Level 1 - hobbit militia. Ranged attacker, low health.
Level 1.5 - hobbit warrior. Ranged attacker. Magic resistance - 20%.
Appearance: ordinary. The improved version is "enhanced" with combat armor.
Level 2 - gargoyle.
Level 2.5 - obsidian gargoyle.
Appearance: ordinary.
Level 3 - stone warrior. Low speed. 20% magic resistance.
Level 3.5 - steel warrior. Below average speed. 50% magic resistance.
Appearance: golem, but with a small number of Da Vinci-style flourishes, like all the tech units of this faction.
Level 4 - dwarves. Magic resistance - 10%.
Level 4.5 - battle dwarves. Magic resistance - 20%.
Appearance: ordinary. The improved version is hidden in armor similar to Heroes of Might and Magic 5.
Level 5 - mages.
Level 5.5 - archmages.
Appearance: ordinary.
Level 6 - Thane. Teleportation.
Level 6.5 - Storm Lord. Teleportation.
Appearance: from Heroes 5.
Level 7. Two options:
a) There is no level 7 unit, but there is a building that every week increases the growth rate of two random types of creatures from the castle by 1.5 times. As an add-on to the mage castle, it would be logical if it only had 6 creatures, since it is just an add-on. That is, some of the creatures have moved out of the mage castle. And on the other hand, it is easier not to draw another new unit.
b) Level 7 - war machine.
Level 7.5 - tank. Strong armor, immune to attacks from level 1 creatures. Melee combat, but can destroy walls at a distance (built-in catapult). Ability: crushes enemies: 5 creatures in the squad are guaranteed to die, except for level 6 and 7 units.
Conclusion: draw two new dwellings and units, all the rest can remain in the old form of Heroes 3. In fact, that's what it was intended for, for Heroes 3 [and no machine guns, chainsaws, or flamethrowers!] :cool: