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Arcane

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Beispiele of arcane. arcane. But isn't there something gratuitous - perhaps even patronising - in seeing it 'revealed' in various. Englisch-Deutsch-Übersetzungen für arcane im Online-Wörterbuch justcloudreview.co (​Deutschwörterbuch). Lernen Sie die Übersetzung für 'arcane' in LEOs Englisch ⇔ Deutsch Wörterbuch​. Mit Flexionstabellen der verschiedenen Fälle und Zeiten ✓ Aussprache und. These tools enable users to perform tasks ranging from the mundane (such as copying or removing files from the system) to the arcane (such as writing and. arcane [aʀkan] SUBST m. 1. arcane (dans l'alchimie): arcane · Arkanum nt geh. 2​. arcane übtr: les arcanes · die Geheimnisse Pl. Wollen Sie einen Satz.

Arcane

Übersetzung im Kontext von „arcane“ in Englisch-Deutsch von Reverso Context: Researcher, journalist, writer and expert in arcane knowledge. arcane [aʀkan] SUBST m. 1. arcane (dans l'alchimie): arcane · Arkanum nt geh. 2​. arcane übtr: les arcanes · die Geheimnisse Pl. Wollen Sie einen Satz. Beispiele of arcane. arcane. But isn't there something gratuitous - perhaps even patronising - in seeing it 'revealed' in various.

Despite the grueling war that had just ended, he believed that arcane magic was necessary to fight the Legion back.

Thus, he sought out a secluded lake atop Mount Hyjal and poured three of the vials into its waters, irreversibly changing the lake into a smaller Well of Eternity.

The surviving Highborne were forbidden to practice arcane magic [29] and they were awed by what Illidan accomplished.

They soon grew bold in defying the new laws against arcane magic. They would not bow to the hysterical fears of the lower-caste majority.

The Highborne felt they had taken all the necessary precautions by resolving to be more cautious than their predecessors. After all, the Highborne had no desire to bring about another Sundering.

Rather than execute the Highborne, the rest of the night elves sentenced them to exile. The Highborne were thoroughly exasperated by what they saw as a foolish overreaction against sorcery.

They were therefore not unhappy at the prospect of exile; on the contrary, they looked forward to it. Thinking ahead, they contrived to steal one of the magical vials that had been confiscated from Illidan.

Banished to the Eastern Kingdoms , the Highborne began seeking a new homeland, within which they could practice their magic freely.

They founded the nation of Quel'Thalas and created the Sunwell , a new magical fount, using water from the original Well, and became high elves.

The high elves, some of them eventually renaming themselves the blood elves , retain a deep affinity for the arcane.

In later years, the high elves of Quel'Thalas began to teach humans the arcane arts. These humans founded the city state of Dalaran and formed the organization of the Kirin Tor magi as its ruling council.

Arcane bombs are weapons designed to fight spellcasters. They drain mana, inflict damage, and prevent spellcasting for a short time. The Focusing Iris is an orb of immense power, capable of magnifying and focusing arcane energy.

Mana bombs are powerful explosive devices developed by the blood elves. They are fueled by pure arcane energy and kill instantly. The arcane energies released by the Focusing Iris -powered mana bomb dropped on Theramore turned the people purple for a fraction of a heartbeat before they exploded in a cloud of lavender ash.

Those further from the center of the blast were frozen like statues but crumbled into shining violet dust when touched.

Jaina Proudmoore , barely surviving the blast due to Rhonin pushing her through a portal, found herself radiating with arcane energy and that nearly all of her once golden hair had turned to moonlight white.

Mages have the ability to store mana into gems for future use without alchemical aid. Surge needles are massive constructs made of stone and arcane energy used to tap into or manipulate ley lines.

Malygos used them to redirect the ley lines of Azeroth to the Nexus. In Netherstorm , there are eco-domes and manaforges made from the arcane.

The Well of Eternity was made from the very lifeblood of the nascent Azeroth titan , which was hemorrhaging out from the wound left behind by Y'Shaarj.

Volatile arcane magic was once concentrated in the Well of Eternity, but its destruction during the War of the Ancients spread arcane power throughout the world.

Elisande and her followers harnessed the Eye of Aman'Thul , one of the Pillars of Creation , to create an immense fount of arcane magic.

Known as the Nightwell , this source of power would nourish the sorcerers for thousands of years, and protect them from future threats.

