# Necropolis remaining buildings — built-in image_gen

One edit per building/variant, 41 generated sources. Inputs are original decoded pixels on padded square magenta canvases. Local keying and registration were authorized by the user. Original animated overlays are retained; generated artwork is applied only to static base interiors.

## extraAnimation

Use case: precise-object-edit. Edit this original Heroes III Necropolis town-screen layer (extraAnimation). The reference is a square magenta registration canvas, NOT a composition to rearrange. Keep the entire square canvas, subject EXACTLY where it is, identical scale, silhouette, camera, existing roof count, storeys, apertures, crag and placement. Do not center, enlarge or crop the subject; keep all empty magenta space including below narrow strips. Restore finely painted high-resolution details: defined grey-green limestone blocks, dark slate roofing, weathered arches, brown timber and carved funerary stone where already present. Restrained clean painted dark fantasy matching late-1990s prerendered Heroes III, a modest increase in material clarity. Match original brightness and muted color masses. No new buildings, no extra towers/floors, no characters, no invented decorations or text. Keep any existing water/fire/smoke/glow in its existing place; do not add effects. Background MUST stay flat solid #FF00FF magenta, no checkerboard or gradient. Same square full-canvas layout is essential for original game masks.

## mageGuild1

Use case: precise-object-edit. Edit this original Heroes III Necropolis town-screen layer (mageGuild1). The reference is a square magenta registration canvas, NOT a composition to rearrange. Keep the entire square canvas, subject EXACTLY where it is, identical scale, silhouette, camera, existing roof count, storeys, apertures, crag and placement. Do not center, enlarge or crop the subject; keep all empty magenta space including below narrow strips. Restore finely painted high-resolution details: defined grey-green limestone blocks, dark slate roofing, weathered arches, brown timber and carved funerary stone where already present. Restrained clean painted dark fantasy matching late-1990s prerendered Heroes III, a modest increase in material clarity. Match original brightness and muted color masses. No new buildings, no extra towers/floors, no characters, no invented decorations or text. Keep any existing water/fire/smoke/glow in its existing place; do not add effects. Background MUST stay flat solid #FF00FF magenta, no checkerboard or gradient. Same square full-canvas layout is essential for original game masks.

## mageGuild2

Use case: precise-object-edit. Edit this original Heroes III Necropolis town-screen layer (mageGuild2). The reference is a square magenta registration canvas, NOT a composition to rearrange. Keep the entire square canvas, subject EXACTLY where it is, identical scale, silhouette, camera, existing roof count, storeys, apertures, crag and placement. Do not center, enlarge or crop the subject; keep all empty magenta space including below narrow strips. Restore finely painted high-resolution details: defined grey-green limestone blocks, dark slate roofing, weathered arches, brown timber and carved funerary stone where already present. Restrained clean painted dark fantasy matching late-1990s prerendered Heroes III, a modest increase in material clarity. Match original brightness and muted color masses. No new buildings, no extra towers/floors, no characters, no invented decorations or text. Keep any existing water/fire/smoke/glow in its existing place; do not add effects. Background MUST stay flat solid #FF00FF magenta, no checkerboard or gradient. Same square full-canvas layout is essential for original game masks.

## mageGuild3

Use case: precise-object-edit. Edit this original Heroes III Necropolis town-screen layer (mageGuild3). The reference is a square magenta registration canvas, NOT a composition to rearrange. Keep the entire square canvas, subject EXACTLY where it is, identical scale, silhouette, camera, existing roof count, storeys, apertures, crag and placement. Do not center, enlarge or crop the subject; keep all empty magenta space including below narrow strips. Restore finely painted high-resolution details: defined grey-green limestone blocks, dark slate roofing, weathered arches, brown timber and carved funerary stone where already present. Restrained clean painted dark fantasy matching late-1990s prerendered Heroes III, a modest increase in material clarity. Match original brightness and muted color masses. No new buildings, no extra towers/floors, no characters, no invented decorations or text. Keep any existing water/fire/smoke/glow in its existing place; do not add effects. Background MUST stay flat solid #FF00FF magenta, no checkerboard or gradient. Same square full-canvas layout is essential for original game masks.

