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In reply to Visiteur
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18 years ago
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Favorite of the Gods; 185205
Yes, it's big, Valkyrie is small.:)
I understand, it's like with the Dark Sorceress!
But you should specify which water spells she has!
In reply to UTER
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18 years ago
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UTER;185207
I understand, it's like with the Dark Sorceress!
But you need to specify which water spells she has!

Ice block and ring of cold. But they are not matriarchs; they have a spear, shield, and helmet. Like Greek warriors:smile36:

Added after 1 hour 10 minutes
How do you like the Blood Elves? Is it okay, I hope?:smile41:
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18 years ago
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haha. The name was taken from Warcraft, as there was nothing better.
Hmm... I'm interested in the set of creatures. I never thought that elves, and not just any elves, but BLOOD elves!!! [buahaha!], might have a Scandinavian (yes, a Valkyrie has absolutely nothing to do with Greece, buddy) warrior in their units. Or a South American one.
Dancing with Shadows - These warriors are the sons of dancing and dark elves.
Cool - like in the praying mantis, the female kills the male after mating, right? But the praying mantis does it to conserve energy, while the elves do it because of their intense hatred for each other.
Dance Captains - elves who have reached the peak of their art, capable of jumping and attacking at the same time.
Ooh, I want to be a Dance Captain too. Or better yet, a General of Singers. A stack of several hundred captains is a great team unit. It's clear that the officers are busy with work, and not sorting papers in the Dance Headquarters...
Amazons - they are recruited into the army voluntarily, and that is why female warriors are more dangerous than griffins.
Couldn't resist :[

"casting meteorites" with a level 3 unit, whose armor and spear are also passed down from generation to generation (apparently as artifacts - sources of spellpower) - cool.
Being a light buffer in a "chaotic race" is also cool.
They rode horses because demons appeared from the fire during the fire.
Logical, yep xDDD
Mastarali are archers who were transformed by the Sphere and began to use fire arrows filled with a fireball.
Cool, Deleb is jealous of his ballista. Uh... what sphere? O_O
4) B Defenders of Tarallas - these guards protect Haven from enemies. For this, Silanna bestowed upon them bows with silver arrows, capable of killing higher demons.
Hmm... as far as I remember, silver is against werewolves... and who are higher demons? A hero? :O Or can they kill a devil with a single shot? -.-
) B Demon Slayers - Probably the most dangerous giants in the Blood Elf army. They fully master the magic of Chaos. And they turn the magic of Demons against them.
Ooh. Fully?)) And even against the demons themselves?)
Does the fireball fly back into the pit or something? x)
Level 5 - a caster of Armageddon - awesome. I feel like I won't even need the "win" button.
I wonder how the giants were able to leave the silver cities unhindered?
6) Demigoddess - Daughters of Elrat who descended to help the children of Silanna. These formidable and beautiful girls are practically titan mages. They wield the magic of light and are able to create a shield that protects everyone standing nearby from light magic.
Damn, that's right, I've always lacked protection from light magic! I was always buffing myself and yawning, because it's not interesting when warriors are easily blessed, it should happen only half the time.
Valkyrie-Lone Wolf - this is the elite of the elite, she usually fights alone, but when there are more than 12 Valkyrie-Lone Wolves... They create a thunderclap after the attack, striking all enemy troops.
Cool, for maximum efficiency, the Valkyrie-Lone Wolf (what a name!) should fight in a large group. Great. I want a skeleton-lone wolf.
7) Higher Blood Elf - On a golden horse with a magic sword. This elite guard has magic swords that release a burst of primordial power.
7) A Prince of Blood Elves - these warriors cast Chaos and Light spells. They are also able to create a fog, as it is called in Elvish, "Ripasar Suess," which weakens the enemy.
7) B Descendants of Princes are those whose fathers saved the population of Cyris Talla. They were given a blessing from two dragons at once - Silanna and Ashi. They are the commanders of the blood elf troops.
Honestly, I don't even have the strength to comment anymore. I didn't know Asha was a dragon. Thanks for the information... and Silanna is a unicorn.
"Ripasar Suess" is a bad name for a fog. I suggest "Ultifizar Armsten," the "sword of primordial power" can be called "Aftuvinen Galderzuchenshen," and the horse-golem made of pure gold can be called "Antidisestablishmentarianism."

