<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ilja</id>
		<title>Tales of Maj'Eyal - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://te4.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ilja"/>
		<link rel="alternate" type="text/html" href="https://te4.org/wiki/Special:Contributions/Ilja"/>
		<updated>2026-05-15T17:40:31Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.2</generator>

	<entry>
		<id>https://te4.org/w/index.php?title=Lich&amp;diff=10295</id>
		<title>Lich</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Lich&amp;diff=10295"/>
				<updated>2016-02-13T11:46:10Z</updated>
		
		<summary type="html">&lt;p&gt;Ilja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Lich''' refers to:&lt;br /&gt;
&lt;br /&gt;
* The end result of the [[From Death, Life]] quest, in which one turns into a Lich with large bonuses.&lt;br /&gt;
* A type of NPC monster; undead, spell caster&lt;br /&gt;
&lt;br /&gt;
==Lore, Dust to Dust==&lt;br /&gt;
Hate made flesh. Evil made pure. Death incarnate. The culmination of a necromancer's work. Whatever you know liches as, I can tell you that they do not match the countless myths and legends that surround their terrible figures. They surpass them.&lt;br /&gt;
&lt;br /&gt;
Once a powerful necromancer finally crosses the border between life and death, the abyssal power that they could only initially grasp in dribs and drabs becomes theirs to control totally. It is often said that unexpected quakes, crops failing, and the leaves simultaneously falling from the trees heralds the birth of a lich. Lords of the undead, liches can annihilate ghouls and skeletons, banish dreads with a glance, and reduce bone giants to powder within moments.&lt;br /&gt;
&lt;br /&gt;
As to how to actually destroy one? Well, tell you what. If you manage to defeat one of these abominations, be a dear and write a guide for me, for I have absolutely, positively, no idea.&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]][[Category:Lore]][[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>Ilja</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Bone_Giant&amp;diff=10294</id>
		<title>Bone Giant</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Bone_Giant&amp;diff=10294"/>
				<updated>2016-02-13T11:45:16Z</updated>
		
		<summary type="html">&lt;p&gt;Ilja: Created page with &amp;quot;One of the most horrific, vomit-inducing expressions of the necromancer's so-called &amp;quot;art&amp;quot; is the bone giant. Not content with merely profaning the bodies of singular souls, so...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the most horrific, vomit-inducing expressions of the necromancer's so-called &amp;quot;art&amp;quot; is the bone giant. Not content with merely profaning the bodies of singular souls, some ambitious necromancers work to bind the bodies of countless skeletons together, creating hideous engines of destruction that can stand many times higher than the height of a normal man.&lt;br /&gt;
&lt;br /&gt;
It is a deadly mistake to liken these abominations to the golems alchemists and archmages employ. Wilful and fey as they are, normal mages often only craft golems for utility and their own protection, while necromancers create bone giants for the sole purpose of dealing death, and the only limit to their destructive capability is the necromancer's twisted imagination. Ever fought a snow giant? Imagine one with six arms and fingers like blades, wrought of sharpened ribs. Imagine one with countless skulls lining every inch of its wretched body, all screaming for your blood to be spilt as it thrashes spinal columns like whips from its disfigured hands! After facing one of these grotesque amalgamations, you'll be begging to go back to the Daikara to pick on simple, frost-rimed sub-men.&lt;/div&gt;</summary>
		<author><name>Ilja</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Shadow&amp;diff=10293</id>
		<title>Shadow</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Shadow&amp;diff=10293"/>
				<updated>2016-02-13T11:44:53Z</updated>
		
		<summary type="html">&lt;p&gt;Ilja: Redirected page to Spirits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Spirits]]&lt;/div&gt;</summary>
		<author><name>Ilja</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Wraith&amp;diff=10292</id>
		<title>Wraith</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Wraith&amp;diff=10292"/>
				<updated>2016-02-13T11:44:26Z</updated>
		
