Neutral · Tier 6
Worldwatcher
Base
Worldwatcher
Construct
1600 gold
- Health
- 75
- Attack
- 25
- Defense
- 25
- Damage
- 25–25
- Initiative
- 8
- Speed
- 3
- Morale
- 0
- Luck
- 0
These constructs often accompany sentinels — perhaps they are made by them. They claim their mission is simply to observe the world and report to their makers, to see if anything needs to be fixed. But why are simple observers so well equipped for battle?
Passive abilities
- Ranged Attack Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage.
- Duelist Receives no penalty in Melee range, dealing full Damage.
- Sharpshooter Ranged attacks deal full Ranged Damage at any range.
- Magic Defense IV Takes –90% Magic Damage.
Active abilities
-
Time Loop Places an invisible trap. When an enemy ground creature steps on it, the creature is transported back to its starting point and forced to end turn. Duration: 2 rounds.- Target: single
Immunities
About class "Construct"
Inert matter that has been reanimated with magic or other means. Morale: Always neutral. Luck: Always neutral. Fallen Constructs do NOT count towards the power of Necromancy reanimation after battle.
Tier 6 units
One tier is one dwelling level in town, so units are worth comparing inside a tier. The numbers are for the base form, before upgrades.
| Unit | Faction | Health | Attack | Defense | Damage | Initiative | Speed |
|---|---|---|---|---|---|---|---|
| Waurms | Hive | 120 | 20 | 20 | 21–23 | 8 | 8 |
| Hydra | Dungeon | 130 | 24 | 22 | 25–28 | 8 | 4 |
| Inquisitor | Temple | 95 | 20 | 24 | 19–23 | 7 | 4 |
| Qilin | Grove | 135 | 22 | 22 | 24–30 | 9 | 6 |
| Dread Knight | Necropolis | 100 | 19 | 18 | 12–14 | 9 | 7 |
| Couatl | Neutral | 95 | 26 | 19 | 21–28 | 12 | 8 |
| Dragonslayer | Neutral | 85 | 24 | 28 | 27–36 | 9 | 6 |
| Worldwatcher | Neutral | 75 | 25 | 25 | 25 | 8 | 3 |
| Arbitrator | Schism | 75 | 20 | 20 | 18–22 | 5 | 4 |