P.S. I spent so much time on this comment... why did I do it? I don't know. I guess I was bored:)

P.P.S.
I'll finish it later

Added 32 minutes ago
Let's continue.
You came up with these units in half an hour? And 20 minutes of that was spent on "Ripasar Suess"? O_O
In reply to Loken
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18 years ago
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And what about the race itself?:smile45: :smile22:
In reply to Loken
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18 years ago
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Loken;185423
Haha. Only the name was taken from Warcraft, as there was nothing better.
There was something better, though. However, the author preferred to only take the name. It's unclear why.
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18 years ago
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I meant that, lacking a better name, the author used the same one as in Warcraft.
In reply to Loken
18 years ago
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I'm a newbie at this, but I couldn't resist the urge to suggest something of my own. So, here I go.
My first suggestion is to take a feature from the fourth game, where you could leave the city with a group of creatures without a hero.
My second suggestion is to
introduce a new race.
"It is no secret that in every clan there are members whom nobody likes. And naturally, sooner or later, they are cast out from the friendly ranks of their people. Some for being provocative, some for a reason, but the fact remains.
For many years, the exiles wandered the world, becoming mercenaries, choosing the path of banditry, and occasionally standing up to protect the weak.
But one day, everything changed. It became known that the servants of Ranhull had erected a Temple to their ancient God on the island of Trunstar. The world was filled with rumors about the great treasures of this religious clan. The rulers of nearby lands decided to seize this easy prey. In response, the Adepts of Ranhull began to gather an army of mercenaries. Thousands of freedom-loving warriors began to arrive on the island of Trunstar. The islanders repelled the first attack, however, the will of the ancient God forever changed the lives of the defenders. Many mercenaries embraced the primitive faith, and for this, Ranhull—the god of elements—revealed to them the secret of ancient existence. The outcasts found a new Haven, and only now do they have a real chance to avenge their suffering."
Race name: OUTCASTS (or SERVANTS OF RANHULL, whichever you prefer)
Units:
1. MOUNTAIN DWARVES - Stocky little red-bearded fellows.
These dwarves were exiled because they didn't disclose a new gold vein and wanted to keep all the gold for themselves. They have full immunity to Earth magic.
Weapon - battle pick (or hammer).
1a. MASTER DWARVES - Chestnut hair, capable of summoning a small earthquake.
Weapon - war hammer (or axe, depending on 1).
1b. ACOLYTE DWARVES - These black-haired dwarves accepted the gift of the ancient god. Some parts of their bodies are covered in stone. They are capable of summoning a lava geyser and thereby turning the enemy to stone.
Weapon - double-edged battle axe.
2. NIGHT ELVES - they see well in the dark and are excellent at camouflage (similar to Warcraft elves). They were exiled for heinous murders. They have full immunity to poison.
Hair - long blonde, eyes green.
Weapon - forest bow.
2a. SHADOW ELVES - they live in complete harmony with nature. Sensitive to forest magic.
They can heal, but only their own kind, i.e., elves.
Appearance - black hair and yellow eyes.
Weapon - war bow, fires twice in a row.
2b. SERVANT ELVES - they use the gift of the ancients. Capable of controlling life-giving water. Summoning rains and destroying enemies using underground geysers.
Appearance - gray hair, blue eyes.
Weapon - sacred bow, they hold it horizontally and fire two arrows at once.
3. LONELY ORCS - orcs from the eastern forests. Exiled for their lack of desire to serve blood vendettas (very similar to the slave orcs from Warcraft). They have full immunity to Air magic.
Weapon - poison-dipped spear.
3a. DESERT ORCS - the wind is subject to these creatures. They can summon a destructive hurricane, tornado, or sandstorm.
(looking like the orcs from Lord of the Rings).
3b. FANATIC ORCS - through their fertile persistence in serving Ranhull, they earned the gift of controlling lightning. Electrical discharges constantly permeate their bodies. When closing in, they hit the enemy with a directed bolt of lightning, and enemies standing next to the target are hit by a chain charge. From a distance, they use magic to summon a celestial thunderstrike.
4. NORTHERN VAMPIRES - they will never resign themselves to their fate. Beautiful girls with a dark past. Upon attacking, they increase their number by 5% of the enemy's count. They have full immunity to Cold magic.
Weapon - two small sabers.
4a. CULT DEFENDERS - summon a snowstorm.
4b. GUARDIANS of Trunstar - their skin is covered in an icy crust. Upon attacking, the enemy is slowed. Icy shackles.
5. MERCENARIES - a man in a long hooded cloak. Carries a sword in a sash across his back.
They have full immunity to Fire magic.
5a. WARRIORS of RANHULL - the sword burns with divine flame. Can trigger a flame explosion.
5b. ADEPT WARRIORS - uses the divine gift, addresses the god with a prayer, and a fiery meteorite falls upon the enemy.
6. CHAOS MAGE - true servants of the ancient god. They have immunity to any magical effect, but low health. They attack from a distance.
Weapon - staff.
6a. WIZARD of LIGHT - when the time comes, a gifted chaos mage can become one. Fires a continuous solar beam that strikes everyone in its path, both strangers and allies. Blesses allies.
6b. SORCERER of DARKNESS - when the time comes, a talented chaos mage can become one. Upon attacking, he reads a spell and a suffocating veil of darkness arises around the enemy. Casts a curse on the opponent.
7. ANCIENT DRAGON - a one-headed hydra with wings, but cannot fly. Attacks from a distance with a fire breath. Magically summons an ice bolt.
7a. TWO-HEADED DRAGON - a two-headed winged hydra, it flies (similar to the chimera from Warcraft). One head attacks nearby with poison, and the second with cold (hitting adjacent units). Can summon celestial lightning with magic.
7b. THREE-HEADED DRAGON - (Zmey Gorynych) flies, attacks nearby. The attacked unit takes poison and fire damage, while neighboring enemies are slowed by cold.

