
Neutral creatures · Tier 6
Worldwatcher
How to use this creature in practice
Ranged stack requiring usable line of sight
Worldwatcher 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
Speed 3 and Initiative 8 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.
- Time Loop: Places a hidden trap lasting two rounds. A ground enemy stepping on it returns to the move’s starting position and ends its turn. Cost: 2 Focus charge(s); cooldown: 2 round(s).
- Construct: Constructs ignore morale and luck. Their casualties cannot supply post-battle Necromancy.
- Attack
- 25
- Defense
- 25
- Damage
- 25–25
- Health
- 75
- Speed / reach
- 3
- Initiative
- 8
- Movement type
- Ground
- Retaliations per round
- 1
- Initial morale
- 0
- Initial luck
- 0
- Morale limits
- Unaffected
- Luck limits
- Unaffected
- Base weekly growth
- 4
- Creature type
- Construct
Cost per creature: 1600 gold
Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.
Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.
Abilities and limitations
Time Loop
Places a hidden trap lasting two rounds. A ground enemy stepping on it returns to the move’s starting position and ends its turn. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Construct
Constructs ignore morale and luck. Their casualties cannot supply post-battle Necromancy.
Ranged Attack
An adjacent enemy replaces ordinary shooting with a half-damage melee strike. This version does not itself list a distance penalty.
Duelist
Close combat does not reduce this creature’s damage. This trait does not itself alter movement range.
Sharpshooter
Shooting ignores the distance damage penalty. Separate abilities govern any restriction caused by an adjacent enemy.
Magic Defense IV
Reduces incoming Magic damage by 90%. This protects against the specified damage type; evaluate other attacks and changes to the defense attribute separately.
Higher Cause
Resists effects that directly kill extra creatures alongside ordinary damage. This does not provide general immunity to attacks.