In millennia to come, the fount would also change Elisande and her allies, transforming them into the nightborne.

Before the Great Sundering , Illidan had filled several vials with enchanted liquid from the original Well of Eternity.

He poured some of them into the lake atop Mount Hyjal, transforming the idyllic waters into another fount of arcane power.

Moonwells are hallowed repositories of a mix between the sacred waters of the Well of Eternity [42] and the magic of nature.

Druids take advantage of the moonwells' properties, which provide growth and protection to their surrounding lands, and the Sentinels revere the wells as shrines to Elune.

Just before the Highborne had been exiled from Mount Hyjal, Dath'Remar Sunstrider had secretly taken one of Illidan Stormrage's remaining vials from the custody of the night elves.

Dath'Remar poured the vial into a small lake at the center of a nexus, and a brilliant fount of energy tore through the skies of Azeroth.

The Highborne dubbed this glorious cradle of power "the Sunwell ", a name chosen in honor of Dath'Remar and his bold quest to reignite their culture.

The prophet Velen sanctified the legendary Sunwell using the power of the Light , reigniting it as a fount of both arcane power and Holy Light.

Illidan used the fount of arcane energy beneath the Black Temple to free demons of their addiction to the Legion's fel magic and bind them to his service.

Kanrethad Ebonlocke believed that this same power source is what Illidan intended to offer the blood elves to free them of their addiction to the Sunwell.

This labyrinthine complex built thousands of years ago runs beneath the foundations of Suramar 's largest buildings, delivering the Nightwell's energies throughout the city.

Before the creation of the Nightwell, it was used to deliver the energy of the ley lines beneath the land of Suramar. In the Warcraft universe, there is an instability, and those skilled in arcane magic have learned how to exploit that instability, [47] being able to control the elements and other forces such as time.

The blue dragons are the foremost experts on arcane magic. Dimensius the All-Devouring opened countless gateways into the void and the Twisting Nether around the ethereals' homeworld, K'aresh , bathing it in arcane and dark energies.

The unimpeded flood of arcane energy tore away the then-mortal race's corporeal shells and infused their souls with enough energy so that they could subsist without a body.

Members of this race, now called ethereals , took to binding themselves with enchanted strips of cloth to provide their souls with enough structure to survive.

The high elf race was fundamentally changed from being constantly suffused in magic. As the few survivors of the Scourge 's invasion grew ill and apathetic, it became clear that they had become addicted to the Sunwell 's arcane energies.

With their source of magic gone, they all suffered acute pangs of withdrawal, spellcasters and non-spellcasters alike. Kael'thas publicly asserted that his people would die unless they found a new source of magic, but was technically mistaken.

Only the very old, the very young, and elves already in poor health died from magical withdrawal. Certain magical artifacts can ameliorate and even suppress the symptoms of withdrawal.

Withdrawal from arcane magic can result in permanent mental or physical damage. When Draenor was torn apart from the magical stress of Ner'zhul 's multiple portals, the arcane energies released altered the black dragon eggs left there by Deathwing.

This resulted in the nether drakes : ethereal dragons whose bodies are composed of energies from the Twisting Nether.

The savage trolls of Azeroth are infamous for their cruelty, dark mysticism, and seething hatred for all other races. Without Lei Shen , the Thunder King, trolls knew they would never fully learn the secrets of the arcane.

Mesmerized by their discovery, the dark trolls settled along the Well of Eternity's shores. Over generations, the energies radiating from the lake suffused the trolls' flesh and bones, elevating their forms to match their graceful spirits.

They transformed into highly intelligent and virtually immortal beings. These former trolls gradually abandoned their ancient heritage and traditions.

The tribe's mystics began worshiping the moon goddess, Elune , who they believed was bound to the Well of Eternity itself. They claimed that the deity slumbered within the fount's depths during daylight hours.

The former trolls also discovered the name "Kalimdor" and other titan-forged worlds from communing with Elune and investigating strange artifacts scattered around the Well's periphery.

Influenced by this newfound language, they called themselves kaldorei—"children of the stars"—or night elves.

The wretched are desperate and demented criminals who had siphoned arcane magic in amounts exorbitant, causing them to physically transform them into emaciated, reckless, black-hearted fiends who would gladly kill for a few mana crystals.

Demon hunters , disciples of Illidan Stormrage , uphold a dark legacy, one that frightens their allies and enemies alike.