		<summary type="html">&lt;p&gt;Ilja: Added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Spirits]]&lt;/div&gt;</summary>
		<author><name>Ilja</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Spirits&amp;diff=10291</id>
		<title>Spirits</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Spirits&amp;diff=10291"/>
				<updated>2016-02-13T11:43:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ilja: Created page with &amp;quot;During my travels, I have noticed that some communities in the wild no longer bury their deceased as is the norm in larger settlements. Some folk burn the corpses of their fal...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During my travels, I have noticed that some communities in the wild no longer bury their deceased as is the norm in larger settlements. Some folk burn the corpses of their fallen, committing their ashes to the earth instead. When asked why they perform this peculiar practice, I always receive the same answer: Necromancers. Fearful of their dead rising up to slay them at the whims of delusional, murderous filth, they believe that with the burning of the dead, their spirits are forever beyond the reach of a necromancer's bony fingers.&lt;br /&gt;
&lt;br /&gt;
Alas, this is not true. While fire may burn away a man's physical being, no flame can touch his spirit. Unfortunately, necromancers can. Bereft of both body and freedom, many souls are driven mad in the employ of necromancers, ceaselessly drifting through windswept crypts, harrying any unfortunate wanderers they encounter with a multitude of curses and hexes. Worst of all are those spirits who embrace their newfound purpose, causing them to grow in power at a frightening rate. No other being in Maj'Eyal is so obviously abhorrent to existence itself as these &amp;quot;dreads&amp;quot;; it is almost as though creation itself wants these beings gone from her world. It is my hope that you, and many others, oblige her wish.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]][[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>Ilja</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Vampire&amp;diff=10290</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Vampire&amp;diff=10290"/>
				<updated>2016-02-13T11:42:16Z</updated>
		
		<summary type="html">&lt;p&gt;Ilja: Created page with &amp;quot;Vampires are so far removed from other varieties of undead it seems almost unreal. What grants them their longevity? How do they retain such great intelligence? Beyond their s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vampires are so far removed from other varieties of undead it seems almost unreal. What grants them their longevity? How do they retain such great intelligence? Beyond their sallow complexion and drawn features, why do they not decay and decompose as their ghoulish siblings do? The study of vampiric nature is one long list of unanswered questions, each new study adding yet more to the ever-growing pile.&lt;br /&gt;
&lt;br /&gt;
As said before, a vampire's greatest strength is its resemblance to a living man, both in mind and body. Thanks to this, vampires are known for residing comparatively close to normal towns and villages far more than other undead. Some have even been known to keep their lairs within these communities themselves! Despite their resemblance however, there are many telltale signs of vampirism: Unnaturally pale skin, long and distinctive fangs, an aversion to sunlight, and much more besides. In an effort to avoid close inspection, some vampires are known to masquerade as men of wealth, often cloistering themselves in remote locations to discourage prying eyes.&lt;br /&gt;
&lt;br /&gt;
But perhaps the most astonishing thing regarding vampires is their propensity for alliance and familial relationships. No other undead being even approaches matching the incomprehensible tangle of clans, broods, families and bloodkin that vampires create for themselves. It is for this reason that vampires often end up becoming rulers of lesser undead themselves, commanding them as a normal necromancer would. So, in turn, treat them as you would a necromancer - with cold steel.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]][[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>Ilja</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Skeleton&amp;diff=10289</id>
		<title>Skeleton</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Skeleton&amp;diff=10289"/>
				<updated>2016-02-13T11:41:29Z</updated>
		
