We'll have to see if I can do something with them! Still not entirely sure yet, haha. Since I'm a bit of a crazy idiot I'm working on 4 races at once-- at least the units that should appear in them. Right now they're only units themselves and stats and 'some' general role idea, no buildings or upgrades or even much in terms of spells. And for some reason the one I wanted to do next (Corrupted Night Elves) is the one with least stuff. welp. Need to get distracted by less stuff. If they're directly next to eachother they're an upgrade or transformation. So, let's name 'em all shall we! Kul'tiras~ Cataphract, Gryphon Archer/Gryphon Ranger Cannoneers, Galleon, Dreadnaught Storm Sorceror, Ship's Doctor, Druid of the Branch, Kul'tiran Druid Admiralty Marine/Admiralty Royal Guard, Navy Sniper/Flibustier, Guardsman Sailor Stormwind Humans (Warcraft 1/2 Humans)~ Mage, Conjurer, Half-Elf Kelpie Cleric, Prior, Chevalier/Justiciar Armsman, Half-Elf Archer/Half-Elf Ranger, Bricole Bucolic Dwarves~ Mountaineer, Fusilier Miner Corrupted Night Elves~ Satyr Helot/Vile Soul And for some spell/upgrade possibilities... Kul'tiras~ Spoiler Flibustier: Saber Slash upgrade - When attacked by a Melee enemy the Flibustier has a 33% chance to counter slash the enemy for 40% of the damage taken. Cataphract: Heavy Armour upgrade - Increases defense by 3, reduces damage taken by 10 (Hardened Skin) and reduces damage taken from Piercing attacks by a further 25% (Elune's Grace) at the cost of reducing movement speed by 20. Stormwind Humans~ Spoiler Quite a few spells are a bit boring right now, huh. Armsman: Sunder Armour - Either chance on hit (Orb ability+Faerie Fire), or on attack (Orb of Corruption). Reduces armour of affected enemy unit by 2 for 10 seconds. (This hopefully keeps some incentive to have one or two of these guys around) Magic (Adept/Master) upgrades also up damage a bit, but up HP a little less. Justiciar Spells: Holy Strike - An autocast attack, adding 8 damage to attacks, costs 4 mana each attack. Healing Discharge - Discharges the life from an Unholy Being to heal allied units around it. Deals 100 damage to a target enemy while healing allied units around it in a range of 300 for 35 HP. Exorcism - Exorcises Unholy units in an area, dealing ... (Base off of Death Knight's Mortal Coil, no projectile though and Unholy units only.) Prior Spells: Holy Vision - As the spirit of mankind is everywhere, so the Holy Vision of the Prior extends to all corners of the land. The area unveiled by this incantation grants the Prior knowledge of the terrain and of all those who may dwell there. When this spell dims, the Prior maintains knowledge of the lands she has seen, although she loses sight of the denizens in these lands. Holy Light - Heals for 150 or damages for half that, usual Holy Light. Redemption - Raises a non-hero fallen unit from the dead. (NEEDS 250 mana, but will use up all of it) Cleric Spells: Healing - Heals units for... Slow - Does Slow things Invisibility - Does invisibility things. Lasts less time than the Sorceress one. Mage Spells: Lightning - Basically Lightning Attack with an active Chain Lightning (Hits 2 extra, 100 damage, 30% damage decay) Polymorph - Does Polymorph things. Flame Shield - Does Lightning Shield things. Blizzard - (Basically the Chaos Orc Death Knight's Death and Decay.) Conjurer Spells: Elemental Blast - Basically Frost Attack. Summon Scorpion - Summons a Scorpion to attack your enemies. Scorpion has 200 HP, deals 4-7 damage with a Poison attack. Summon Water Elemental - Summons a powerful Water Elemental. Water Elemental has 400 HP and deals 13-16 damage. Half-Elf Kelpie Spells: The Immaterial - Something to do with being Ethereal, like Spirit Walkers or Faerie Dragons. Tidal Wave - Attacks have a chance to cause a tidal wave, causing something extra damage as well as water-logging the building, making them unable to do things for something seconds. (Base off of Farstrider's Holy Arrow) ????? - Basically Sundering Blades for +30% Fortified Armour damage so they utterly tear apart buildings.