Units: The Bask Commons

Knight of Bask - Level: 6 - APS: 32\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 125 - Armor: 45 - Spell Resist: 25 - Attack Damage: 30 - Critical Hit Chance: 25% - Critical Hit Bonus: +100% - Bonus Hit Chance: 15%

Stalwart - Whenever the Knight of Bask attacks or is attacked, it recovers 5 Hit Points.

Battle Cry - Upon use, the Knight of Bask empowers his nearby allies, causing them to gain +5 Armor and +3 Movement until the Knight's next turn, including himself. One use per encounter, but the cooldown resets whenever the Knight kills a unit.

Cleric of Morgethrad - Level: 7 - APS: 30\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 90 - Mana Points: 150 - Armor: 5 - Spell Resist: 35 - Attack Damage: 15 - Spell Effect: 80 - Critical Hit Chance: 5% - Critical Hit Bonus: +100% - Bonus Hit Chance: 35% - Overcast Chance: 25%

\*\*\*Functions as a Healer

Divine Light - 15 MP - Restores ( Spell Effect x 0.75 ) Hit Points on target allied unit within ( Spell Effect x 0.1 + 3 )m. If Overcast, restores ( Spell Effect x 1.5 ) Hit Points on that unit instead. Also places a Blessing of Morgethrad on that unit if not already on that unit.

Smite Undead - 45 MP - Deals ( Spell Effect x 3 ) damage to target undead unit within ( Spell Effect x 0.25 + 2 )m. If Overcast, deals ( Spell Effect x 4.5 ) damage and is dealt as pure damage.

Divine Shield - 20 MP - Places a ( Spell Effect ) Hit Point shield on target unit within ( Spell Effect x 0.2 )m. If Overcast, that unit is also immune to damage until the Cleric's next turn.

Bask Grifter - Level: 5 - APS: 25\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 110 - Armor: 15 - Spell Resist: 5 - Attack Damage: 40 - Critical Hit Chance: 35% - Critical Hit Bonus: +75% - Bonus Hit Chance: 20%

Grifter's Cloak - The Grifter is invisible if he did not attack on his last turn, or is at least 5m from any enemies.

Gank - Whenever the Grifter attacks a unit that has not been attacked this encounter, he deals an additional 25 Damage on attack.

Pure Critical - This Unit's Critical Hits deal Pure Damage.

Satyr Brutalizer - Level: 7 - APS: 34\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 175 - Armor: 20 - Spell Resist: 15 - Attack Damage: 25 - Critical Hit Chance: 20% - Critical Hit Bonus: +50% - Bonus Hit Chance: 25%

Brutality - Whenever the Satyr Brutalizer attacks, he gains two stacks of Brutality. If the attack is a bonus attack or a critical hit, the Brutalizer gains five stacks instead. Each stack of Brutality grants the Brutalizer +1 Attack Damage, and applies on the attack that it is gained on.

Barbed Mace - The Satyr Brutalizer has a 25% chance to make the units that it attacks become afflicted with Laceration. Lacerated units lose 5 Hit Points per turn until they are healed.

Giant Enemy Crab - Level: 9 - APS: 20\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 600 - Armor: 10 - Spell Resist: 10 - Attack Damage: 120 - Critical Hit Chance: 10% - Critical Hit Bonus: +100% - Bonus Hit Chance: 20%

Crab Shell - The Crab begins the encounter with twenty stacks of Crab Shell. Each Stack of Crab Shell gives the Giant Enemy Crab +5 Armor and Spell Resist, but -5 Attack Damage. Whenever the Giant Enemy Crab is targeted with an attack or a spell, one of these stacks is removed.

Scuttle - The Giant Enemy Crab has +5 Movement. Whenever the Giant Enemy Crab attacks, it deals full splash damage in a 5m AoE around its target.

Satyr Bard - Level: 6 - APS: 36\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 75 - Mana Points: 250 - Armor: 15 - Spell Resist: 20 - Attack Damage: 45 - Spell Effect: 65 - Critical Hit Chance: 20% - Critical Hit Bonus: +60% - Bonus Hit Chance: 30% - Overcast Chance: 40%

Song of Battle - 75 MP - Grants the Satyr Bard and all his allies within 15m + ( Spell Effect ) Attack Damage until the Satyr Bard's next turn. If Overcast, also grants those units + ( Spell Effect x 0.5 ) Armor and Spell Resist until the Satyr Bard's next turn as well.