		<summary type="html">&lt;p&gt;Ilja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{race&lt;br /&gt;
|name=Skeleton&lt;br /&gt;
|metarace=[[Undead]]&lt;br /&gt;
|locked=[[Unlockables#Races|Yes]]&lt;br /&gt;
|life_per_level=12&lt;br /&gt;
|exp_penalty=+40%&lt;br /&gt;
|strength=+3&lt;br /&gt;
|dexterity=+4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Skeletons are animated bones, undead creatures both strong and dexterous. They have access to special skeleton talents and a wide range of undead abilities:&lt;br /&gt;
* Poison immunity&lt;br /&gt;
* Bleeding immunity&lt;br /&gt;
* Fear immunity&lt;br /&gt;
* No need to breathe&lt;br /&gt;
* Special skeleton talents: bone armour, resilient bones, re-assemble&lt;br /&gt;
&lt;br /&gt;
Note: Undead are unnatural creatures and may not use [[infusions]] or be any [[Wilder (Metaclass)|Wilder]] classes. They do not gain the [[Harmony (category)|Harmony]] talent tree from eating the [[Heart of the Sandworm Queen]], but they may consume a corrupted heart to gain the [[Vile life (category)|Vile Life]] talent tree.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Brass Lantern&lt;br /&gt;
*[[inscriptions|Rune: Shielding]]&lt;br /&gt;
*Rune: Phase Door&lt;br /&gt;
&lt;br /&gt;
==Starting Location==&lt;br /&gt;
[[Blighted Ruins]]&lt;br /&gt;
&lt;br /&gt;
==Racial Talents==&lt;br /&gt;
{{:Skeleton_(category)}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Recommended Classes: Warrior classes, particularly [[Archer]] (bow); [[Archmage]]; [[Reaver]] &lt;br /&gt;
Not Recommended: [[Necromancer]] (can't use [[Litchform]])&lt;br /&gt;
&lt;br /&gt;
The racial bonuses for Skeleton make them very strong for classes that have synergy with those abilities. Classes depending on Strength and Dexterity - in particular [[Archer]]s - will benefit from the first racial skill. Bone Armour, Resilient Bones and Re-Assemble provide excellent ability to survive when raw damage and status effects are the problems. Passive immunity to poison, bleeding and fear are also good for classes that don't have strong abilities to reduce or remove status effects. Skeletons who are not magic users are eligible to go [[Antimagic]], providing even more damage reduction and adding resistance bonuses. &lt;br /&gt;
&lt;br /&gt;
The primary weaknesses of the skeleton (and ghouls) are the inability to use [[infusion]]s. This makes them unable to use many of the best survivability options in the game - wild infusions to remove physical/mental/magical debuffs; movement infusions to provide quick attack or escape; and heroism infusions for powerful stat increase combined with near-death prevention. The Skeleton's large experience penalty will also make leveling slower. &lt;br /&gt;
&lt;br /&gt;
Heat Beam rand Biting Gale runes are an option to replace physical and mental infusions, but lack the ability to remove [[cross-tier effects]]. Mobility skills like [[Rush]] and [[Disengage]] are useful options to replace movement infusions, as well as class-specific talents for mobility. &lt;br /&gt;
&lt;br /&gt;
==Lore, from Dust to Dust==&lt;br /&gt;
What guide to the undead would be complete without mentioning the humble skeleton? Despite these clattering and chittering bones of the deceased often looking so fragile that a stiff breeze could break them apart, in many ways they are more dangerous than their ghoul cousins.&lt;br /&gt;
&lt;br /&gt;
With no masses of rotted and ruined flesh to reanimate, necromancers can commit themselves fully to bestowing some level of fighting skill on a reanimated skeleton, and since a fighter's weapons will often last as long as his bones will, skeletons are usually armed and sometimes even armoured. The potential skill of a skeleton doesn't stop at melee weapons either - fallen archers take up their bows once again, and although difficult by comparison, some necromancers can even grant dead mages their magic powers once again.&lt;br /&gt;
&lt;br /&gt;
Some adventurers find themselves baffled when it comes to fighting skeletons. How do you destroy a foe who, by all rights, should be destroyed already? To these adventurers, I say take heart. The more broken and incomplete a body is, the more effort it takes to keep it reanimated. As most necromancers see skeletons as the lowest of low peons, you can expect a few good blows to easily dissipate the minimal effort their masters put into creating them.&lt;br /&gt;
&lt;br /&gt;
{{races}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]][[Category:Lore]][[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>Ilja</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=User:Ilja&amp;diff=10288</id>
		<title>User:Ilja</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=User:Ilja&amp;diff=10288"/>
				<updated>2016-02-13T11:39:44Z</updated>
		
