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#314
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turinik
It's concerning! "Reducing the damage of impact magic to 80% so that Synitar's life isn't too easy."
The magic is a bit weaker, although not drastically. Chaos still consumes from 8 to 30 mana, so if it deals little damage, I'll turn Synitar into a buffer, a healer, or a caster of support spells.
Chaos was too powerful before, but I want to point out that this is a weakening compared to the previous version of the mod, not the original. Compared to the original, a level 2 stone spell can now be compared to a level 5 shock spell, considering the bonuses in duels.

The magic consumes from 3 to 16 mana, and there are no bonuses in duels.

As I understand it, the map is still being played, so it's better to wait for later versions that include gameplay on the map.
If it were just about duels. When you move to the global map, Synitar will become weaker.
He will become weaker – at what stage of the game? If it's about running out of mana during exploration, I plan to add mana regeneration after each battle, 1 per point of knowledge, and 2 with mysticism.

Also, I don't remember how it is now, but the starting Synitar, like other heroes, will have 6 starting perks instead of 3, and a total of 8 stats (specifically for Synitar: 1/0/4/3).

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