, which has enough power to retain the power of Magnus.


 * Auriel's Bow – looks like a normal elven bow, but this is one of the greatest weapons in the history of Tamriel. Created by the great elven god, the Bow, as well as the Shield of Auriel, can turn any arrow into a weapon of death and destruction. Without Auriel's power, Bow uses his remaining energy to fight. As soon as it runs out, the bow disappears and appears unknown where, led only by the will of fate.


 * Shield of Auriel – ebonite shield, according to the legend once belonged to the deity Auriel, can make its owner almost invulnerable. Nothing can compare with the shield of Auriel to resist the magic attacks. Like many Tamril artifacts, the Shield seems to have its own essence and character, besides it is not attached to the one who uses it. The Shield of Auriel is not surpassed in his ability to resist magic, which allows him to protect the owner from any attacks that can not be blocked.


 * Boots of Blinding Speed – one of the artifacts of Tamriel. A rather strange spell is imposed on the boots, allowing the wearer to develop speed to out-of-bound heights, but at the same time completely blinds him.


 * Amulet of the Necromancer – the legendary Necromancer Amulet, the last surviving relic of the insane sorcerer Mannimarco, gives any wizard the ability to absorb magical energy and heal wounds. The amulet does not constrain movements and absolutely nothing weighs.


 * Amulet of Shadows – an incredibly useful amulet, with one of the most powerful enchantments, giving to the user almost complete invisibility.


 * Royal Signet – one of the strongest rings in the world, an artifact of extraordinary strength that gives the wearer absolute protection from magic and paralysis, reflects any spells that touch the wearer, and also makes it much healthier and more enduring.


 * Hircine's Ring – ring-artifact of the Daedric Prince of Hunting - Hirsin. Allows owners who are not werewolves, at will to take the shape of the beast for six hours.

 Propylons  – This is a unique artifact created to move between the fortresses of the Dunmer. Propylons are kind of stationary teleporters, which allow you to instantly move between fortresses, but for this the person being moved must own a special key mark. Each fortress has 2 propillions associated with other fortresses.

Notable Attacks/Techniques:

 Blessed by the Stars  – Being the embodiment of Indoril Nerevar, Nerevarin is under the special protection of Azura. A beautiful daedra will lead the hero along the path of the prophecy of The Nerevarine.

Magic  – It is a pure energy that can be transformed into different forms for different purposes. Magic comes from Etherius (the world of the Gods), and in Mundus (the world of Humans), it gets through the gaps in Oblivion: the stars and the Sun.


 * Alchemy – allows you to create a variety of potions, poisons and extract magic properties from ordinary substances, each reagent gives a special effect when mixed with another, while interacting, you can get potions temporarily improving the characteristics or poisons that affect not only the body, but also the ability of the victim.


 * Enchantment – is the art of casting spells on various objects, while working on the pentagram, the process of moving the soul from special stones to the object takes place, thereby transferring special magical properties to the object.


 * Unsuccessful fight – this is the magic art of fighting without any means of protection. Experienced in this skill can mitigate or avoid the damage taken in the complete absence of armor, distorting, absorbing attacks or escaping them. Those who are skilled in this skill are better protected when they have no armor than when they are in armor.


 * Spell Casting – the essence of creating spells is a creative approach, it is possible to combine several different effects, creating a new, more powerful spell based on the use of the base one. Mastery of magical effects occurs through the study of spells.

Schools of Magic

 Magic of Destruction  – spells Schools of Destruction can harm living creatures and undead, and also include the effects of elemental strikes, sucking, damage, vulnerability and spraying. The magic of Destruction controls the elements of fire, cold and electricity. Each element has its own peculiarity, inherent only to it.
 * -|Destruction =


 * Theft of energy – the spell lowers the level of vital, magical energy or stamina, the power of the spell's action directly goes into their loss for every second of the action.


 * Decreased skill – the spell allows you to reduce the level of possession of one of the skills that does not return to the original value at the end of the spell.


 * Absorption of the parameter – the spell lowers some of the characteristics, affects parameters such as strength, agility, speed, intelligence, will, endurance and luck.


 * Elemental Damage – the magician creates in his hand a clot of fire, cold or lightning that can strike the target, after contact with the object, it explodes, causing damage to the selected element.


 * Poisoning – the magician releases a jet of poisonous acid from his hand that damages the health, the victim will continue to receive damage from the poison until he is cured.


