Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
So, what will be left for the Necropolis faction? There will be no Necromancy, and no Lords either. All that will remain is to prohibit the construction of the Converter. Why are Necropolis strong in random maps? Because of the large number of low-level creatures, which allows them to quickly gather a large number of skeletons. If Necromancy is reduced, Necropolis will no longer have that advantage. But what will be left of them if vampires are also removed? Then all that remains for Necropolis is to have all their heroes run around the map, collect low-level creatures, and transport them to the Converter. Let's then prohibit the upgrade of Pit Lords – isn't that a cheesy castle? In random maps, you can also deal significant damage with Demons, and they will be better than skeletons. Also, let's remove the Mana Vortex – doubling mana is a complete cheat, not to mention the summoning portal. We need to leave at least some unique feature for the city, right? And just Vamp Lords alone don't make the castle "overpowered."