Worldwatcher: Difference between revisions
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{{UnitInfobox|lang=en|id=mech_guard}} | {{UnitInfobox|lang=en|id=mech_guard}} | ||
'''Worldwatchers''' are | '''Worldwatchers''' are {{F|neutral|en}} tier-VI [[units]]. They can be recruited from the [[Watcher Platform]]. | ||
==Description== | ==Description== | ||
{{ | {{Description|lang=en|id=mech_guard}} | ||
==Abilities== | ==Abilities== | ||
{{ | {{UnitAbility|lang=en|id=construct}} | ||
{{UnitAbility|lang=en|id=ranged_attack_no_range}} | |||
== | {{UnitAbility|lang=en|id=base_passive_duelist}} | ||
{{UnitAbility|lang=en|id=base_passive_sharpshooter}} | |||
{{UnitAbility|lang=en|id=base_passive_resistant_3}} | |||
{{UnitAbility|lang=en|id=mech_guard_passive_1}} | |||
{{UnitAbility|lang=en|id=common_attack_1}} | |||
{{UnitAbility|lang=en|id=mech_guard_1}} | |||
==Laws== | |||
== | This unit is affected by the following Faction [[Laws]]: | ||
{{LawSummary|lang=en|id=fraction_law_unfrozen_25}} | |||
==Strategy== | |||
== | ''Nothing yet. Maybe you can add it...?'' | ||
{{Clear}} | {{Clear}} | ||
==Related pages== | |||
{{UnitsNavbox|lang=en|faction=neutral}} | {{UnitsNavbox|lang=en|faction=neutral}} | ||
[[Category:Neutral Units]] | [[Category:Neutral Units]] | ||
[[Category:Units]] | [[Category:Units]] | ||
__NOTOC__ | __NOTOC__ | ||
Latest revision as of 07:50, 6 August 2026
Worldwatcher |
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Faction |
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Tier VI |
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Cost 1600 |
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Base growth +4 |
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Squad value 1700 |
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| Stats | |||
Health 75
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Attack 25
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Defense 25
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Damage 25-25
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Morale 0
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Luck 0
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Initiative 8
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Speed 3
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| Other Info | |||
Dwelling |
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| Internal ID | |||
| mech_guard | |||
Worldwatchers are
Neutral tier-VI units. They can be recruited from the Watcher Platform.
Description
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?
Abilities
Creature Type
Construct
Inert matter that has been reanimated with magic or other means.
Always neutralMorale
Always neutralLuck
NoFallen Constructs cannot be raised as Undead after battle.
Attack Type
Ranged Attack
No range penalty
Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage.
Passive Ability
Duelist
Receives no penalty in Melee range, dealing full Damage.
Passive Ability
Sharpshooter
Ranged attacks deal full Ranged Damage at any range.
Passive Ability
Magic Defense IV
Takes –90% Magic Damage.
Passive Ability
Higher Cause
Immune to the effects that kill additional units.
Alternative Attack
Melee Attack
Performs an alternative Melee attack.
Active Ability
Time Loop
Attack
Cost: 
2 Focus ChargesCooldown: 2 roundsTier II
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.
Laws
This unit is affected by the following Faction Laws:
Tier-6 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier IVCost: 2
Law Seals
Strategy
Nothing yet. Maybe you can add it...?