Pied Piper - 25 MP - Causes the Satyr Bard to enrapture a unit within 10m, causing that unit to chase the Satyr until he stops playing his song. While playing this song, the Satyr must pay this Mana Cost each turn. Units have a 25% chance to stop following the Satyr while he plays this song. If Overcast, that unit cannot stop following the Satyr until the Satyr stops playing the song.

Song of Flames - 50 MP - The Satyr spits flames from his instruments, dealing ( Spell Effect x 0.25 ) Damage to each enemy within 15m. Each of those enemies gains the Burnt Debuff. Units that are burnt lose 2% of their Max Hit Points whenever they are dealt damage. Units remain Burnt until they are cured from a Healer. If Overcast, deals ( Spell Effect x 0.5 ) damage to enemies in range instead.

Champion Lancer - Level: 9 - APS: 38\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 200 - Armor: 30 - Spell Resist: 20 - Attack Damage: 30 - Critical Hit Chance: 25% - Critical Hit Bonus: +100% - Bonus Hit Chance: 20%

Lancer - +15m Movement. + ( Meters Moved This Turn x 1.25 ) Attack Damage.

True Critical - Whenever the Lancer deals a Critical Strike, the attack deals +30 Attack Damage.

Onerous Grunt - Level: 4 - APS: 22\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 70 - Armor: 15 - Spell Resist: 10 - Attack Damage: 25 - Critical Hit Chance: 20% - Critical Hit Bonus: +80% - Bonus Hit Chance: 20%

Grunt's Pride - Grunts deal +3 Attack Damage for each other Grunt within 10m.

Dire Mine - Upon use, plants a Dire Mine at a location that is stealthed. When stepped on, the mine explodes, applying a Sundering Curse to the unit that stepped on it. Sundering Curses grant the unit that stepped on it -10 Armor and Spell Resist until the debuff is cured. Can stack up to twice, but cannot reduce resistances to below 0.

Primal Golem - Level: 16 - APS: 60\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 2450 - Armor: 60 - Spell Resist: 40 - Attack Damage: 110 - Critical Hit Chance: 15% - Critical Hit Bonus: +50% - Bonus Hit Chance: 10%

Orders - After a turn of not attacking the golem, the encounter will automatically end, and the Golem will return to whatever actions it was doing.

Heavy Hitter - The Golem ignores 75% of its target's Armor on attack.

Breaker Knight - Level: 8 - APS: 35\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 200 - Armor: 20 - Spell Resist: 20 - Attack Damage: 60 - Critical Hit Chance: 20% - Critical Hit Bonus: +100% - Bonus Hit Chance: 10%

Breaker Shield - The Breaker Knight has a 100 Hit Point Shield that recharges by 50, up to 100, after not being damaged between turns. While the Shield is active, the Breaker Knight has +20 Spell Resist.

Thunderstrike - Upon use, the Breaker Knight slams his weapon into the ground, purging all enemies within 15m of Buffs, Shields, and dealing 25 Pure Damage to those units. One use per encounter.

Breaker Rifle - The Breaker Knight can wield his Breaker Rifle instead of a Hammer. While wielding a Hammer, the Breaker Knight has +5m Knockback and +5m Splash Damage on attacks. While wielding the Breaker Rifle, the Breaker Knight has -25% Attack Damage, but +15m Range.

Overshield - Upon use, the Breaker Knight kicks his Shield into Overdrive, causing him to gain +30 Shield per turn, up to a maximum. This Bonus Gain Degenerates by 6 per turn, until it resets at 0. One use per encounter. Causes recovery up to a maximum of 100.

Bonechiller - Level: 7 - APS: 16\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 200 - Armor: 40 - Spell Resist: 40 - Attack Damage: 15 - Critical Hit Chance: 60% - Critical Hit Bonus: Attack Damage is Pure - Bonus Hit Chance: 0%

Undead - +20% Lifesteal, +20% Physical Damage Resistance; When dealt damage by Luxomancy or Pyromancy Spells, those spells ignore this unit's Spell Resist and deal +60% Damage.

Brittle Flesh - +20% Damage taken from blunt weapons.

Satyr Minuteman - Level: 8 - APS: 30\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 275 - Armor: 20 - Spell Resist: 25 - Attack Damage: 50 - Critical Hit Chance: 30% - Critical Hit Bonus: +50% - Bonus Hit Chance: 10%

Rifle - +20m Attack Range.

