Shadow Watcher needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 4 and Initiative 35 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Mind Probe: Silent Watcher marks one stack to take 15% more damage from all sources for the battle. Activation does not consume its normal action; only one target can be marked at once.
Harrowing Vision: A ranged hit adds continuing Dark damage for two rounds, based on 20% of the hit. The initial strike is not the attack’s entire impact.
Might damage
2–4
Magic damage · Dark
4–7
Might protection
7 %
Magic protection
22 %
Health
22
Initiative
35
Combat movement
4
Ranged reach
100
Morale
6
Luck
7
Reference growth
9
Cost per creature: 180 gold
Abilities and limitations
Mind Probe
Silent Watcher marks one stack to take 15% more damage from all sources for the battle. Activation does not consume its normal action; only one target can be marked at once.
Harrowing Vision
A ranged hit adds continuing Dark damage for two rounds, based on 20% of the hit. The initial strike is not the attack’s entire impact.
Spirit Form
Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.
Disciple of Malassa
The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.
Shadow Watcher · reference values before bonuses
Creatures
Total cost
Base health
1
180 gold
22
5
900 gold
110
10
1,800 gold
220
Reading this profile correctly
Read Might/Magic damage and protection separately. Protection percentages are not raw Defense attributes. Campaign forms, bosses and transformations do not establish separate ordinary recruitment.
The table separates Might and Magic damage, including the element. Protection percentages are not raw defense attributes; ability bonuses cannot simply be added to them. Growth belongs to the listed reference recruitment form and does not guarantee the same count in every town and patch. Ranged reach is not ammunition. Read separate conditions for bosses and Namtaru forms.
111 stat profiles from eight historical Acid Cave inventories: 86 faction forms, 12 neutrals and 13 bosses. The faction inventory covers 84 base and upgraded creatures, with additional separate humanoid and spider forms for Fate Spinner and Fate Weaver. A boss is not an ordinary recruit. Might and Magic damage are separate; protection percentages are not raw defense attributes. Values describe the cited reference tables rather than every patch and scenario.