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 Adds the Nargol as a playable Halfling subrace.

Studious to a fault, yet racist to the core, the Nargol empire once dominated Maj'Eyal. Though their superiority complex has been much humbled by the Age of Pyre, their brilliant inquisitive minds have not. Nargol may take any combination of any four talents in their race tree, with more talents being unlocked later.
1. Concentrate: select a non-instant, non-fixed-cooldown talent. That talent will always be cast at effective level 4, but its cooldown will increase proportionally with how many levels this talent is effectively adding. If your selected talent has an effective level over 4, its cooldown will be reduced instead.
1. Space Out: each talent cast will increase your negative life slightly.

2. Recompose: select an activated talent that has a cooldown. If you are affected by any non-other debuffs, using that talent will reduce the duration of each by a percent of that talent's cooldown, spread out across all debuffs affecting you and with a minimum of 1.
2. Switchup: each time you use a talent with low cooldown in combat (hint: shoot and attack are talents), you gain a buff that lasts 3 turns and can stack. Using a talent with long cooldown will consume this buff to give it extra levels.

3. Practice: select an activated talent with less than 10 turns of cooldown that does not change the world in a permanent way and does not have a fixed cooldown. Each time you kill a creature that is worth experience, the raw level and mastery of this talent will increase to a cap.
3. Multitask: each time you cast a non-instant class talent, you get a buff of a random rank. Using a talent of that rank grants you extra speed.

4. Hyperfixate: instant sustain. Each turn your talent cooldowns are halved at the cost of burning away your life.
4. Epiphany: instant sustain. All eligible talents gain extra level and mastery, but render their entire category unusable when you cast them. Restore categories by burning out other categories. When you deactivate, become weakened with lower talent level.

In addition, they have a secondary "Imperialist" tree unlocked by wearing the Crown of Command, then unlocking it with a category point:
Duality: trade global speed and combat speed with each other and cause projectiles to hit instantly by toggling this talent.
Polymath: more talent levels for more power, more unlocked categories for more damage.
Expeditious: cause a portion all incoming damage to be procrastinated into the future.
Memento Mori: Second Life-like passive that grants a powerful boost to all base racials, then completely nullifies them while it's cooling down.

Race: Doomling

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This addon requires the Ashes of Urh'Rok DLC to function.

Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents.

Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level.
Doomlings are unlocked along with Doomelves.

Racial Abilities

  • Curse of the Little Folk - Lower an enemy's saves, defenses, and damage dealt for 5 turns.
  • Unflinching - Taking a lot of damage at once removes movement-impairing effects or briefly makes you immune to them.
  • Predatory Mindset - Deal more damage when you can see exactly one enemy.
  • Doom Hunt - Focus on an enemy so you can see no one else, also negating its stealth and lowering its effect immunities.

Feling Race

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Adds the Feling subrace to halflings. Born of magical bloodlines, they take on the shape and nature of cats.

Hurried Halfling

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This adds the Hurried Halfling race, as discussed here and here.

  • Tier 1 - Duck and Dodge: Quickly duck and dodge past enemies, travelling to target space up to 3 spaces away. This can let you pass through enemies, and will not break Wild Speed.
  • Tier 2 - Indomitable: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years.
    Removes 2-6 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2-6 turns.
    This talent takes no time to use.
  • Tier 3- Evasive Maneuvers: Halflings have always been a very organised and methodical race; the more foes they face, the more organised they are.
    Whenever a melee attack is made against you, you gain a 10% evasion rate for 2-6 turns. This can stack up to 2-6 times, but each creature may only give you this bonus once. (This will reset when you leave the level.)
  • Tier 4 - Fleet of Foot: Halflings have long known that sometimes, the best response to danger is to run away.
    Whenever you take more than 14%-10% of your max life in a single hit (currently X), you will gain a Wild Speed effect for 1 turn, increasing your movement speed by 200%-500%. (This will deactivate if you take any action other than movement.)

My first online character.

I finally read that I needed to created an online profile at the te4.org site instead of in the game module. Unfortunately, it didn't upload Snik 4, my best still-living offline character so far, so I'm starting a new one.

Meet Snik 5, halfling rogue. She, like the previous four Sniks was inspired by Burb Lulls' Eden, but not going for the no-stores challenge just yet.

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