Allright. Time to make new suggestions (I love it =P , let's reckon)
Creatures:
*
Assasins: I think they're in general an awesome offensive creature when recruiting them right off the bat at the start of the game and playing a
warrior or even paladin/mage specialised in Chaos magic. Moreover if you equip them with Assasin's Dagger or another(s) item(s) which improves them directly or indirectly.
But in Trent, they have two or three clear caveats:
1. Not time enough to increase their Find Weakness damage bonuses to really high degrees/percents.
2. Poor leadership/hit points ratio when compared against Royal Snakes.
3. Depending on your luck, lack the appropiate spells to protect them properly.
Hence, I 'd suggest a +10 or +15 bonus to their HP. This little boost could make a huge difference when facing them as enemies or trying to improve their survivability chances in our hands.
*
Knights and Paladins:
As I have mentioned several times in this post, Crossworlds doesn't have a real cap on Resistances (95% is approximately the same as 100%), which means you can make units almost invulnerable to a few or several damage types. And sadly, this sometimes turns the game into cakewalk.
Due to it, I think would be more reasonable to reduce and set their Steel Amor protection to 25%. Otherwise, when combined with any item that raises physical resistance +10% or more and cast Stone Skin III, unless there're other kind of non physical damages in the battlefield, is game over. Furthermore, Archmages Magic Shield can even exploiting it farer.
Besides, Knights and Paladins are already
insanely protected by Mastery, high defense base stat and what not.
We can also nerf Stone Skin, of course, but I think that would be complementary and non substitutive.
Spells: (nerfs and enhancements)
Hell Breath
Power: 30, 40, 50 (from 20, 30, 40)
Perhaps is a bit too much of a boost, but the reality is I never used this spell before thinking about this enhancement... Too low benefit for warriors and pals not focused in Chaos AND Intelect.
Doom
I wouldn't pay more than 12 mana for it, regardless its level. Helplesness cost MUCH less and I have the impression its actually equally or more effective against high defense creatures.
Stone Skin
Duration: 2-3-4 (instead of 3-4-5) I never understood why it has a so long base duration on the first place when compared to other common, ordinary spells. It seems to me that the developers though (errousnesly), that the initiative penalty would be much more of a nuissance than it actually is.
Power: 10, 20, 30. Same scenario and reflection.
*Penalty: -2,-2,-2 Heh, heh,heh

You want to be solid like the stone, eh? There you have.
*: This is more experimental and non so important than the duration and protection part.