## mageGuild4

Use case: precise-object-edit. Edit this original Heroes III Necropolis town-screen layer (mageGuild4). The reference is a square magenta registration canvas, NOT a composition to rearrange. Keep the entire square canvas, subject EXACTLY where it is, identical scale, silhouette, camera, existing roof count, storeys, apertures, crag and placement. Do not center, enlarge or crop the subject; keep all empty magenta space including below narrow strips. Restore finely painted high-resolution details: defined grey-green limestone blocks, dark slate roofing, weathered arches, brown timber and carved funerary stone where already present. Restrained clean painted dark fantasy matching late-1990s prerendered Heroes III, a modest increase in material clarity. Match original brightness and muted color masses. No new buildings, no extra towers/floors, no characters, no invented decorations or text. Keep any existing water/fire/smoke/glow in its existing place; do not add effects. Background MUST stay flat solid #FF00FF magenta, no checkerboard or gradient. Same square full-canvas layout is essential for original game masks.

## mageGuild5

Use case: precise-object-edit. Edit this original Heroes III Necropolis town-screen layer (mageGuild5). The reference is a square magenta registration canvas, NOT a composition to rearrange. Keep the entire square canvas, subject EXACTLY where it is, identical scale, silhouette, camera, existing roof count, storeys, apertures, crag and placement. Do not center, enlarge or crop the subject; keep all empty magenta space including below narrow strips. Restore finely painted high-resolution details: defined grey-green limestone blocks, dark slate roofing, weathered arches, brown timber and carved funerary stone where already present. Restrained clean painted dark fantasy matching late-1990s prerendered Heroes III, a modest increase in material clarity. Match original brightness and muted color masses. No new buildings, no extra towers/floors, no characters, no invented decorations or text. Keep any existing water/fire/smoke/glow in its existing place; do not add effects. Background MUST stay flat solid #FF00FF magenta, no checkerboard or gradient. Same square full-canvas layout is essential for original game masks.

## tavern

Use case: precise-object-edit. Edit this original Heroes III Necropolis town-screen layer (tavern). The reference is a square magenta registration canvas, NOT a composition to rearrange. Keep the entire square canvas, subject EXACTLY where it is, identical scale, silhouette, camera, existing roof count, storeys, apertures, crag and placement. Do not center, enlarge or crop the subject; keep all empty magenta space including below narrow strips. Restore finely painted high-resolution details: defined grey-green limestone blocks, dark slate roofing, weathered arches, brown timber and carved funerary stone where already present. Restrained clean painted dark fantasy matching late-1990s prerendered Heroes III, a modest increase in material clarity. Match original brightness and muted color masses. No new buildings, no extra towers/floors, no characters, no invented decorations or text. Keep any existing water/fire/smoke/glow in its existing place; do not add effects. Background MUST stay flat solid #FF00FF magenta, no checkerboard or gradient. Same square full-canvas layout is essential for original game masks.

## shipyard

Use case: precise-object-edit. Edit this original Heroes III Necropolis town-screen layer (shipyard). The reference is a square magenta registration canvas, NOT a composition to rearrange. Keep the entire square canvas, subject EXACTLY where it is, identical scale, silhouette, camera, existing roof count, storeys, apertures, crag and placement. Do not center, enlarge or crop the subject; keep all empty magenta space including below narrow strips. Restore finely painted high-resolution details: defined grey-green limestone blocks, dark slate roofing, weathered arches, brown timber and carved funerary stone where already present. Restrained clean painted dark fantasy matching late-1990s prerendered Heroes III, a modest increase in material clarity. Match original brightness and muted color masses. No new buildings, no extra towers/floors, no characters, no invented decorations or text. Keep any existing water/fire/smoke/glow in its existing place; do not add effects. Background MUST stay flat solid #FF00FF magenta, no checkerboard or gradient. Same square full-canvas layout is essential for original game masks.

