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The pricing policy for spells is changing, and a tiered system is being introduced.
1. Heroes have 5 mana per unit of knowledge (as before).
Duel heroes receive limits of 15/25/35/45 (previously 20/30/40/50).
2. The price range for spells is being expanded: the mana cost is non-linearly proportional to the spell's power – for example, a spell that is twice as powerful will cost approximately four times as much mana.
1) 1-2 (previously 2-4), 30% power
2) 3-5 (previously 5-7), 40% power
3) 6-8 (previously 8-11), 50% power
4) 10-15 (previously 12-14), 70% power
5) 20-30 (previously 16-20), 100% power
The key idea behind the tiered system is that, with any remaining mana, it will be beneficial to cast spells within a specific price range (rather than always casting the most powerful spells), thus repeatedly moving down to the next tier. At the same time, a good selection of spells from that tier should always be available. In numbers, this means that for any amount of mana a player has, there should be spells that cost 20-50% of that amount.
Thus, the tiered system inherits the following advantages:
- mana scarcity (it is impossible to spam top-tier spells throughout the battle; price matters, and mana is always in demand)
- mana abundance (you can cast spells throughout the battle without running out of mana)
When playing on the map, the tiered system will allow for normal spellcasting even with a knowledge level of 1 (up to 3-5 level 1 spells). In the original game, with such a knowledge level, you would struggle to cast even two level 1 spells, and mana regeneration is minimal. On the other hand, there, with a knowledge level of 8, you could already afford to cast 4+ top-level spells in a battle; here, to achieve the same, you need to increase your knowledge to 20. That is, knowledge matters at any level.
How do mana discounts from perks work? They reduce the cost of spells by 20%, rounded down. And this is very important for low-level spells – for example, any spell with a cost of 1 mana becomes completely free!