Tales of Maj'Eyal

Tales of Maj'Eyal

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Eternal Darkness
   
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May 11, 2014 @ 11:25am
Mar 13, 2017 @ 1:42pm
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Eternal Darkness

Description
Adds many new spells for Necromancer and modifies many existing spells, effects and minions. For further information, discussion and feedback, visit http://forums.te4.org/viewtopic.php?f=50&t=41178 or view the changelog here.

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General Changes

- By default, minions no longer inflict friendly fire to the caster, or to each other. No more having to dance around your skeleton mages until level 12+, and no more having your frontline obliterated by a rogue manathrust. Especially important considering the raw damage potential of the new Wights and Vampires.
- Lichform is no longer a tree talent, and is instead learned entirely via the quest. It’s such an important thematic ability for Necromancer, everyone should be able to get it regardless of points.
- Staves now have a new type, Darkstaff. This has Cold, Dark, Physical and Arcane damage, so regardless of your build you’ll be able to take advantage of all elements.

Overview of categories

Necromantic Minions
Will o’ the Wisp
Now moved into slot 2 from Grave.
Dark Empathy
Allows your minions to gain a phys/mind/spellcrit bonus equal to a portion of your spellcrit.


Grave
Black Ice
A sustain that makes your cold damage against hostile targets apply an effect that slows movement speed and deals periodic damage based on missing health.
Cold Flames
Cooldown reduced to 15.
Hungering Cold
Deals high cold damage in a cone, freezing targets. If the targets are already frozen, instead deals increased damage.


Vampirism
Drain Life
Siphons blood from the target, causing them to bleed for %0.2f physical damage over 5 turns and healing you for 50% of the damage dealt. If a target dies while their life is being drained, the cooldown of this spell is reset.
Crimson Barrier
Sacrifices 20% of your total health to form a barrier that absorbs damage equal to %d%% of the health cost for 8 turns. While this barrier holds, your healing factor is increased by %d%% and melee attacks against you have a chance for the barrier to retaliate by draining life from the attacker, dealing %0.2f physical damage and healing you for 100% of the damage dealt.
Exsanguinate
Inflicts terrible wounds on targets within a %d radius ball, reducing their healing factor by %d%% and causing them to bleed for %0.2f physical damage over 6 turns. While under this effect, attacks against these targets has a chance to siphon blood from them, healing the attacker for %d%% of the damage dealt.
Blood is Power
You begin converting your own life force into raw magical power, decreasing your life by %d%% each turn and increasing all damage dealt by %d%%, physical penetration by %d%% and allowing your Vampirism spells to ignore cut resistance.


Animus
Animus Hoarder
Gives a chance to regain a soul on minion death.


Advanced Necrotic Minions
Undead Explosion
Now heals you on use, no longer deals friendly fire, causes wisps to freeze and bone giants to provide the sacrifice shield.
Shadow Tunnel
Moved from Shades. Can now be targeted. If the target is a friendly summon it provides the old evasion bonus, if the target is hostile all your minions are teleported on top of them and get a free melee attack for darkness damage.
Advanced Necrotic Minions
All advanced minions now get tactical AI, so they can make use of their abilities in a sensible manner. They deal significantly higher damage in melee, and gain some new abilities:
Vampire - Invoke Darkness, Circle of Death.
Master Vampire - As above, plus Cold Flames.
Dread - Disperse Magic, Silence, on-hit random Gloom.
Grave Wight - Freeze and Phase Door
Barrow Wight - As above, plus Chain Lightning and Flame.
Mummy Lord - Upgrades from Ghouls, has Frost Grab/Hands.


Corpse
Affliction Graft
Tear your afflictions from your flesh and graft them onto a nearby target, transferring up to %d negative physical effects.
At talent level 3, you may also transfer magical effects.
At talent level 5, you may also transfer mental effects.
Devouring Swarm
Sends forth a swarm of undead insects to devour the target, dealing %0.2f physical damage every turn for 3 turns. When this effect ends the swarm will seek out a new target, copying negative physical and magical effects from their original victim. Maximum of %d jumps.
Brittle Bones
Weakens the target's bones, reducing all resistances by %d%%. After 5 turns the target will explode into a shower of bone fragments, dealing %0.2f physical damage in a 3 radius ball, increased by %0.2f for each time they took damage
Corpsewall
Creates a towering wall of flesh and bone of %d length at the target location for 10 turns. The wall is so large that it blocks line of sight, and it will lash out nearby foes with bleeding attacks, diseases and Bone Grasp.


Reaping
River of Souls
You begin fragmenting your souls, releasing destructive soul fragments that seek out your foes. Each turn one soul will be unleashed as %d bolts at random targets, each of which deals %0.2f Cold and %0.2f Darkness damage in a 1 radius ball.
Death Vortex
Empowers your Necrotic Aura, causing it to tear at the souls of your foes. Those inside it will take %0.2f Cold and %0.2f Darkness damage each turn at the cost of 1 mana per target struck. Each time this effect deals damage, you have a %d%% chance to regain a soul.
Reaper’s Mark
Claims the target's soul for 6 turns, causing them to grant you an additional %d souls on death and increase your cold and darkness damage by %d%% for 6 turns. If this effect expires while they still live, they will instead take %0.2f cold and %0.2f darkness damage.
Frostdusk
Moved from Shades, now grants Cold affinity and penetration.


Shades
Black Tentacles
%d shadowy tentacles burst out of the ground in the target area, pulling in, grappling and attacking targets.
Duskshroud
Envelop yourself in shadows, gaining a %d%% bonus to evasion, %d%% increased movement speed and allowing you to pass through walls.


Necrosis
Now generic.
Aura Mastery
Moved from Necrotic Minions.
Impending Doom
Now tier 3.
Vampiric Gift
Moved from Grave.
48 Comments
Leathel  [author] May 20, 2020 @ 5:08am 
@Faultierstein

This one is more tweaks and improvements to base necromancer and a few new categories, still plays similarly.

Dread Necro is effectively a new class - it has the themes of necromancer but plays entirely differently.
Rynlwar May 19, 2020 @ 8:18pm 
whats the difference between this one and your new necromancer mod?
Leathel  [author] May 6, 2019 @ 10:57am 
For anyone still playing this, there's a new Necromancer mod I've just published instead - Dread Necromancer.
TheUrge Apr 19, 2018 @ 4:15pm 
Aural mastery is now appearing twice in the necrosis tree, one of them (bluish one) dont increase the aura range.
Dinlek Mar 25, 2017 @ 11:45am 
I'm a bit confused. Lichform is back to being the capstone of necrosis, except as a generic now? Still great given the new Cornac, but just wanna check that I'm not having a bug or conflict.
Jonlissla Mar 16, 2017 @ 1:20am 
So... what happens if you use this mod without starting a new character?
Leathel  [author] Mar 13, 2017 @ 2:46pm 
The latest update should do.
λαβύρινθος Mar 13, 2017 @ 2:12pm 
Does this work with the current version?
KitsuneNoMeiji Feb 19, 2016 @ 10:02pm 
Darkstaff addition to staves in the latest version... doesn't exist.
DimensionalWizard Feb 13, 2016 @ 1:04am 
This is not working with the latest release. I appears to be a staff error of some kind. Thank you.