Experience, mage life and battle rules: a big balance update

Today's update changes the rules. I checked the battle and mage progression against the classic rules and fixed the places where ours differed. Here is everything important, in order, and why it was done.

■ EXPERIENCE AND LEVELS

• The experience table was read the wrong way. Each number in it was treated as the price of one level, while it is the total experience at which the level opens. Now a step costs the difference between neighbouring rows: 80 experience from level 1 to 2, 620 from level 10 to 11, 2,290 from level 29 to 30. The whole road to level 30 takes 30,710 experience instead of 300,760.
• The experience you already spent on levels at the old prices is not lost: the overpayment is in your experience bank. Go to the Mage Tower and press "Level Up", the bank adds what is missing. Crowns for new levels are charged as usual.
• The experience bank keeps exactly as much as you need to reach level 30: there is nothing else to spend it on.
• Gold for experience at the Bank: 1 gold = 20 experience (it was 200). Levels became ten times cheaper, and at the old rate level 30 could be bought for about a hundred and fifty gold. The price of a level in gold stays the same.

■ MAGE LIFE

• Every mage now has a base of 30 life. A level no longer adds life by itself: the "Add 1 energy and 3 life" choice on a level-up gives +3, and the first reincarnation gives +10 (from level 9).
• The levels you already took count as +3 life each, whatever you picked for them. A level 15 mage now has 75 life instead of 130. A reset at the Mage Tower does not erase this bonus.
• Monsters and bots lost life in the same proportion, so the balance of power against them is the same. The fights themselves became shorter.
• Why: life used to grow by itself, and almost nobody picked the life choice. Now it is a real choice between life, astral power, scrolls and a skill.
• A castle siege now lets you in with 15 life (it was 30).

■ BATTLE

• The mage who moves second gets energy on their very first turn. Before, the second mage started without it and was a turn behind.
• The Wrath of the Gods comes on turn 50, a draw on turn 70: the turns of both mages are counted in a row. Before, rounds were counted and the Wrath came twice as late.
• The start under the Frigold rules: 5 energy of your own element and 4 of each other.
• The Hydra hits the mage through an empty cell, and its healing on summon can raise life above the maximum.
• Zmey Gorynych deals unblockable damage to three targets. The Obsidian Gargoyle lowers the attacker's attack before the hit. The Celestial Judge does not strike if the creature opposite is stunned. The Dragon no longer drains Water energy.
• Rounding: the Giant Turtle cuts damage down, Rage gives +50% rounded up and only to those who were on the field when it was cast, Chaos takes a third of the energy rounded up.

■ SKILLS

• Power of the Depths: instead of an attack bonus, Water creatures hit the attacker back (5% of their attack per skill level, plus 1). At skill levels 4 and 5 strong Water creatures also heal at the start of the turn.
• Power Expert: returns 3% of a creature's summon energy per skill level, gives creatures +2% life per level, and +1 attack at level 5.
• Sorcery Expert: +8% per level to elemental spells. It does not boost neutral spells.

■ ITEMS

• Item durability went up: runes 500, belt items 100, common items 200, rare 300, unique 400. The remaining durability of your items grew in the same proportion, including the market and the clan arsenal.
• Runes are still single-use. A rune's durability shows how many fights it survives on the belt until you use it.

■ RAIDS, TOURNAMENTS, CARAVANS

• Some raids accept only mages of exactly their level: Orcs, Goblins, Robbers, Wild Boars and others. If you are higher, lower your level at the Inn "Seven Roads".
• Limited and unrated tournaments are played with Starter scrolls only, without belt items and without rare items.
• The Clan Tournament starts at 19:00. A win over a bot gives the clan no rating.
• Caravan guards are picked by your real level, not the one lowered at the Inn.

Details are in the Library: the articles "Levels, experience and rank", "Health and healing", "The bank, gold and VIP".

If something works differently from what is written here, write to me and we will sort it out.
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