Rapid Fire - Upon use, attack again. One use per encounter.

Creaker Skeleton - Level: 3 - APS: 5\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 60 - Armor: 10 - Spell Resist: 5 - Attack Damage: 10 - Critical Hit Chance: 25% - Critical Hit Bonus: +50% - Bonus Hit Chance: 25%

Creak - Whenever the Skeleton attacks a unit, it places a stack of Totally Spooked on that unit. For each stack of Totally Spooked on a unit, that unit takes +2 Attack Damage from Skeletons and has a +5% Chance of being Stunned whenever it's attacked. Whenever a unit is stunned from these stacks, remove all stacks from that unit, and it takes 4 Pure damage for each stack removed in this way.

Blunderstrider - Level: 10 - APS: 45\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 100 - Armor: 70 - Spell Resist: 10 - Attack Damage: 140 - Critical Hit Chance: 20% - Critical Hit Bonus: +100% - Bonus Hit Chance: 25%

Strider - +20m Movement and +1 Attack Damage per meter moved this turn.

Astral Presence - +1 HP Recovered per meter traveled.

Bladed Automaton - Level: 8 - APS: 1\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 425 - Armor: 25 - Spell Resist: 15 - Attack Damage: 25 - Critical Hit Chance: 40% - Critical Hit Bonus: +200% - Bonus Hit Chance: 20%

Cut Down in Swaths - For each enemy within 5m of its target, the Automaton has +5% Critical Hit Chance. As long as there is at least one enemy near your attack target, you have +10% Bonus Attack Chance.

Deathly - Whenever an enemy is knocked into a near death state, the Bladed Automaton recovers 100 Hit Points.

Torian, Knight-Captain of Bask - Level: 10 - APS: 30\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 600 - Armor: 45 - Spell Resist: 30 - Attack Damage: 15 - Critical Hit Chance: 10% - Critical Hit Bonus: +100% - Bonus Hit Chance: 10%

Prevail - For every 50 Hit Points Torian is missing, he has +5 Attack Damage, +5% Critical Hit Chance, and +5% Bonus Hit Chance.

Knight's Conviction - Whenever Torian attacks, he gains a stack of Conviction. Each stack of Conviction grants Torian +1 Armor and +1 Hit Point restored on attack. This stack counts for the current attack.

Strike in the Name of Bask - Upon use, Torian swings his mighty blade, dealing [ ( Attack Damage ) + ( Conviction Stacks x 5 ) ] Damage to target enemy within 5m.

Crabhunter Satyr - Level: 5 - APS: 26\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 100 - Armor: 10 - Spell Resist: 10 - Attack Damage: 30 - Critical Hit Chance: 20% - Critical Hit Bonus: +50% - Bonus Hit Chance: 30%

Crab Slayer - +20 Attack Damage against Crabs. Deals Pure damage on attack against Crabs.

Crabarang - Upon use, the Crabhunter Satyr throws his Crabarang in an up to 10m Ring. All units in the ring's outer radius take ( Attack Damage x 1.25 ) Physical Damage and are stunned.

Crab Broodmother - Level: 7 - APS: 15\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 400 - Armor: 10 - Spell Resist: 30 - Attack Damage: 20 - Critical Hit Chance: 0% - Critical Hit Bonus: +25% - Bonus Hit Chance: 0%

Broodspawn - Whenever the Crab Broodmother attacks, she has a ( Number of Crablings x 5 )% chance to spawn a Crabling within 5m of her.

Brood's Fury - +5 Attack Damage, +5% Critical Hit Chance, +25% Critical Hit Bonus, and +5% Bonus Hit Chance for each Crabling.

Spawn Crablings - Upon use, spawns three Crablings within 5m of the Broodmother, then restores 75 Hit Points on the Broodmother.

Crabling - Level: 1 - APS: 5\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Hit Points: 30 - Armor: 15 - Spell Resist: 1 - Attack Damage: 5 - Critical Hit Chance: 0% - Critical Hit Bonus: +400% - Bonus Hit Chance: 25%

Thin Shell - The Crabling enters combat with a 10 Hit Point shield.

Pincers - Whenever the Crabling attacks a unit, it steals 2 of that Unit's Armor until the Crabling dies.

Help, Ma! - Upon use, the Crabling hides underneath a Crab Broodmother within 5m, making it invulnerable until the Crabling's next turn.