 * Destruction of objects – The spell reduces the strength of a weapon or armor of the target at a touch distance or at a long range, depending on the spell variant.


 * Magical Vulnerability – the spell reduces the resistance to attacks performed with the help of non-elemental magical influences.


 * Elemental vulnerability – the spell reduces the resistance to attacks based on the effects of the elements of fire, electricity and cold.


 * Vulnerability to conventional weapons – the spell reduces the resistance to attacks performed by conventional weapons, for example, not silvered or enchanted.


 * Vulnerability to diseases and poisons – the spell reduces the resistance to common and morbid diseases, as well as poisoning.

 Magic of Recovery  – spells of the School of Restoration heal, restore and strengthen bodily properties and abilities, treat illnesses and protect against other harmful effects. Restoration spells can also add or reduce strength, stamina, intelligence, agility, and other bodily properties.
 * -|Recovery =


 * Energy recovery – the spell restores the level of vital, magical energy, or stamina of a mage, if it has been reduced by magic attack.


 * Recovering Characteristics – the spell can restore one of the main characteristics if it has been reduced by an enemy spell.


 * Cure diseases and poisons – The spell cures all common and morbid diseases, as well as poisoning effects.


 * Getting Rid of Paralysis – the spell eliminates the effects of paralysis.


 * Antidote – the spell heals from poisoning, but does not restore the level of health lost as a result of the poison.


 * Removing the Curse – the spell removes all effects of the curse.


 * Magic Resistance – The spell increases resistance to pure magic attacks, the essence of which has nothing to do with elemental energy.


 * Resistance to weapons – the spell reduces the damage done by the normal weapon, that is, not enchanted or silver.


 * Elemental resistance – the spell increases resistance to attacks based on the elements of fire, electricity and cold.


 * Increase damage – The spell increases the attack power with a weapon or in hand-to-hand combat.


 * Power amplification – the spell temporarily increases the level of vital, magical energy, or endurance.


 * Improving the skill – the spell temporarily increases the level of possession of one of the skills.


 * Increase in performance – the spell temporarily increases the value of such characteristics as strength, agility, speed, intelligence, will, endurance and luck.

 The Magic of Mysticism  – spells of the School of Mysticism give forces from a different world the right form and direction to encase souls in precious stones, or teleport the body of the caster, or control things with telekinesis, and absorb or reflect magical energy, or see the invisible from a distance.
 * -|Mysticism =


 * Tagging – The magician marks the destination for the "Return" spell, the place is indicated directly at the point where the caster is at the time the spell is cast.


 * Return – the wizard immediately moves in space to the place where the "Markings" spell was used.


 * Conclusion – when this spell is active, the spiritual essence of the killed creature moves to a suitable soul for it.


 * Entity Discovery – the spell allows you to locate any creature that has a soul, the power of the spell indicates the number of feet on which they are recognized.


 * Detection of objects – a spell similar to the spell of finding entities, only in this case the mage can detect various objects around, whether it's a key or an enchanted item.


 * Reflection – The spell allows the magician to reflect the magical attacks directed at him back into the opponent.


 * Absorption of energy – The spell temporarily takes away some of the vital, magical energy, or reserve of power from the victim, and adds it to the caster, the mage can exceed its normal value for this duration during the duration of the spell.


 * Spell Absorption – The spell allows the sorcerer to absorb the power of magical attacks and replenish their magical energy reserves.


 * Diffusion – The spell removes charm effects from the magician based on the use of magical energy.


 * Telekinesis – the spell allows you to lift items or open containers, being at a considerable distance from the target.

 Magic of Change  – School spells Changes can manipulate the physical world and use its natural capabilities. Effects Changes include breathing water, spells to increase the enemy's load and increase its carrying capacity, opening and closing doors, and creating shields against physically dangerous attacks.
 * -|Change =


 * Fast swimming – the spell temporarily increases the swim speed.


 * Water Breathing – The spell allows you to breathe underwater until the effect disappears.


 * Slowdown – The spell slows down the rate of descent or free fall, reducing damage when landing.


 * Levitation – The spell allows you to move through the air, the power of the spell affects the speed with which you can move.


 * Elemental Shields – the mage creates a shield from the elements of fire, cold or electricity around the whole body, absorbing a significant amount of damage from elemental attacks.


 * Burden – the spell temporarily increases the weight of the load carried by the victim, leading to a rapid increase in fatigue, the added weight is equal to the power of the spell.


 * Jumping – the spell increases the height and length at which you can jump, increasing the height and length of the jump is proportionally related to the power of the spell.


