Tales of Maj'Eyal

Tales of Maj'Eyal

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Naloren Pack
   
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26 Feb, 2016 @ 8:15pm
11 Apr, 2023 @ 9:46pm
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Naloren Pack

Description
Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town.

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Available perks (cost varies):
Reveal Exotic Weapons Mastery (must already know Combat Training; Combat Training can also be purchased as per Last Hope shops).

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.

Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur).

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Psionic/Mindstar combat:

Psiblades:
Increases damage and physical power when attacking with Mindstars. When sustained, increases the damage modifiers and mind stats granted by equipped mindstars (this is an exact copy of the wild-gift/mindstar mastery psiblades talent).

Mind Thorns:
Instantly touch the mind of an adjacent foe, creating mental thorns which reduce mind save and deal mind damage each turn for a few turns.

Mind Storm:
Create a storm of psionic energy which lasts for a few turns. The storm will overheat the mind of foes in the area, causing them to burn (stacking). Allies in the area will be obscured by illusions, reducing the bonus damage of critical hits dealt to them.

Psionic Balance:
Attack an adjacent enemy with your mainhand Psiblade and channel the energy through your offhand to create a psionic damage shield around an ally or yourself. The power of the shield is based on the damage of the attack and can be a mental critical. The shielded target will also regain an amount of Psi based on the damage of the attack.

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Races:

The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility.
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).

Whitewater:
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.

Stats:
+4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty.


The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered.
Talents:

Unbound Mind:
Remove up to X silence and confusion effects from yourself and increase your silence and confusion immunities by 100% for a few turns. When activated, all foes in range 8 are afflicted with Shattered Mind for the same duration, giving them a chance each turn to become dazed or confused(35%) for 2 turns.

Partition:
Increases resistance to all damage and decreases the duration of negative effects.

Hasty:
Gain a passive mind speed bonus. If you are afflicted by 4 or more negative effects, the passive speed bonus will temporarily be doubled and any actions (attacks, spells, movement, etc) will use your mind speed if it is faster than the usual speed.

Schism:
Create up to 3 illusions of yourself adjacent to foes within range 10 that will taunt enemies for a few turns.

Stats:
-2 Con, +0 Dex, +3 Cun, +0 Str, +1 Mag, +3 Wil, +9 life rating, -10% xp 'penalty', -15% confusion immunity.

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A new Psionic subclass: the Psion.
Psions are mindpowered ranged casters who prefer to wield 3 mindstars.
Psions know many of the same talents as Mindslayers, but enhance and adapt them for their own purposes.

Talents:
Absorption
Focus
Projection
Voracity
Psi-Casting(new)
Psionic Striking(new)
Kinetic Mastery
Thermal Mastery
Charged Mastery

Survival
Augmented Mobility
Finer Energy Manipulations

Psi-Casting

Telekinetic Crush:
Deal physical damage and stun. Active Aura damage is added at 3 times the usual power.

Stimulation:
Increase Con based on combined Wil and Cun.

Guiding Star:
Target a foe and disrupt their next talent with a blast of physical damage. At level 3+ adds confuses. At 5+ has a passive chance to block damage over a threshold, blast the source, and disrupt the source talent.

Puncture:
Deal physical damage with added bleeding damage. At level 3+ has a chance to disrupt temporary buffs on the target. Direct damage bypasses ice blocks.

Psionic Striking

Kinetic Blast:
Deal physical damage and pin. Frozen targets take extra damage and both hits bypass ice blocks.

Thermal Blast:
Deal fire damage and cold damage and freeze. If target is pinned, pull nearby enemies in and freeze them to the ground for a few turns.

Charged Blast:
Deal lightning damage and shock (reduce stun/pin resist by half). If target is pinned, boost Charge Shield value. If target is frozen, push nearby enemies away from you.

Psi Weaving:
Increased Fire, Cold and Lightning damage and res pen. Also applies to physical, but at half the value.

Altered Talents

Beyond the Flesh:
TK mindstars now project a blast of damage instead of pulling enemies. Chance, range and damage scale with mindstar tier (damage also scales on Mindpower). Active Aura damage is added to the blast at 2 times the usual power.

Quick as Thought:
Also increases mental crit chance.