The Illidari embrace fel and chaotic magics, believing them necessary to challenge the Burning Legion.

To keep their fel forces in check, they mark their bodies with arcane runes. By leveraging the sacred powers of the moon, the sun and the stars, balance druids access arcane and nature magics, made more potent still through shapeshifting into a moonkin.

Some hunters can conjure arcane ammunition. Magi are arcane spellcasters who favor magiks involving the cardinal elements of the universe.

Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners.

To avoid interference with their spellcasting, magi wear only cloth armor, but arcane shields and enchantments give them additional protection.

To keep enemies at bay, magi can summon bursts of fire to incinerate distant targets and cause entire areas to erupt, setting groups of foes ablaze.

Mages of the arcane are diviners of secrets, balancing the ebb and flow of incredible mystic energies. Unparalleled skill is required to manipulate the volatile forces of the universe.

These practitioners push their magical knowledge to its very limits—often to the brink of their own exhaustion, and at great risk to the world around them.

Those who master this craft are capable of releasing a barrage of unrelenting power upon their enemies, drawing upon replenishing energies to maintain their assault for as long as the battle demands.

When Illidan Stormrage absorbed the power of his Moon Guards , he used the arcane power of the cosmos and stars to annihilate the Burning Legion.

Nethermancers like Sepethrea and Zerevor utilize arcane spells. Some warlocks were former mages that delved too deeply into the roots of demonic power.

The mages of the Kirin Tor have divided the eldritch arts into eight [note 1] different categories. All schools of magic can be combined to create formidable spells that utilize multiple sources of power.

Mages are cautioned about the dangers of combining multiple types of magic. Abjuration is the study of protective magic.

The most generalized abjuration spell is the mana shield , a spell that transmutes raw mana into a barrier that protects the caster from attacks.

Elemental armor spells require far less raw energy than a mana shield and are more easily maintained over time, but lack the raw potency of the mana shield.

Ward spells are quick, potent incantations to protect the caster against a form of magical damage, often caused when magic slips out of a mage's control.

Conjuration is the study of magically creating creatures and objects. There is nothing more enjoyable for a mage than creating a fresh slice of bread or a glass of water.

Divination is the school of magic dedicated to gathering information. Powerful divinations can allow the mage to see targets from a great distance, or even view what may normally be invisible.

One of the most common uses of divination magic is scrying, which is the art of seeing something that may be far away—perhaps even on another plane of existence.

Enchantment is the process of imbuing an object—or person—with magical power. Some enchantments are temporary, while others can offer permanent benefits.

Disenchanting is the process of dispelling or removing magic. The dispel magic spell is among the most important in a mage's arsenal, as it can potentially reverse the catastrophic effects of a misfired spell.

It is also possible to permanently [ Disenchant ] a magical item. This process produces a unique form of crystallized mana that can be used in the process of imbuing another item with magical abilities.

Servants of the undead study arcane in order to imbue their weapons and armor with unholy power. Illusion is the art of deceiving reality itself.

The mists of illusion can make a mage invisible or inaudible to the world or twist the image of a location into something entirely different.

Illusion can be used for disguise or manipulation, but spells to counteract illusions exist in the divination school. Illusions can be used to trick your enemies into fighting each other and be used to display several images of a mage's body that are nearly indistinguishable from the caster's real form.

The ninth [note 1] and final school of magic is transmutation. It is among the most popular and useful of all of the schools, allowing a mage to manipulate time and space.

Perhaps the most iconic Transmutation spell is [ Polymorph ] , which allows a mage to temporarily turn something—or someone—into something else.

The second most famous use is teleportation. The most basic teleportation spell is [ Blink ]. Attempts to cast a teleportation "on the fly" often result in one very dead mage inside a wall, chair, or another mage.

Spells that manipulate time also fall into this category, such as [ Slow Fall ] , [ Slow ] , and spells that increase movement speed.

While the Kirin Tor consider necromancy to be a school of arcane and it has been described as an arcane art, [80] [81] [82] World of Warcraft: Chronicle Volume 1 explains that necromancy is a separate branch of magic part of Death magic.

Necromancy is the study of magic involving the dead. It is highly illegal and should be avoided at all costs. Necromancers and their followers are the enemies of all living things.

Necromantic magic has many functions beyond simply raising the dead. Masters of this tainted field of magic can conjure festering diseases, harness the shadows into bolts of incendiary energy, and chill the living with the power of death.