Heroes of this race will ride zebras or camels. That's about it. However, I don't understand why there are no medusas, monsters, troglodytes, and naga in the fifth game? And why do the tribes of the east (goblins) ride mammoths instead of wolves or bulls?
But seriously, I would like the new race to be a nation of evil humans, something like bandits, and for the style to feature sultans and viziers, like in Assassin's Creed—West vs East.
18 years ago
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Quote:Dude, are you kidding? Gnomes and Orcs already exist!!! There are also evil people - the Sandmen from the Isle of Time, in the Sea of Irsus (my idea). It doesn't fit!

But these are outcasts! They have everything. Orcs, elves, and mages. That's why they are outcasts; they are weak individually, but strong together. And if you haven't noticed, each creature has been given an elemental god and an ability. Essentially, they are elementals in a different form. I just put all the elements and all the creatures into one race:) And what's wrong with that? It's like in real life, for example, when students from Mongolia, Congo, India, and China enroll in the same university in Russia. They start sticking together and behave like fellow countrymen.
In reply to Temp
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18 years ago
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Okay, fine. I also have many ideas – parakshas, blood elves, sol, the Blood Amulet, and much more. You come up with the race, the buildings, the history, and everything else.
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18 years ago
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Dude, are you kidding? Gnomes and Orcs already exist!!! There are also evil people – the Sandmen from the Isle of Time, in the Sea of Irsus (my idea). It doesn't fit!
Original... As far as I know, no one has ever tried to monopolize new cities:eek:.
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18 years ago
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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.
In reply to Freud
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18 years ago
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Small;188892
I came up with a race – the Higher Intellect.
Colors – black and blue.
Emblem – an eight-pointed star.
Motto – "Reason is the ultimate power!"
History – When the subjects of Tuidhana first descended underground, they discovered the Kathars – the true inhabitants of the depths (if someone doesn't understand, Kathars are illithids). Negotiations went well, and the Kathars gave them uninhabited lands where Igg-Shail is now located. The Kathars did not like wars, as they did not allow for concentration. The Kathars despised magic, instead using psionics – the mental power of the mind. The Kathars also knew the secrets of growing living organisms, from which their workforce and army were created. Neighbors lived in peace, but one day the ruler of one of the clans treacherously attacked the Kathar border town of Amshan. The Kathars, in turn, launched a vendetta against the dark elves, using artifacts that suppress magic. Since then, these races have been in constant tension. When the Sixth Eclipse arrived, the Kathars, taking advantage of the situation, conquered part of Igg-Shail. They repelled the demons relatively easily, and to prevent the elves from interfering, they created a huge surge of psychic energy that erased all memories of the Kathars from the elves' minds.
Country – Kathar-Shama.
Capital – Immar.
God – none.
Castle – Buildings with domes are carved into the rocks.
Units:
1. Drones.
Dwelling – Nest.
Description: The main workforce of the Higher Intellect was created by the Kathars a long time ago. Drones perform all physical work. As warriors, they are weak, but there are many of them. A weak chitinous shell is compensated by powerful mandibles, which they use to crush ore in peacetime.
Special abilities – worker (every 100 soldiers will bring one unit of ore each day).
1a. Drone Warriors.
Dwelling – Hive
Drone Warriors differ from their less powerful brethren in their thick chitinous shell, large mandibles, and lower speed. With their mandibles, they can inflict serious wounds.