		<summary type="html">&lt;p&gt;Ilja: Created my page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ilja in-game. I like the lore of Maj'Eyal, and start many characters though I tend to tire of them before finishing. Only one once, so far.&lt;/div&gt;</summary>
		<author><name>Ilja</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ghoul&amp;diff=10287</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ghoul&amp;diff=10287"/>
				<updated>2016-02-13T11:38:17Z</updated>
		
		<summary type="html">&lt;p&gt;Ilja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{race&lt;br /&gt;
|name=Ghoul&lt;br /&gt;
|metarace=[[Undead]]&lt;br /&gt;
|locked=[[Unlockables#Races|Yes]]&lt;br /&gt;
|life_per_level=14&lt;br /&gt;
|exp_penalty=+20%&lt;br /&gt;
|strength=+3&lt;br /&gt;
|dexterity=+1&lt;br /&gt;
|constitution=+5&lt;br /&gt;
|willpower=-2&lt;br /&gt;
|cunning=-2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Ghouls are dumb, but resilient, rotting undead creatures, making good fighters. They have access to special ghoul talents and a wide range of undead abilities:&lt;br /&gt;
* Great poison resistance&lt;br /&gt;
* Bleeding immunity&lt;br /&gt;
* Stun resistance&lt;br /&gt;
* Fear immunity&lt;br /&gt;
* Special ghoul talents: ghoulish leap, gnaw and retch&lt;br /&gt;
The rotting bodies of ghouls also force them to act a bit more slowly than most creatures. (20% global [[speed]] reduction).&lt;br /&gt;
&lt;br /&gt;
Note: Undead are unnatural creatures and may not use [[inscriptions#Infusions|infusions]] or be any [[Wilder (Metaclass)|Wilder]] classes. They do not gain the Harmony skill tree from eating the sandworm queen's heart either.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Brass Lantern&lt;br /&gt;
*[[inscriptions|Rune: Shielding]]&lt;br /&gt;
*Rune: Phase Door&lt;br /&gt;
&lt;br /&gt;
==Starting Location==&lt;br /&gt;
[[Blighted Ruins]]&lt;br /&gt;
&lt;br /&gt;
==Racial Talents==&lt;br /&gt;
{{:Ghoul_(category)}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Somewhat surprisingly, ghouls do need to breathe.&lt;br /&gt;
&lt;br /&gt;
Other stats:&lt;br /&gt;
*Poison Immunity 80%&lt;br /&gt;
*Cut Immunity 100%&lt;br /&gt;
*Stun Immunity 50%&lt;br /&gt;
*Fear Immunity 100%&lt;br /&gt;
*Global Speed -20%&lt;br /&gt;
&lt;br /&gt;
The global speed penalty is severely crippling for most classes, though their very high life adds a lot of survivability. Ironically, they make for great [[Sun Paladin]]s because the class profits greatly from the huge life bonus.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Every once in a while, people come to me and say &amp;quot;Are all necromancers truly evil?&amp;quot; &amp;quot;Surely necromancy could be used for good!&amp;quot; &amp;quot;Isn't it wrong to discriminate against others simply because of the magicks they practice?&amp;quot; To these people, the first thing I usually say - shortly after giving them a black eye - is to take a look at a ghoul. Take a good, long look. Take in the diseased, putrescent flesh. Take in the oozing, exposed organs. Take in its features, slowly rotting to mulch. It used to be a person. It used to have a family, people who loved it. Now it's a walking corpse, its only desire being death and the mad, all-encompassing consumption of living flesh. Are all necromancers truly evil? A thousand times, yes.&lt;br /&gt;
&lt;br /&gt;
Even this most basic of undead minions can strike terror into the unprepared. The multitude of diseases that a normal ghoul carries are contagious in a manner many adventurers do not truly appreciate until they see the sores and necrosis visibly spreading up their arm from where a ghoul bit them. Such maladies must be dealt with promptly: if bitten by a ghoul, immediately plunge the afflicted area in scalding hot water, then wrap it quickly in clean cloth lined with mugwort and quartz powder. The wound must remain dressed for three weeks, with new dressings applied every four days, and make sure to burn the old ones! Failing the above, a wild infusion also works splendidly.&lt;br /&gt;
&lt;br /&gt;
{{Races}}&lt;br /&gt;
[[Category:Races]][[Category:Lore]][[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>Ilja</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Category:Monsters&amp;diff=10286</id>
		<title>Category:Monsters</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Category:Monsters&amp;diff=10286"/>
				<updated>2016-02-13T11:37:18Z</updated>
		
