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A useful ability as an alternative to ranged attacks. The Dark Elves already have a difficult start, and it won't be possible to cast spells many times without consequences, taking advantage of the small army's stealth, due to the lack of mana, so the presence of invisibility in creatures of the 1st level with a small bonus for heroes with a little mana is quite justified, in my opinion.
Yes, that's true. But I had another consideration – if the mod doesn't aim to rethink the mechanics of the game (which, as far as I understand, was stated), then such a reduction is an obvious rethinking. Hunters with invisibility in the Dungeon have long become a canon and an important feature. If they need to be adjusted somehow, it is worth considering another direction – for example, reducing initiative, so that hunters find it more difficult to go into invisibility in time. Or reducing the duration of the ability, as has already been suggested (or even implemented) somewhere in another balance mod (for Nargoth?).