
The lower hallways are made up of jail cells, with a hole in the wall leading to a small cave containing the Daedric portal to the Maelstrom Arena.
The maelstrom free#
That sac can be thrown (using a synergy) at webbed obelisks to free them. Alternatively, if a hoarvor is not killed near an obelisk, it will leave behind an acid sac. To remove them, you have to kill a Venomous Hoarvor near them, causing them to explode with acid. Here, five obelisks will emit a glow that repels spider swarms, but these obelisks may be covered with webs spun by enemies. This arena is themed after Mephala's realm - the Spiral Skein. Walkthrough Round 1: Vale of the Surreal This effect can occur once every 6 seconds and the damage scales off the higher of your Weapon or Spell Damage. The ice pillar persists for 2 seconds and reduces the Movement Speed of all enemies within the radius by 50%. This effect can occur once every 6 seconds.ĥ items: While you have a damage shield on you, your Health Recovery is increased by 25-1106.ĥ items: When you deal Frost Damage, you summon an ice pillar that deals 1071 Frost damage to all enemies in a 3 meter radius. This effect can occur once every 5 seconds.ĥ items: When you deal damage you gain a damage shield that absorbs up to 195-8412 damage for 6 seconds. This effect can occur once every 13 seconds.ĥ items: When your pets attack an enemy you have also attacked in the last 10 seconds, you heal for 56-2433 Health and restore 28-1216 Stamina. Each effect is picked randomly and an effect that is already active cannot refresh.Ĥ items: Adds 3-129 Weapon and Spell Damageĥ items: When you Bash an enemy, you gain Glorious Defense for 10 seconds, allowing you to dodge the next attack made against you and all others afterwards for 1 second. The following sets can be found in the reward chest at the end of each Maelstrom Arena round: Set Nameģ items: Adds 3-129 Weapon and Spell Damageĥ items: Whenever you deal Flame, Shock, or Frost Damage, you gain 11-492 Weapon and Spell Damage for Flame, Shock, or Frost Damage for 4 seconds.

What Allen Allenson would not do, what he would never do, was quit.

He would free the Cutter Stream, or he would die trying. The experience that had caused Allenson to hate war made him the only man who could lead the colonial army.Īllenson knew he wasn't really a general, but he understood his fellow colonists better than any homeworld general could. War was coming, a war the colonies had to win if they were ever to be more than prison camps and a dumping ground for incompetent noblemen. He was far too experienced to believe the same was true of all his fellow colonists, however, let alone the government of the distant homeworld across the Bight. If everybody behaved reasonably, that peace could last a thousand years.Īllen Allenson had known war it had made him peaceful and reasonable.

The Cutter Stream colonies were at peace. John Lambshead and nationally best-selling author David Drake. Science fiction adventure on the frontier realms of an empire written by biological scientist Dr. Entry number two in the Citizen series, sequel to Into the Hinterlands.
