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Here is a race I've come up with — the Higher Mind.
Colors — black and blue.
Emblem — an eight-pointed star.
Motto — "Mind is the ultimate power!"
History — When the subjects of Tuatha Dé Nanann first descended underground, they discovered the Katars—the true inhabitants of the depths (for those who didn't get it, Katars are illithids). Negotiations were successful, and the Katars gave them unsettled lands where Igg-Shail is now located. The Katars disliked wars, as they did not allow for concentration. The Katars despised magic, using psionics—the mental power of the mind—instead. The Katars also knew the secrets of growing living organisms, from which their labor force and army were created. The neighbors lived in peace, but one day the ruler of one clan treacherously attacked the Katar border city of Amshan. In response, the Katars launched a vendetta against the dark elves, using magic-dampening artifacts. Since then, these races have been in constant tension. When the Sixth Eclipse arrived, the Katars took the opportunity to conquer part of Igg-Shail. They repelled the demons relatively easily, and so that the elves would not interfere with them, they triggered a massive burst of psi-energy, which erased everything about the Katars from the elves' memory. Now they live under the Sea of Irsus.
Country — Katar-Shama.
Capital — Immar.
God — none.
Castle — Domed buildings carved into the rocks.
Units:
1. Ants.
Dwelling — Nest.
Description: The primary labor force of the Higher Mind, created by the Katars long ago. Ants perform all physical work. As warriors they are weak, but there are many of them. Their weak chitinous shell is compensated for by powerful mandibles, which they use in peacetime to crush ore.
Special abilities — worker (every 100 soldiers will bring one unit of ore every day).
1a. Warrior Ants.
Dwelling — Hive.
Warrior ants differ from their weaker brothers by a thick chitinous shell, larger mandibles, and lower speed. With their mandibles, they can inflict heavy wounds.
Special abilities: Crippling Bite.
1b. Scout Ants.
The Katars' fast troops strike so unexpectedly that the enemy is unable to respond. They also poison the victim, thereby compensating for weak defense.
Special abilities: Poison, enemy does not resist.
2. Spitters.
Dwelling — Underground Burrows.
Spitters are the builders of the Higher Mind. They spray jets of acid that dissolve even hard stone. In war, they dissolve even heavy armor.
Special abilities: shooter, acid (each attack by the creature reduces its defense)
2a. Weavers.
Dwelling — Underground Tunnels.
Weavers possess all the properties of spitters and additionally can shoot a web at the enemy, which prevents them from moving.
Special abilities: shooter, acid, web (once per battle it can shoot a web at an enemy, preventing them from moving for 3 turns)
2b. Heavy Spitters.
They are not as good shooters, but they have heavy armor and are much more skilled in close combat.
Special abilities: shooter, acid.
3. Elf Slaves.
Dwelling — Slave Barracks.
Dark elves who fell into the captivity of the Katars are subjugated and turned into slaves. They serve as guinea pigs for the Katars in peacetime, and during war they are fearless warriors who will die for their master.
Special abilities: Controlled (immunity to mind magic), bravery.
3a. Elf Gladiators.
Dwelling — Gladiator Barracks.
Gladiators are made from the strongest slaves. They are stronger, more durable, and have spikes on their bodies that wound anyone who attacks the gladiator.
Special abilities: Controlled, bravery, spiked armor (deals 10% of the gladiator's damage)
3b. Elf Assassins.
They are subjugated in a way that maximizes the elves' agility. They will not betray their master and kill even their own kin without a shadow of regret.
Special abilities: Controlled, bravery, enemy does not resist.
4. Katar Warrior.
Dwelling — Incubator.
Katars reproduce by spores, and if a spore enters the body of a warrior, a katar-warrior grows from them. They do not know psionics, but they are not controlled by mind magic. They are excellent warriors and fight even more strongly than human warriors
Special abilities: Katar (immunity to mind magic).
4a. Armored Katar.
Dwelling — Incubator-Barracks.
Armored Katars are true killing machines. Encased in heavy armor and wielding a heavy sword, they bring death to the enemies of the Higher Mind. The only downside is low speed.
Special abilities: Katar, armor.
4b. Elite Katar.
These Katars are excellent with the sword and can also attack the enemy with a psi-wave, which not only deals damage but also deprives them of counterattacks for 3 turns.
Special abilities: Katar, psi-wave (deals damage and deprives the creature of counterattacks for 3 turns; does not work on creatures immune to mind control).
5. Katar Psionic
Dwelling — Psionics Chamber.
Katar psionics are the primary inhabitants of the Higher Mind lands. They have mastered psionics and are capable of piercing even a titan's mind! They are also good shooters, but their defense is weak
Special abilities: Katar, psionic (possesses psionics: psi-wave, telepathy, suppression), concentration (can pierce the defense of those protected from mind magic), shooter.
5a. Manipulator.
Dwelling — Hall of Concentration.
Manipulators have perfected the art of subjugation. The mere presence of a manipulator strengthens subordinates, and a manipulator can sow discord in the enemy ranks or inspire their own warriors.