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Arcane is a tight-knit team with a passion for progress. Our team is made up of hungry individuals on a mission to change the perception of the marketing industry.

Arcane is independently owned and led with a hands-on approach. Our leadership team brings entrepreneurial grit and proven success.

Arcane is a descriptor that signifies something known or understood only by a few. We pride ourselves on our proprietary approach to accountable results.

Group 11 Created with Sketch. I Our Purpose. I - Our Purpose.

Arcane

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Create Listings. Tired of ads on Kongregate? You can now be Ad-Free! Arcane is independently owned and led with a hands-on approach. Our leadership team brings entrepreneurial grit and proven success.

Arcane is a descriptor that signifies something known or understood only by a few. We pride ourselves on our proprietary approach to accountable results.

Group 11 Created with Sketch. I Our Purpose. I - Our Purpose. Survival of the Fittest More data, more insight, more sales, and ultimate accountability.

This is The Arcane, our clients sell more. The Arcane: Your Performance Engine. The unimpeded flood of arcane energy tore away the then-mortal race's corporeal shells and infused their souls with enough energy so that they could subsist without a body.

Members of this race, now called ethereals , took to binding themselves with enchanted strips of cloth to provide their souls with enough structure to survive.

The high elf race was fundamentally changed from being constantly suffused in magic. As the few survivors of the Scourge 's invasion grew ill and apathetic, it became clear that they had become addicted to the Sunwell 's arcane energies.

With their source of magic gone, they all suffered acute pangs of withdrawal, spellcasters and non-spellcasters alike. Kael'thas publicly asserted that his people would die unless they found a new source of magic, but was technically mistaken.

Only the very old, the very young, and elves already in poor health died from magical withdrawal. Certain magical artifacts can ameliorate and even suppress the symptoms of withdrawal.

Withdrawal from arcane magic can result in permanent mental or physical damage. When Draenor was torn apart from the magical stress of Ner'zhul 's multiple portals, the arcane energies released altered the black dragon eggs left there by Deathwing.

This resulted in the nether drakes : ethereal dragons whose bodies are composed of energies from the Twisting Nether.

The savage trolls of Azeroth are infamous for their cruelty, dark mysticism, and seething hatred for all other races. Without Lei Shen , the Thunder King, trolls knew they would never fully learn the secrets of the arcane.

Mesmerized by their discovery, the dark trolls settled along the Well of Eternity's shores. Over generations, the energies radiating from the lake suffused the trolls' flesh and bones, elevating their forms to match their graceful spirits.

They transformed into highly intelligent and virtually immortal beings. These former trolls gradually abandoned their ancient heritage and traditions.

The tribe's mystics began worshiping the moon goddess, Elune , who they believed was bound to the Well of Eternity itself.

They claimed that the deity slumbered within the fount's depths during daylight hours. The former trolls also discovered the name "Kalimdor" and other titan-forged worlds from communing with Elune and investigating strange artifacts scattered around the Well's periphery.

Influenced by this newfound language, they called themselves kaldorei—"children of the stars"—or night elves. The wretched are desperate and demented criminals who had siphoned arcane magic in amounts exorbitant, causing them to physically transform them into emaciated, reckless, black-hearted fiends who would gladly kill for a few mana crystals.

Demon hunters , disciples of Illidan Stormrage , uphold a dark legacy, one that frightens their allies and enemies alike.

The Illidari embrace fel and chaotic magics, believing them necessary to challenge the Burning Legion. To keep their fel forces in check, they mark their bodies with arcane runes.

By leveraging the sacred powers of the moon, the sun and the stars, balance druids access arcane and nature magics, made more potent still through shapeshifting into a moonkin.

Some hunters can conjure arcane ammunition. Magi are arcane spellcasters who favor magiks involving the cardinal elements of the universe.

Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners.

To avoid interference with their spellcasting, magi wear only cloth armor, but arcane shields and enchantments give them additional protection.

To keep enemies at bay, magi can summon bursts of fire to incinerate distant targets and cause entire areas to erupt, setting groups of foes ablaze.

Mages of the arcane are diviners of secrets, balancing the ebb and flow of incredible mystic energies. Unparalleled skill is required to manipulate the volatile forces of the universe.

These practitioners push their magical knowledge to its very limits—often to the brink of their own exhaustion, and at great risk to the world around them.

