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.
Yeah... sorry, but was I wasting my time creating an anti-multidebuff for the Warlock? It works fine now, although there were some bugs at the beginning.
Have they fixed the issue of increasing the number of neutral creatures when fleeing? Someone recently complained that after checking the Guardian Angel spell, their number increased from 3 to 4...
There are still bugs: using navigation maps on land (whether it's manipulating the Admiral's Hat or fleeing from the sea).
Yes, this is very annoying on fixed maps (there's almost always sea).
Raising additional undead from summoned creatures (elementals, clones, demons). To do this, you need an enemy Necromancer hero and drain his "summoners" (usually with area-of-effect magic). He will receive undead, and after fleeing from him and attacking him a second time, you can use this extra undead for experience/your own undead.
What a bug... it's a feature!
You can "boost" a hero by dismissing him; it's possible (though very unlikely in online games) to have a more developed hero when dismissing/killing him. Then, when you hire him again, he will have 2000 mana points.
You can consider this a "proof." It's similar to digging up a developed or artifact-equipped companion hero in the tavern.