Re: MA al-Nadim - The thousand and one nights (Feature completish, playtest now!)
Pro's: great combat mages, strong sacreds, solid infantry, strong summons, fantastic magical diversity,
Con's: horrible province defense, old mages
I did some play testing on mighty. Once again I have to reiterate how powerful Dervishes are with a 9 water bless. They effectively have 4 attacks and a defensive rating of 19. This enables a small group of them to take out virtually any independent province with virtually no losses. I'd recommend removing 1-2 points of defense from them, simply to keep them from simultaneously being both a moving barrier and a murder machine.
Grand Visers are amazingly good combat mages. They can easily cast both high level fire and water evocations, while also giving them access to the rare and under utilized acid branch. Astral allows them to communion and further boost their casting levels. This easily puts them in the top 5 combat mages of the middle era. They can also easily forge rune smashers, and any level 3 visers can with a ring of sorcery and another generic booster forge a staff of elemental mastery. The fact that they are recruit able anywhere makes them even more powerful. Because of this, I'd recommend making them more expensive while dropping their automatic astral.
You need to fix the coding on the Marid portion of the summon tree, as summon marids produces marid sultans, summon marid beys produces an ifrit bey, and summon marid sultan produces a marid bey. I'd probably raise the summoning level of basic Jinns by 1 and of the Jinn sultans to 8 as they are very good mages/thugs and can easily reach the SC level. They are thankfully not quite in the seraph level, although they are still a very good summon.
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