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Old March 17th, 2005, 12:21 AM

quantum_mechani quantum_mechani is offline
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Default Re: Nation Mod Release: Gollarn

Quote:
Tuidjy said:
Quote:
quantum_mechani said:
Quote:
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.
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.

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?

Quote:
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?
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.
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).
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