 * Reduced load – The spell temporarily reduces the load, keeping the reserve of forces, the power of the spell goes directly to units of reduced weight.


 * Walking on water – The spell allows you to move around the surface of the water until the effect of the effect is over.


 * Barriers – spells create a magic shield around the entire body of the magician, increasing the level of protection against physical and magical attacks.

 The Magic of Illusion  – the Illusion School's spells alter the perceptions and thoughts of living beings. The effects of illusions dazzle, illuminate, paralyze and cause sounds to dissolve in silence, pacify and lead to anger, fascinate, distract attention and disguise, and also make the magician invisible.
 * -|Illusion =


 * Silence – The spell temporarily deprives the victim of the ability to use magic.


 * Disorientation – The spell produces a disorienting noise in the victim's head, the power of the spell corresponds to the volume of the produced sound.


 * Cat's Eye – The spell temporarily equips infravision or the ability to see in the dark, the power of the spell directly affects the level of visibility improvement.


 * Invisibility – The spell hides the presence from the observers, if the magician attacks, begins to speak, or activates the object, this effect disappears.


 * Charm – The spell temporarily improves the ratio of the target to the magician, as soon as the spell ends, the victim's attitude returns to its previous level.


 * Paralyzing – the spell paralyzes the victim, this spell has no power per se, only the duration of the effect.


 * Light – the spell creates a beam of directional light, after the light reaches the target, it illuminates the zone where it is located, for the duration of the spell.


 * Candle – The spell makes the mage more difficult to cast, the power of the spell affects the value added to the magician's ability to evade the attack.


 * Blindness – The spell degrades the victim's vision, reducing her chance to hit the caster with a weapon or barehanded attack.


 * Chameleon – the spell causes observers to perceive the magician as something that merges with the environment, the effect resembles the invisibility, but it allows you to attack and perform other actions without violating the integrity of the spell.


 * Empathy – Includes a variety of spells that allow the magician to pacify, enrage, frighten, demoralize, or otherwise inspire the target.

 Magic of Sorcery  – spells of the School of Sorcery include the subordination of the mind of simple and magical creatures, the call of weapons and armor from other worlds, as well as summoning daedra or undead and the forces that serve the caster and protect him.
 * -|Sorcery =


 * Summons – The Invocation spell allows you to summon many creatures from Oblivion, they appear next to the Magician and attack any creature that attacks him.


 * Order of the being – The spell causes the selected creature to fight on the magician's side against his enemies, the effect extends to the summoned creatures.


 * Creating weapons – The spell invokes a small daedra from Oblivion, which is chained to the shape of various weapons upon the choice of the magician.


 * Summoned Armor – The spell invokes the small Daedra from Oblivion, which is crocheted into the shape of a different armor type or its individual parts to choose a magician.

Possible Nerevarine conditions:

 Corprus,or "divine disease"  – a terrible morbidity disease, most likely having a connection with the Heart of Lorkhan. Almost incurable and infectious ailment, leading intelligent beings to insanity, ugliness and physical suffering, but making them immune to all other diseases and giving longevity (perhaps even immortality). Symptoms of the disease include dementia, violent behavior, and deformed ugly tumors on the skin. The Nerevarine is the only known case of healing of the negative symptoms of korprus (probably the remaining longevity and resistance to poisons and illnesses) by adopting the experimental medicine created by Diwaite Fira.  Vampirism  – a disease that turns infected into a vampire. The disease leads to a corresponding physiological change in the body, giving it supernatural powers: immunities to most diseases, paralysis, increased resistance to conventional weapons, increases some skills and physical indicators of the patient, as well as grants new abilities. But at the same time, there is a downside to such improvements, which is manifested in vulnerability to fire and physical fear of sunlight.  Lycanthropy  – This is a disease that gives the hero the ability to turn into a werewolf. In the form of a werewolf, Nerevarin gains tremendous strength and speed, but becomes vulnerable to silver weapons, and the general protection of a werewolf, consisting of a skin, does not have the highest class of this very defense. Owning the ring Hirsin, Nerevarin can voluntarily and not only at night, unlike other werewolves, become a beast.
 * -|Corprus =
 * -|Vampirism =
 * -|Lycanthropy =

 Lorkhan's Heart  – the heart of the deity of Lorkhan, the first stone of the Red Tower, also known as the Red Mountain. Lorkhan's heart is the anchor for the energy of Mundus, the last spark of creation.


