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				Tuidjy said: 
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				quantum_mechani said: 
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				Tuidjy said: 
The master hunter may need some toning down.  Stealth +25 for an assassin is  
a bit over the top, and the armour piercing daggers make him quite deadly  
even against armour.  
			
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 I'm not that worried about the master hunter, a few bodyguards will take care of him, unless he is equipped, at which point his built in weapons don't matter as much. 
 
			
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 Oh, the weapons matter only against the indies in the very beginning.  The  
reason I am worried about him is the high stealth, because a properly equipped  
assassin is a true pain, and a stealth 25 one is very hard to find.  How do you 
justify a guy out of his element having the stealth of a van with glamour? 
 
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				 I will also be interested to see how the clayformer will work out in a long game. BTW, what do you consider their great researcher?  
			
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 The EDHHH guy that costs 160 or so.  Researchers that can be used for domain 
push are great in my book, but as I said, it does not seem to matter that much 
because they really have NO battlefield mages to speak of.  I am starting to 
think that maybe this mod is underpowered, at least when it comes to magic.  
			
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 I would justify the stealth as a combination of using tunnels unknown to other nations, superb training, and natural reflexes and stealth. I could swap them for the depth diver or watcher in being capital only though.
As for being under powered in magic, again this is a result of toning down since the concept thread. The original watcher of the depths had 2E and 4 sorcery randoms (2 linked 2 unlinked).