Special abilities: Katar, psionic (control, suppression, sense of victory), concentration, strengthening of controlled (Attack+1), shooter.
5b. Destructor.
Destructors can destroy even the most powerful warrior. They terrify even dragons, for a destructor can destroy any defense with one blow using psionics! But they are helpless in close combat.
Special abilities: Katar, psionic (psi-wave, rupture, devourer beam), shooter.
6. Dungeon Worm.
Dwelling — Worm Mine.
Worms are another race created by the Katars. These are enormous creatures that can devour a squad. But they are vulnerable to Fire, so a psi-shield is most often cast upon them.
Special abilities: Controlled, devourer (can devour one enemy unit once per battle. The unit disappears from the battlefield, and while the unit is inside, the worm regenerates. Damage — 10% of the life of the unit inside. If the worm is killed, the unit inside, if not yet dead, continues to fight. Cannot swallow large creatures.), 150% fire damage.
6a. Warrior Worm.
Dwelling — Worm Tunnels.
Warrior worms are huge armored monsters. Fire deals standard damage to them, and the worms themselves can break walls.
Special abilities: Controlled, breaks walls, armor.
6b. Poisonous Worms.
At a certain age, some worm eggs are taken to the incubator. Then poisonous worms emerge from them. They are well-protected against magic and attack with acid, but they are slower than their kin.
Special abilities: Controlled, poisonous breath, magic protection.
7. Seer.
Dwelling — Temple of Mind.
No one has seen the faces of the Seers. They are the elite of the Higher Mind. Seers are powerful warriors who fight with a one-handed sword. He is also capable of summoning a mighty psi-storm, which does not affect Katars.
Special abilities: Katar, psi-storm (once per battle summons a psi-storm. Psi-storm is similar to Armageddon but does not affect Katars.)
7a. All-Seeing.
Dwelling — Citadel of All-Seeing.
The All-Seeing are the lords of the Katars. They summon small directed psi-storms, which they apply countless times and use psionics. It is impossible to predict exactly what this will be.
Special abilities: Katar, directed psi-storm (similar to Earth Shock), random psionics.
7b. Higher Ones.
The Higher Ones know everything. They employ any level 1-3 psionics, and in close combat they have no equal. But they cannot create a psi-storm
Special abilities: Katar, psionics (all lvl 1-3).
Special buildings:
Queen — increases drone growth by 6.
Additional incubators — increase the growth of katar-warriors, armored katars, and elite katars by 2.
Laboratory — allows turning units of other races into ants, spitters, and worms.
Instead of a mages' guild — a psykers' guild.

Hero — Psionic, a own katar riding... (suggest ideas!) Shoots clumps of psi-energy through a crystal sphere.
Racial ability — Psionics, allows studying level 1-2, 3-4, and 5 psionics. Skills — Strong Mind (pierces immunity to mind magic), thought alteration (reduces target's damage, attack, speed), subjugation (a selected group of neutrals joins you, provided the hero's experience is 3 times greater than the creature's level).
Super-skill — Absolute control (one of the enemy heroes switches to your side, provided the controlling hero's level is 2 times higher than the controlled one's. The ability can be used once a week.
Heroes:
Kalad. Kalad, unlike other psionics, followed the path of Destruction, reaching unprecedented heights in it. He learned to break walls and erase flesh; furthermore, his skill in Destruction is passed on to his destructors. When the Katars marched on the well-fortified same city of Inshaost, it was Kalad who secured victory.
Art of Destroying: Enhances Destruction psionics: +10% damage for every 4 hero levels; also all destructors in the army receive +2 to damage for every 7 hero levels. Destruction psionics deal damage to walls.
Dorem. Dorem traveled the path from a simple scout to a master of Subjugation. He escaped various situations only because he had enormous abilities in hypnosis, and those controlled fought more fiercely than berserkers. But he is in no hurry to share the secret of hypnosis with other manipulators.
Controller: All controlled creatures receive +3 to Attack and Defense for every 6 hero levels; also the hero can control several enemy units without the "Hypnosis" skill.
Imzen. It is rare to find a warrior-commander among Katars, and completely impossible — one with good psionics. Unless you know Imzen. A great warrior and strong psionic, Imzen quickly won the trust of the Higher Mind. He is especially respected by katar-warriors, as he shows that warriors are not stupid butchers, as they were previously treated. Imzen's warriors fight fiercely and have never suffered a defeat.
Captain of Warriors: All katar-warriors, armored katars, and elite katars receive +2 to Attack and Defense for every 4 hero levels. They are also given the "Fury" ability.
Darib. Darib is a rare experimenter. He bred many strange beasts, but due to his knowledge of alchemy, laboratories require fewer resources, and ants breed faster.
Biologist: Laboratories require 10% fewer resources for every 3 hero levels; ant growth increases by 2 for every 4 hero levels.
Любовь и атомное оружие, братья, любовь и атомное оружие.

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