## fort

Use case: precise-object-edit. Edit this original Heroes III Necropolis town-screen layer (fort). The reference is a square magenta registration canvas, NOT a composition to rearrange. Keep the entire square canvas, subject EXACTLY where it is, identical scale, silhouette, camera, existing roof count, storeys, apertures, crag and placement. Do not center, enlarge or crop the subject; keep all empty magenta space including below narrow strips. Restore finely painted high-resolution details: defined grey-green limestone blocks, dark slate roofing, weathered arches, brown timber and carved funerary stone where already present. Restrained clean painted dark fantasy matching late-1990s prerendered Heroes III, a modest increase in material clarity. Match original brightness and muted color masses. No new buildings, no extra towers/floors, no characters, no invented decorations or text. Keep any existing water/fire/smoke/glow in its existing place; do not add effects. Background MUST stay flat solid #FF00FF magenta, no checkerboard or gradient. Same square full-canvas layout is essential for original game masks.

## citadel

Use case: precise-object-edit. Edit this original Heroes III Necropolis town-screen layer (citadel). The reference is a square magenta registration canvas, NOT a composition to rearrange. Keep the entire square canvas, subject EXACTLY where it is, identical scale, silhouette, camera, existing roof count, storeys, apertures, crag and placement. Do not center, enlarge or crop the subject; keep all empty magenta space including below narrow strips. Restore finely painted high-resolution details: defined grey-green limestone blocks, dark slate roofing, weathered arches, brown timber and carved funerary stone where already present. Restrained clean painted dark fantasy matching late-1990s prerendered Heroes III, a modest increase in material clarity. Match original brightness and muted color masses. No new buildings, no extra towers/floors, no characters, no invented decorations or text. Keep any existing water/fire/smoke/glow in its existing place; do not add effects. Background MUST stay flat solid #FF00FF magenta, no checkerboard or gradient. Same square full-canvas layout is essential for original game masks.

## villageHall

Use case: precise-object-edit. Edit this original Heroes III Necropolis town-screen layer (villageHall). The reference is a square magenta registration canvas, NOT a composition to rearrange. Keep the entire square canvas, subject EXACTLY where it is, identical scale, silhouette, camera, existing roof count, storeys, apertures, crag and placement. Do not center, enlarge or crop the subject; keep all empty magenta space including below narrow strips. Restore finely painted high-resolution details: defined grey-green limestone blocks, dark slate roofing, weathered arches, brown timber and carved funerary stone where already present. Restrained clean painted dark fantasy matching late-1990s prerendered Heroes III, a modest increase in material clarity. Match original brightness and muted color masses. No new buildings, no extra towers/floors, no characters, no invented decorations or text. Keep any existing water/fire/smoke/glow in its existing place; do not add effects. Background MUST stay flat solid #FF00FF magenta, no checkerboard or gradient. Same square full-canvas layout is essential for original game masks.

## townHall

Use case: precise-object-edit. Edit this original Heroes III Necropolis town-screen layer (townHall). The reference is a square magenta registration canvas, NOT a composition to rearrange. Keep the entire square canvas, subject EXACTLY where it is, identical scale, silhouette, camera, existing roof count, storeys, apertures, crag and placement. Do not center, enlarge or crop the subject; keep all empty magenta space including below narrow strips. Restore finely painted high-resolution details: defined grey-green limestone blocks, dark slate roofing, weathered arches, brown timber and carved funerary stone where already present. Restrained clean painted dark fantasy matching late-1990s prerendered Heroes III, a modest increase in material clarity. Match original brightness and muted color masses. No new buildings, no extra towers/floors, no characters, no invented decorations or text. Keep any existing water/fire/smoke/glow in its existing place; do not add effects. Background MUST stay flat solid #FF00FF magenta, no checkerboard or gradient. Same square full-canvas layout is essential for original game masks.