Special abilities: Mutilating Bite.
1b. Drone Scouts.
The Kathars' fast troops strike so unexpectedly that the enemy is unable to respond. They also poison the victim, compensating for their weak defense.
Special abilities: Poison, enemy cannot resist.
2. Spitters.
Dwelling – Underground burrows.
Spitters are the builders of the Higher Intellect. They spray streams of acid, which dissolves even hard stone. In war, they dissolve even heavy armor.
Special abilities: ranged attacker, acid (each attack reduces the creature's defense)
2a. Weavers.
Dwelling – Underground tunnels.
Weavers have all the properties of Spitters and can also shoot a web at the enemy, which will prevent him from moving.
Special abilities: ranged attacker, acid, web (once per battle, can shoot a web at the enemy, which will prevent him from moving for 10 turns)
2b. Heavy Spitters.
They are not as good ranged attackers, but have heavy armor and are much more skilled in melee combat.
Special abilities: ranged attacker, acid.
3. Elf Slaves.
Dwelling – Slave barracks.
Dark elves who have fallen into the hands of the Kathars are subdued and made into slaves. They serve as guinea pigs for the Kathars in peacetime, and during the war, they are fearless warriors who will die for their master.
Special abilities: Controlled (immune to mind magic), bravery.
3a. Elf Gladiators.
Dwelling – Gladiator barracks.
The strongest slaves are made into gladiators. They are stronger, more resilient, and have spikes on their bodies that injure anyone who attacks the gladiator.
Special abilities: Controlled, bravery, spiky armor (deals 10% damage to the gladiator)
3b. Elf Assassins.
They are subdued in such a way as to maximize the use of the elves' agility. They will not betray their master and kill even their own kind without a shadow of regret.
Special abilities: Controlled, bravery, enemy cannot resist.
4. Kathar Warrior.
Dwelling – Incubator.
Kathars reproduce by spores, and if a spore enters the body of a warrior, a Kathar warrior grows from it. They do not know psionics, but are not controlled by mind magic. They are excellent warriors and fight even stronger than human warriors.
Special abilities: Kathar (immune to mind magic).
4a. Armored Kathar.
Dwelling – Incubator-barracks.
Armored Kathars are true killing machines. Clad in heavy armor and wielding a heavy sword, they bring death to the enemies of the Higher Intellect. The only downside is low speed.
Special abilities: Kathar, armor.
4b. Elite Kathar.
These Kathars are excellent swordsmen and can also attack the enemy with a psychic wave, which not only deals damage but also deprives him of counterattacks for 3 turns.
Special abilities: Kathar, psychic wave (deals damage and deprives the creature of counterattacks for 3 turns. does not work on creatures immune to mind control).

That's all for now, I can't write anymore!;)

You've probably played Tiberium Wars too much, haven't you? or Yied Aleiat 2? It's like the Scrin. It will be scary to play against such a race if they defeated the demons.
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18 years ago
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They took control of them with their minds, and not many demons joined them...

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And I haven't finished the race yet!

And how are they similar to the Skreens?
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18 years ago
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Illithids are completely different from Skrinn. And the concept of the Cathar is definitely better than that of the Sol and Blood Elves...
In reply to XEL
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18 years ago
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Oh, I take back everything I said. I just blurted it out in the heat of the moment. Well, what can I say – it’s a good idea, just don’t give them insects or any other cyberpunk elements!

Xel, my ideas about blood elves aren’t like that. The idea lies in the secrets of the world of Ashan and what history has left unsaid. I really liked the Illithid race. Let me help you if you’re having trouble! I love new races;)

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