Mindhook:
Can also target a wall to pull yourself.

Resonant Focus:
TK mindstars have increased chance to blast and also increase the radius of Voracity talents and the range non-melee mind powers.

Frenzied Focus:
TK mindstars attempt to blast all foes in range and Aura damage is added at 4 times the usual power.

Transcendent Telekinesis:
Resets Kinetic Blast, Telekinetic Crush and Puncture. Converts all damage to Physical while in effect. Kinetic Blast will also strike two random foes adjacent to the target.

Transcendent Electrokinesis:
Resets Charged Blast, Telekinetic Crush and Puncture. Converts all damage to Lightning while in effect. Charged Blast will also chain to 3 nearby enemies.

Static Net:
Static Charge damage is released with your next Telekinetic Crush or Charged Blast.

Transcendent Pyrokinesis:
Resets Thermal Blast, Telekinetic Crush and Puncture. Converts all damage to Fire or Cold (based on your increased damage) while in effect. Thermal Blast cold/freeze will hit in a radius 1 ball.

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Full details on the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951.
13 Comments
Keevan  [author] 29 Jul, 2021 @ 5:32am 
@Hermes Thanks for the kind words :)

I do have some more work I'd like to do on this in the future still, but I have been focused on other projects recently. There's a bit more I'd like to do with the exotic weapons (work out a way to have them appear as regular drops after learning Exotic Weapons Mastery), and then there are a few ideas I've been tossing around for quite a while that I may implement in the Naloren town (I've always wanted a non-Wild Gift Mindstar mastery talent line, and I have an idea that the Naloren may have some allies of other races some day who might offer such training).

As for changes, I apologize for not posting them here. I honestly just forget to do it. I'm here to share my work for ToME and I'm not really that familiar with Steam workshop, truthfully. However, I do always post changes on the ToME forum in this thread: ToME Forum [url]Cheers! [forums.te4.org]
Hermes 20 Jul, 2021 @ 9:43pm 
I'm a fan of this add-on and have been using it for years.
All the added elements (races, quests, weapons, additional talent acquisitions, artifacts) are well-balanced and match the background of the story.
In particular, the general-purpose weaponization and sale of Trident and Whip, and the Narole race are wonderful and are elements that we would like you to officially add.
You can see that the author loves Tome4.
I want you to continue updating in the future.:sans:

It would be great if you could see what changed when the latest version was released.:flowey:
Hermes 20 Jul, 2021 @ 9:38pm 
This is my favorite!:tobdog:
Keevan  [author] 15 Nov, 2019 @ 3:37pm 
@Phantomfrettchen Thanks again for the heads up, should be all sorted out now. This version was not up to date, but it was the original and had more subscribers. It's now updated, and the other item is deleted.
Keevan  [author] 15 Nov, 2019 @ 4:08am 
Ugh, this is like the third add-on this has happened to, and I have no clue why it happens. I'll have to dig into them when I have more time so I can figure out which one corresponds to the version on te4.org and then I'll delete the other.

Thanks for letting me know.
Iced_Delulu 15 Nov, 2019 @ 2:34am 
Yo Keevan, can you remove your other Naloren mod from steam? Since there are currently two.
Keevan  [author] 22 Jun, 2018 @ 4:44pm 
No worries. The distinction is pretty vague in most cases in ToME. The only one who really cares beside Naloren are Brawlers, otherwise they might as well be different flavors of the same thing. It's compounded by the fact that most things which are restricted from use in heavy and massive armor (like stealth, for example) usually just say they are incompatible with 'heavy armor'.
BionicCinamun 21 Jun, 2018 @ 7:23pm 
oh, maybe that was my mistake I was looking at the Massives
Keevan  [author] 21 Jun, 2018 @ 6:04pm 
I've just tested it and Gaurd Training is functioning properly for me; taking the fith point allows me to equip heavy armor with constitution. It may be a conflict with another addon. Also, it is strictly 'heavy' armor that is affected, not 'massive', just to be clear.
BionicCinamun 20 Jun, 2018 @ 3:59pm 
Oh yes, possible bug?
Guard Training's 5th talent point doesn't change the requirment to equip heavy armor to Con, it only changes the heavy armor skill's requierment.