Worldwatcher: Difference between revisions
From Heroes of Might and Magic: Olden Era Official Wiki
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==Description== | ==Description== | ||
{{Unitdesc|Worldwatcher}} | {{Unitdesc|Worldwatcher}} | ||
==Abilities== | ==Abilities== | ||
{{AbilityTable|Worldwatcher|passive3_icon=Base passive resistant 4.png}} | {{AbilityTable|Worldwatcher|passive3_icon=Base passive resistant 4.png}} | ||
===Laws=== | |||
== | This unit is affected by the following Faction [[Laws]]: | ||
{{LawSummary|lang=en|id=fraction_law_unfrozen_25}} | |||
{{Clear}} | {{Clear}}<br> | ||
{{UnitsNavbox|lang=en|faction=neutral}} | {{UnitsNavbox|lang=en|faction=neutral}} | ||
[[Category:Neutral Units]] | [[Category:Neutral Units]] | ||
[[Category:Units]] | [[Category:Units]] | ||
__NOTOC__ | __NOTOC__ | ||
Revision as of 10:39, 27 July 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 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.
Morale: Always neutral. Luck: Always neutral. Fallen Constructs do NOT count towards the power of Necromancy reanimation after battle. | |
| Attack Type Ranged Attack | |
Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage.
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| Passive Ability Duelist | |
Receives no penalty in Melee range, dealing full Damage.
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| Passive Ability Sharpshooter | |
Ranged attacks deal full Ranged Damage at any range.
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| Passive Ability Magic Defense IV | |
Takes –90% Magic Damage.
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| Alternative Attack Melee Attack | |
Performs an alternative Melee attack.
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| Active Ability 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. | |
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