## cityHall

Use case: precise-object-edit. Edit this original Heroes III Necropolis town-screen layer (cityHall). The reference is a square magenta registration canvas, NOT a composition to rearrange. Keep the entire square canvas, subject EXACTLY where it is, identical scale, silhouette, camera, existing roof count, storeys, apertures, crag and placement. Do not center, enlarge or crop the subject; keep all empty magenta space including below narrow strips. Restore finely painted high-resolution details: defined grey-green limestone blocks, dark slate roofing, weathered arches, brown timber and carved funerary stone where already present. Restrained clean painted dark fantasy matching late-1990s prerendered Heroes III, a modest increase in material clarity. Match original brightness and muted color masses. No new buildings, no extra towers/floors, no characters, no invented decorations or text. Keep any existing water/fire/smoke/glow in its existing place; do not add effects. Background MUST stay flat solid #FF00FF magenta, no checkerboard or gradient. Same square full-canvas layout is essential for original game masks.

## capitol

Use case: precise-object-edit. Edit this original Heroes III Necropolis town-screen layer (capitol). The reference is a square magenta registration canvas, NOT a composition to rearrange. Keep the entire square canvas, subject EXACTLY where it is, identical scale, silhouette, camera, existing roof count, storeys, apertures, crag and placement. Do not center, enlarge or crop the subject; keep all empty magenta space including below narrow strips. Restore finely painted high-resolution details: defined grey-green limestone blocks, dark slate roofing, weathered arches, brown timber and carved funerary stone where already present. Restrained clean painted dark fantasy matching late-1990s prerendered Heroes III, a modest increase in material clarity. Match original brightness and muted color masses. No new buildings, no extra towers/floors, no characters, no invented decorations or text. Keep any existing water/fire/smoke/glow in its existing place; do not add effects. Background MUST stay flat solid #FF00FF magenta, no checkerboard or gradient. Same square full-canvas layout is essential for original game masks.

## marketplace

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (marketplace) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## resourceSilo

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (resourceSilo) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## blacksmith

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (blacksmith) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## special1

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (special1) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## horde1

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (horde1) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## horde1Upgr

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (horde1Upgr) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## ship

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (ship) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## special2

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (special2) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## special3

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (special3) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## grail

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (grail) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## extraTownHall

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (extraTownHall) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## extraCityHall

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (extraCityHall) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## extraCapitol

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (extraCapitol) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## dwellingLvl1

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (dwellingLvl1) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## dwellingLvl2

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (dwellingLvl2) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## dwellingLvl3

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (dwellingLvl3) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## dwellingLvl4

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (dwellingLvl4) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## dwellingLvl5

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (dwellingLvl5) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## dwellingLvl6

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (dwellingLvl6) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## dwellingLvl7

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (dwellingLvl7) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## dwellingUpLvl1

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (dwellingUpLvl1) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## dwellingUpLvl2

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (dwellingUpLvl2) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## dwellingUpLvl3

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (dwellingUpLvl3) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## dwellingUpLvl4

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (dwellingUpLvl4) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## dwellingUpLvl5

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (dwellingUpLvl5) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## dwellingUpLvl6

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (dwellingUpLvl6) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.

## dwellingUpLvl7

Use case: precise-object-edit. Restore this original Heroes III Necropolis town-screen layer (dwellingUpLvl7) with crisp finely painted detail. Input is a square REGISTRATION CANVAS: preserve exact subject position, scale, silhouette, separated islands and all empty space; do not center, enlarge, crop or redesign. Keep the same building, roofs, openings, ruins, bones and terrain that are visible. Clarify grey-green masonry blocks, dark slate tiles, weathered carved stone, timber, skulls and crag facets as applicable, modestly refined dark fantasy painting matching Heroes III. Same subdued color masses and lighting, no dramatic relighting, new architecture, new floors, new decorations, characters or text. Keep any existing fire/water/smoke/glow in its original area; do not add effects. Maintain a perfectly solid #FF00FF magenta backdrop everywhere outside the existing subject, including gaps; no checkerboard or gradient. Full square canvas identical layout, including broad empty margins and very thin or fragmented original structures.