 * Akulakhan – also sometimes called "Second Numidium" - is a giant golem (also fed from the Heart of Lorkhan), created in the depths of the Red Mountain by Dagoth Ur, the leader of the House of Dagoth on the basis of the drawings and elements of the first Numidium. However, it is not clear whether Akulahan is comparable in power to Numidium.



 Enantiomorph  – this object and its mirror image, the Mentor and Dagoth Ur are the unity of the two opposite aspects. The reigning king is armed to the teeth with a sparkling flame. He is saved by every act that he does. His death is only a diagram of the awakening world. The ruling king, who sees in another his exact likeness, does not rule anything.

 Mantling  – this phenomenon is extremely conscious, its purpose is obviously the merging of two Names, and the realized Incarnation of the personality of the deceased in himself. As soon as the person begins to consciously follow the footsteps of his idol, gradually adjusting to the name of the hero, in the Snorukavnoe space between their names there is a resonance, it amplifies, its amplitude grows, touching all the new sides of the personality of the Mantler, and so continues until, under the influence personality of the hero, the personality of his Mantler does not turn into his almost complete semblance of his idol. Mantling of The Nerevarine - Indoril Nerevar.


 * Prisoner – a kind of loophole. Say something like someone called The Nerevarine, appears out of nowhere ... "born under the stars unknown unknown parents" (by the way, about this sending: that makes Aurbis Prisoner so powerful mythical figure?). A Eight Limbs (and Lost ninth) always, always make sure that a loophole is found. Sometimes to the detriment of themselves, that's for sure, but most of the rate that exactly the fact to ensure the survival of the current Kalpa.


 * The Hortator – This is a collection of many personalities of the Nerevars, who possessed different bodies. Nerevar Indoril is a certain basis for all Nerevarov, in turn every Nerevar is the next stage of training. Apparently each subsequent Nerevar had the skills and abilities of the previous one.


 * CHIM - King . The realization that reality is a lie and sleep, and the ability to change the dream. We should be afraid of a zero sum. It may lead to the awakening divinity, and all sleep over. As the process of delicious apotheosis when being bent inward and outward in the "form, which is always new." Those who are unable to reach this state, called "denote", experiencing an indescribable feeling of divinity and become free from the world egg restrictions. In simple terms, the state of CHIM provides relief from all the known laws of the divine worlds. This return  to the first panel, Anu-pad  ', where stasis and change to create opportunities. ( It is the realization that the whole world, the whole of life - in fact do not exist. They exist only as a dream forces, which, for lack of a better word, is called God. All things, including you yourself, in God there is only a dream, and you - a piece of his mind for a split second is able to gain self-awareness. Most are not capable of long-term possession of self-consciousness. Their minds can not bear two contradicting the truth: "I exist" and "I do not exist", resulting in a final denial of personality known as "zero sum". 1 + (-1) = 0. "Pronulsummirovatsya" means literally vaporize. To achieve CHIM, you need to take the next step - to realize the two truths simultaneously. Fold one and minus one, and get anything other than zero.)
 * I have broken the world with his left hand - he said - but in the right hand I have his chance to destroy me. Love is controlled only by my will. "
 * Fixed warrior never gets tired . He cuts sleep holes in the middle of the battle to regain their strength.
 * ... put on his armor and stepped into the  non-spatial gap  , making lethal interactions and intangible information map of all minds ever known - an event developed by the likeness of the divine spark.
 * projection of death – Death of Nerevar projection back into the waking world.
 * Interrupting zero-sum - is able to ignore the multiplication by zero on deity.
 * Zero-sum - directs dissatisfaction deity the enemy.
 * acausality – Nerevar exists outside of time and space and can move freely between them and the "middle world".
 * Manipulating logic – Nerevar ignore logic and within the same phenomenon may be several variations thereof.


 * Endless variations – Nerevar is in the form of its endless variations in endless changes of its history.
 * C0das – These are endless changes Nerevar's own history, which tend to focus around a particular pattern of events, but nevertheless contain versions that he did not. You can think of this as a simple number. Most integers are not important (most c0das are not very different from the general pattern), but, within an infinite set of integers, an infinite set of beginnings (within the infinite set of c0das, their infinite sum really differs from the general pattern).
 * Endless possibilities - Between the ubiquitous laws of Divinity, with endless variations and the overall structure c0das Aurbis and subgradients within most c0das, there are dreams. Having learned CHIM, Nerevar found them and got endless possibilities.