i wonder. their lore, mana, and +50 gifts make them off the charts op for a single acct player, but then like in mo1 when you had an op crafter, you get this feeling thats like hey i actually wanna use this stuff haha.
i still stand by what i said: buff their overall base att points significantly like, i dunno, legit 20-30. they shouldnt be competing with sheevs. they should have massive extra pts, then what id do is double their attribute clades, both the max and the reg free at ones. so +4, +8. then they all have hybrid potential, khur is viable as even a heavy hybrid, kallard gets 117 str, sid can compete with hue for fat mage. the only clades id really change are the north and south ones, and id do that by attaching an extra bonus to each that is somewhat thematic, even if its like 5% ecu/ele dmg for hot and 5% resist for cold.
id also consider putting 1.25 like horse speed gifts along w weather resist cuz they are under rough rider.
book reading lores to 90 on 100 int human is no joke. its an early game boost but it takes the edge off. also might wanna buff the npc sell thing to 10% to line up with veela butcher gift (main other money making gift.)
other than a veela i have a hard time rolling a non human cuz of the advantages i mentioned, but yea... playing them outside of town would be p cool too. haha.