Morale point: 20
HP and Resistance : enough to not be killed in one shot when max level and well forged
Forges: hp and 2 other resistance that it is weak to.
Beastmaster is a unit that doesn’t attack, but summons a pal with him instead. The pal will be scaled to 20% of it’s actual stats, thus, giving importance to the need to level up other pals. The pal is invulnerable, but killing the Beastmaster will “kill” the pal too.
In offense, the King needs to assign one pal to the Beastmaster, and the pal will be summoned when the Beastmaster is present. The pal will be scaled to 20% at max level.
In defense, this is where it gets interesting:-
One can only assign one pal per Beastmaster, i.e. if one puts a Beastmaster in every wave, then one needs to have 9 pals.
This will open up a whole new variety of strategy.
In offense, it is like a second pal that is scaled down (For example, having tammy as a pal to the Beastmaster means you can summon a scaled down version of Tammy, which has its pros and cons compared to summoning a monk. The Beastmaster won’t be stuck hitting frost trap, and tammy has blunt damage, as opposed to Monks that cost half the morale point, resulting in more healing.)
In defense, the variety is almost infinite, as one is able to bring in all kinds of different pals to have different effects, i.e. a beastmaster with nidhogg can now use blackmagic, or a beastmaster that has an Eris Pal can act like a portable tempest.
This unit will breathe life into all pals that have been neglected as they may become useful in defense. For example, aki pal that no one uses, becomes a mini awakened aki when beastmaster summons it, or Archimedes pal that can stun units better than Ogre in defense! No longer will players complain when they get food because it now adds a whole different dimension into the importance of collecting different pals! While base design is very similar at higher levels now, this unit will also bring in tons of variety into positioning the rights pals in the right wave.