Castle: the color of the creatures could be red -evil (like in H5 - TotE) or yellow, wich could represent divine good
LvL 1 - Militia (a defense creature with a shield in his arm)
Attack - 4
Defense - 7
Shots - None
Damage - 2-3
Health - 10
Speed - 5
Cost - 75g
Abilities - None
LvL 2 - Crossbowman (a creature with a very higher attack than Marksman but expensive)
Attack - 7
Defense - 3
Shots - 14
Damage - 2-3
Health - 10
Speed - 9
Cost - 160g
Abilities - ranged,shots once, no range penalty
LvL 3 - Imperial Griffin (for yellow line-up) or Blood Griffin (for red line-up) with armor on it that makes him slower in combats
Attack - 9
Defense - 8
Shots - none
Damage - 4-6
Health - 30
Speed - 8
Cost - 240g
Abilities - large creature, fly, no enemy retaliation
LvL 4 - Squire
Attack - 11
Defense - 9
Shots - none
Damage - 7-10
Health - 35
Speed - 6
Cost - 420g
Abilities - stun (the afflicted creature can't attack next turn)
LvL 5 - Inquistor (a blood-red zealot) or Priest (a man with light-yellow robes)
Attack - 11
Defense - 10
Shots - 24
Damage - 10-12
Health - 45
Speed - 6
Cost - 470g
Abilities - ranged, for Inquistor - casts Poison when attacks with range and casts Curse when attacks on mellee.
for Priest - casts Cure 2 times per combat and 15% chance to regenerate when attacks
LvL 6 - Paladin or Heavy Cavalier
Attack - 16
Defense - 16
Shots - none
Damage - 20-25
Health - 100
Speed - 10
Cost - 1300g
Abilities - large creature, for Heavy Cavalier - Retun
for Paladin - summon Angels (1 angel/ 5 paladins)
LvL 7 - Seraphin (red line-up) or Cherubim (for yellow line-up)
Attack - 30
Defense - 30
Shots - none
Damage - 45-50
Health - 350
Speed - 16
Cost - 5000g + 3 gems
Abilities - large creature, flyer, for Seraphin - 100% damage to devils, immune to damage spells
for Cherubim - 200% damage to devils, ressurect allies twice
So...in conclusion my alternative upgrades will be more for defense and healing/cursing. I hope you will use some of my ideas...tomorrow I'll post my ideas for another faction. Thanks