		<summary type="html">&lt;p&gt;Ilja: Created category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category is for any monsters that can be encountered during the game; essentially, all races including unplayable ones, from oozes to wights.&lt;/div&gt;</summary>
		<author><name>Ilja</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Ghoul&amp;diff=10285</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Ghoul&amp;diff=10285"/>
				<updated>2016-02-13T11:36:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ilja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{race&lt;br /&gt;
|name=Ghoul&lt;br /&gt;
|metarace=[[Undead]]&lt;br /&gt;
|locked=[[Unlockables#Races|Yes]]&lt;br /&gt;
|life_per_level=14&lt;br /&gt;
|exp_penalty=+20%&lt;br /&gt;
|strength=+3&lt;br /&gt;
|dexterity=+1&lt;br /&gt;
|constitution=+5&lt;br /&gt;
|willpower=-2&lt;br /&gt;
|cunning=-2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Ghouls are dumb, but resilient, rotting undead creatures, making good fighters. They have access to special ghoul talents and a wide range of undead abilities:&lt;br /&gt;
* Great poison resistance&lt;br /&gt;
* Bleeding immunity&lt;br /&gt;
* Stun resistance&lt;br /&gt;
* Fear immunity&lt;br /&gt;
* Special ghoul talents: ghoulish leap, gnaw and retch&lt;br /&gt;
The rotting bodies of ghouls also force them to act a bit more slowly than most creatures. (20% global [[speed]] reduction).&lt;br /&gt;
&lt;br /&gt;
Note: Undead are unnatural creatures and may not use [[inscriptions#Infusions|infusions]] or be any [[Wilder (Metaclass)|Wilder]] classes. They do not gain the Harmony skill tree from eating the sandworm queen's heart either.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Brass Lantern&lt;br /&gt;
*[[inscriptions|Rune: Shielding]]&lt;br /&gt;
*Rune: Phase Door&lt;br /&gt;
&lt;br /&gt;
==Starting Location==&lt;br /&gt;
[[Blighted Ruins]]&lt;br /&gt;
&lt;br /&gt;
==Racial Talents==&lt;br /&gt;
{{:Ghoul_(category)}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Somewhat surprisingly, ghouls do need to breathe.&lt;br /&gt;
&lt;br /&gt;
Other stats:&lt;br /&gt;
*Poison Immunity 80%&lt;br /&gt;
*Cut Immunity 100%&lt;br /&gt;
*Stun Immunity 50%&lt;br /&gt;
*Fear Immunity 100%&lt;br /&gt;
*Global Speed -20%&lt;br /&gt;
&lt;br /&gt;
The global speed penalty is severely crippling for most classes, though their very high life adds a lot of survivability. Ironically, they make for great [[Sun Paladin]]s because the class profits greatly from the huge life bonus.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Every once in a while, people come to me and say &amp;quot;Are all necromancers truly evil?&amp;quot; &amp;quot;Surely necromancy could be used for good!&amp;quot; &amp;quot;Isn't it wrong to discriminate against others simply because of the magicks they practice?&amp;quot; To these people, the first thing I usually say - shortly after giving them a black eye - is to take a look at a ghoul. Take a good, long look. Take in the diseased, putrescent flesh. Take in the oozing, exposed organs. Take in its features, slowly rotting to mulch. It used to be a person. It used to have a family, people who loved it. Now it's a walking corpse, its only desire being death and the mad, all-encompassing consumption of living flesh. Are all necromancers truly evil? A thousand times, yes.&lt;br /&gt;
&lt;br /&gt;
Even this most basic of undead minions can strike terror into the unprepared. The multitude of diseases that a normal ghoul carries are contagious in a manner many adventurers do not truly appreciate until they see the sores and necrosis visibly spreading up their arm from where a ghoul bit them. Such maladies must be dealt with promptly: if bitten by a ghoul, immediately plunge the afflicted area in scalding hot water, then wrap it quickly in clean cloth lined with mugwort and quartz powder. The wound must remain dressed for three weeks, with new dressings applied every four days, and make sure to burn the old ones! Failing the above, a wild infusion also works splendidly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]][[Category:Lore]][[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>Ilja</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Wight&amp;diff=10284</id>
		<title>Wight</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Wight&amp;diff=10284"/>
				<updated>2016-02-13T11:34:09Z</updated>
		
		<summary type="html">&lt;p&gt;Ilja: Added categories.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wights are an odd duck amongst the undead, often not created by necromancers specifically, but instead rising of their own volition when the conditions are right. Wights are by no means individual souls, but often part of a gestalt; when a particular land has seen enough bloodshed - battlefields, forest, crypts and graveyards - wights can be seen to rise en masse, a near-physical representation of the battles and turmoil the land has faced. Sadly, it is for this reason that necromancers often facilitate the creation of wights regardless, for no other study or profession causes so much blood or death.&lt;br /&gt;
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Those who have had encounters with wights often describe them as indistinct skeletal figures, wrapped in flowing cloaks that become faded and incorporeal at their edges, while strange lights dance where their eyes should remain. Survivors tell of a peculiar sense of exhaustion when in close proximity to them, as though merely being close to these figments of death causes one's life force to sputter and fade. Regardless of this and their ghostly appearance however, it has been recorded that steel and strength of arms is yet enough to destroy them, or at least to erase them for the time being. It's just a shame that such battles are likely to simply create more of them in the long run...&lt;br /&gt;
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[[Category:Monsters]][[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Ilja</name></author>	</entry>

	<entry>
		<id>https://te4.org/w/index.php?title=Wight&amp;diff=10283</id>
		<title>Wight</title>
		<link rel="alternate" type="text/html" href="https://te4.org/w/index.php?title=Wight&amp;diff=10283"/>
				<updated>2016-02-13T11:33:10Z</updated>
		
		<summary type="html">&lt;p&gt;Ilja: Adding pages for a bunch of monsters, copy-pasting the in-game info about them. Better than nothing!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wights are an odd duck amongst the undead, often not created by necromancers specifically, but instead rising of their own volition when the conditions are right. Wights are by no means individual souls, but often part of a gestalt; when a particular land has seen enough bloodshed - battlefields, forest, crypts and graveyards - wights can be seen to rise en masse, a near-physical representation of the battles and turmoil the land has faced. Sadly, it is for this reason that necromancers often facilitate the creation of wights regardless, for no other study or profession causes so much blood or death.&lt;br /&gt;
&lt;br /&gt;
Those who have had encounters with wights often describe them as indistinct skeletal figures, wrapped in flowing cloaks that become faded and incorporeal at their edges, while strange lights dance where their eyes should remain. Survivors tell of a peculiar sense of exhaustion when in close proximity to them, as though merely being close to these figments of death causes one's life force to sputter and fade. Regardless of this and their ghostly appearance however, it has been recorded that steel and strength of arms is yet enough to destroy them, or at least to erase them for the time being. It's just a shame that such battles are likely to simply create more of them in the long run...&lt;/div&gt;</summary>
		<author><name>Ilja</name></author>	</entry>

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