Playable Naloren Race

Playable Naloren Race

Adds Nalore as a playable Elf subrace, along with a new town zone and starting dungeon, complete with quest, new bosses, and artifacts.
The town is accessible to non-Naloren via a new NPC appearing on the world map and contains a shop which sells tridents and whips (and the Last Hope randart merchant will also offer exotic weapons). Anyone who completes the starting quest (granted to non-Naloren via the same NPC) will gain several new options at the exotic weapon shop (each with a fee):
Reveal Exotic Weapons Mastery (if you know Combat Trainig).
Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual).
Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively.

The Naloren have an affinity for water and are adept with mail armor, whips and tridents. They are also known for their great spirit and flexibility.

Racial Talents:

Spirit of the Tides:
Gain X charges of Surging Spirit for 5 turns. Charges will be consumed as you activate talents to reduce their cooldown by one turn per charge.

Spirited Combat:
Gain X% armor hardiness in all types of armor and a Y% Constitution damage modifier for all weapons.

Cleansing Water:
When you are afflicted with a detrimental effect you have a X% chance to create a 1-tile pool of Cleansing Water within 2 tiles of yourself. Moving into Cleansing Water will consume it to cleanse the detrimental effect with the highest duration currently afflicting you. This has a cooldown (3).

Call on the surging tides to aid you, creating radius X pool of rushing water lasting for 6 turns. Moving within Whitewater is instant for you. Foes will have a 50% chance with each movement within Whitewater to flounder, draining 50% of a turn and leaving them Dazed for 1 turn.

Naloren start with +4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag and a life rating of 10. They have a global speed bonus of 10% and a 15% xp penalty.

Full details in the forum:

Playable Naloren Race forum discussion thread
Playable Naloren Race on Steam's Workshop
See addon usage in the character's vault.
Your rating: None Average: 5 (5 votes)
Name Module Version Required Released File
v1.1.1 Remove quest lock 1.7.4 2022-10-05 03:57
v1.1.0 1.7.4 2021-10-28 01:03
v1.0.9 1.7.4 2021-07-19 21:33
Whipsy Daisy... 1.7.2 2021-05-16 01:00
v1.0.7 1.6.7 2021-04-17 01:29
v1.0.6 1.6.7 2021-04-11 21:15
v1.0.5 1.6.7 2021-04-08 02:22
v1.04 1.6.7 2021-04-05 22:39
v1.0.3 1.6.7 2020-12-08 01:16
v1.0.2 1.6.7 2020-11-05 05:23

hard start as Naloren race characters

I agree with Dadlun.
there's only 3 levels in the initial dungeon, PC must fight the boss on character level 2(or 3) when the boss is level 8.
The fight is unwinnable for most classes, while the boss may get some random artifacts(like Fall of Kor'Pal staff) and do 200+ dps, make the situation even worse.
The only solution is to ask Aidelon to transport the character to the global map, which use a "bug" to get out.
There's two ways to get with it.
1. make the inital dungeon larger and get the PC to character level 5 or above to fight the boss.
2. allow PC get out to finish original dungeons and get back later.

Updated: Start quest optional

I've made a quick update to the addon to allow Naloren to leave and return at will, letting them complete the starting dungeon when and if they wish. Note, bonus options at the Exotic shop still require the quest to be complete.

Starting area too hard

I don't mind a challange and I understand if thematically the Naloren starting dungeon is meant to be hard but I think it's too hard, even on normal. Especially since it's mandatory. I just wondered if maybe a rebalance of it would be in place or at least to make the dungeon optional as a quick fix. I really like the race!

Hard Start

Thanks for the feedback, and I'm glad you enjoy the race :)

Believe it or not, I've actually nerfed the starting area a few times already! My intention is for the dungeon to be a bit more interesting than most t1s, but I really don't want it to be *too* difficult. Feedback is helpful to find the right balance. Could I ask what in particular you had difficulty with? One version more than the other (demons or horrors), the boss, mob concentration, mob talents? Or perhaps something else? I've run the dungeon several times myself and I know what I find to be the tricky parts, but I'd be interested to know what made it difficult for you. More work is definitely planned for this addon, so let me know what your experience was and I'll make a note of it as I continue to work on the add-on and tweak the dungeon.

For thematic reasons, I would prefer to keep the dungeon mandatory, but I *do* have another add-on to get around that:

Thanks again for the feedback :)

Feedback as requested

I definately appriciate thematics, so I understand you want to keep it. I also do like the dungeon.

The issue with it however, is that many of the enemies are meant for higher level chars. Now that is not so much an issue by themselves but where it gets hard is the combination of enemies and their abilities. You get blinded, pulled in and swarmed, especially by those that keep being spawned by that one enemy. The water imp is ok even if it hits hard. And I think the electric eel also has a damage over time detrimental effect? Yea it's really how those enemies combo that makes it particularily difficult on a new character. Making me stuck inbetween enemies with low health and no way out. So it becomes difficult to explore or proceed even carefully due to the aformentioned. Each of the enemies by themselves are manageble and perhaps even two of them but not so much all of them at once.

So all in all I like the dungeon but it's difficult to counter the obstacles found in it at a low level due to having fewer options to deal with what the game throws at you. So it doesnt feel like I was stupid or build my char wrong but just that it was too much.

Any chance this might get an

Any chance this might get an update to the current paradigm of EXP penalties in TE4, i.e., probably halved?

Can I upload a copy with lower Exp penalty (15%)?

I did a quick and dirty edit of the exp penalty (1.30 -> 1.15) for my local copy (so online was disabled for that character). Nsrr, if you're reading this, would you mind if I upload my copy? All credit still goes to you for the actual addon, I just edited the experience penalty number in your code.

Not at all

I wouldn't mind at all, but I'll just update it myself. I've been putting it off because I want to give these guys a proper update... But I've been thinking that for more than a year and keep getting distracted with other projects. This is a quick change, though, and something I would incorporate in a more thorough update anyway. Expect an update soon.

Nice but an LUA bug found.

Really like the feature set for the race, the heavy armor mechanic is unique for race specials as far as I can see. However there is a lua error that comes up when trying to access the wonderous emporium, this is before its yet open. I will test again when it is open to see if the bug is still there. - To confirm i've tested a second character level 1 with no other addons, and the LUA error is still present before it is open.


Thanks for the feedback, glad you enjoy it. I believe the update just released (v0.2.4) should take care of this problem, but let me know if it does not.