Those who master this craft are capable of releasing a barrage of unrelenting power upon their enemies, drawing upon replenishing energies to maintain their assault for as long as the battle demands.

When Illidan Stormrage absorbed the power of his Moon Guards , he used the arcane power of the cosmos and stars to annihilate the Burning Legion.

Nethermancers like Sepethrea and Zerevor utilize arcane spells. Some warlocks were former mages that delved too deeply into the roots of demonic power.

The mages of the Kirin Tor have divided the eldritch arts into eight [note 1] different categories. All schools of magic can be combined to create formidable spells that utilize multiple sources of power.

Mages are cautioned about the dangers of combining multiple types of magic. Abjuration is the study of protective magic.

The most generalized abjuration spell is the mana shield , a spell that transmutes raw mana into a barrier that protects the caster from attacks.

Elemental armor spells require far less raw energy than a mana shield and are more easily maintained over time, but lack the raw potency of the mana shield.

Ward spells are quick, potent incantations to protect the caster against a form of magical damage, often caused when magic slips out of a mage's control.

Conjuration is the study of magically creating creatures and objects. There is nothing more enjoyable for a mage than creating a fresh slice of bread or a glass of water.

Divination is the school of magic dedicated to gathering information. Powerful divinations can allow the mage to see targets from a great distance, or even view what may normally be invisible.

One of the most common uses of divination magic is scrying, which is the art of seeing something that may be far away—perhaps even on another plane of existence.

Enchantment is the process of imbuing an object—or person—with magical power. Some enchantments are temporary, while others can offer permanent benefits.

Disenchanting is the process of dispelling or removing magic. The dispel magic spell is among the most important in a mage's arsenal, as it can potentially reverse the catastrophic effects of a misfired spell.

It is also possible to permanently [ Disenchant ] a magical item. This process produces a unique form of crystallized mana that can be used in the process of imbuing another item with magical abilities.

Servants of the undead study arcane in order to imbue their weapons and armor with unholy power. Illusion is the art of deceiving reality itself.

The mists of illusion can make a mage invisible or inaudible to the world or twist the image of a location into something entirely different.

Illusion can be used for disguise or manipulation, but spells to counteract illusions exist in the divination school. Illusions can be used to trick your enemies into fighting each other and be used to display several images of a mage's body that are nearly indistinguishable from the caster's real form.

The ninth [note 1] and final school of magic is transmutation. It is among the most popular and useful of all of the schools, allowing a mage to manipulate time and space.

Perhaps the most iconic Transmutation spell is [ Polymorph ] , which allows a mage to temporarily turn something—or someone—into something else.

The second most famous use is teleportation. The most basic teleportation spell is [ Blink ]. Attempts to cast a teleportation "on the fly" often result in one very dead mage inside a wall, chair, or another mage.

Spells that manipulate time also fall into this category, such as [ Slow Fall ] , [ Slow ] , and spells that increase movement speed.

While the Kirin Tor consider necromancy to be a school of arcane and it has been described as an arcane art, [80] [81] [82] World of Warcraft: Chronicle Volume 1 explains that necromancy is a separate branch of magic part of Death magic.

Necromancy is the study of magic involving the dead. It is highly illegal and should be avoided at all costs. Necromancers and their followers are the enemies of all living things.

Necromantic magic has many functions beyond simply raising the dead. Masters of this tainted field of magic can conjure festering diseases, harness the shadows into bolts of incendiary energy, and chill the living with the power of death.

Necromancy can also be used to reconstruct the flesh of undead creatures, allowing them to function again even after the foul monsters have been destroyed.

In the RPG, Evocation is one of the eight schools of magic. The in-game book on Abjuration implies that Evocation is a separate school, noting that Arcanist Doan had perfected a spell that combines Evocation with Abjuration to shield himself for a short time while preparing a powerful area-of-effect spell.

There are several in-game examples of evokers among the ranks of several organizations, such as the Scarlet Crusade , the Defias Brotherhood and the Bloodaxe Legion , among others.

This school is likely the art of gathering magical energy or focusing one's mind. This would seemingly explain why Warcraft's Transmutation book notes it as the ninth and final school, while the Introduction says there are only eight.

There is a set of rules that governs the destiny of every person that chooses to continue down the path of a mage.

Arcane Video

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Arcane "arcane" Deutsch Übersetzung

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