Watcher
Data is up-to-date | |
Last updated for version 1.2.6.0 Last mentioned in changelog 1.2.6.0 The current game version is 1.7.7.0 |
Watcher | ||
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ID: Watcher
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Stats | ||
Health
500 |
Sight: 5 | |
Hearing: 0 | ||
Armor
Upper Body, Spikes (see values in Defense section) |
Weakpoints
Eye | |
Immunities | Vulnerabilities
Poisons x 0.5
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Behavior | ||
Walk speed
N/A |
Swim speed
2 slow - 5 fast | |
Aggressive?
No |
Can Enter Submarine?
No | |
Drops only 1 of the items marked with an asterisk * may drop at a time | ||
Items | Chance | |
Sulphuric Acid x4 | 100% (1/1) | |
Watcher Shell Fragment |
50% (1/2) |
The Watcher is an enormous, orb-shaped creature reminiscent of a turtle or a crab.
Description
The Watcher consists of a jet-black main body of immense size that takes the shape of a sphere, and is surrounded by thick armor and protective spikes, giving it great resistance to almost all forms of damage, but this is balanced by its large, vulnerable eye. Named after said ominous red eye, the Watcher lacks any true method of attack, but does inflict many negative effects in the form of Watcher's Gaze when investigating Submarines or Divers. Watchers are completely deaf, and rely entirely on their impressive sight to find objects of interest such as submarines or divers. Watchers are solitary and never found with one of its own. Watchers do not interact with other Watchers. However, they do tend to gather crowds of other creatures, such as Crawlers or Mudraptors.
In-Game
Watchers are passive but inquisitive creatures: despite having no desire to attack the submarine or its crew, Watchers will still approach the ship to gaze at human activities. While the Watcher's passive behavior is a pleasant contrast to the other denizens of Europa, its effect upon the human mind with its deep gaze means you unfortunately have to deal with it in some manner, usually violence.
The Watcher constantly emits a loud, distorted "static" that is completely alien to all other sources of sound, making it easy to hear if one is outside the submarine.
Upon being damaged, the Watcher will flee and deploy a green acid mist behind, which inflicts Acid Burns to divers and damage to the submarine's hull. This damage is progressive, and each of the 9 acid "emitters" lasts 30 seconds.
Watcher's Gaze
Main article: Watcher's Gaze
The Watcher's Gaze is a unique affliction that provides a benefit to hostile creatures and a negative to Humans. Creatures being influenced by the Watcher's Gaze gain between 50%-200% Vitality, and 10%-30% movement speed. They can be identified by the red glow around their heads, whilst Humans can be seen vomiting, moving at significantly reduced speeds, and suffering the effects of Psychosis.
Watcher's Gaze influences the following creatures:
Combat Strategies
The eye is highly susceptible to all Coilgun ammunition types, with a x5 damage multiplier for Lacerations. A diver equipped with a firearm can also take advantage of the eye's same weakness to Gunshot Wound. The Railgun is an extremely efficient method of neutralising the Watcher, as a single Railgun Shell can kill it if it hits the eye.
To efficiently deal with a Watcher, a submarine crew should target its enormous eye. Although this will be challenging as the watcher constantly moves and twitches, and the nausea that comes with its gaze may make using weapons rather difficult. Alongside this, it will flee at a high speed while releasing caustic acid mist that burns divers and hull alike, so care must be taken to not pilot into it if the submarine is under motion.
Another way to take out the Watcher is having somebody go out and start chasing it. The Watcher will attempt to flee from any humans going after it, but once the human stops pursuit the Watcher will go back to the submarine.
Attacks
Attack | Target type | Afflictions on hit | Structure Damage | Item Damage | Duration | Notes |
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Watcher's Gaze (Far) | Character | Watcher's Gaze (5)* |
0 | 0 | 999s | Expires upon death. It has a range of 5 meters. |
Watcher's Gaze (Close) | Character | Watcher's Gaze (20)* |
0 | 0 | 999s | Expires upon death. It has a range of 1.5 meters. |
Acid Emitter | Any | Burn (0.5)* |
60 | 30 | 30s | Triggers upon taking damage. Spawns 9 instances of the Acid Emitter. Each acid cloud has a range of 3 meters. |
Defense
The Watcher is completely immune to Acid Burns, Psychosis and its own Watcher's Gaze.
Limb | Burn | Bleeding | Damage (all) | Lacerations | Gunshot Wound |
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Eye | x 5 | x 1 | x 1 | x 5 | x 5 |
Upper Body | x 0.5 | x 1 | x 0.2 | x 1 | x 1 |
Spikes | x 0.25 | x 0 | x 0.1 | x 1 | x 1 |
Media
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A Watcher inspecting a Humpback in open water
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A Watcher releasing acid mist after being shot by a Coilgun
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Don't lose your mind
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An example of a Watcher's presence causing screen distortion and a Psychosis induced fire
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Every creature under the Watcher's Gaze
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Idle loop
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Burst
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Damage
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Death
Creatures | ||
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Pets | Cthulhu • Defense Bot • Huskified Storage Container • Orange Boy • Peanut • Petraptor • Psilotoad | |
Small | Crawler • Crawler Hatchling • Fractal Guardian (Steam Cannon Fractal Guardian • EMP Fractal Guardian) • Hammerhead Spawn • Human • Husk • Husked Crawler • Husked Human • Leucocyte • Mantis • Moloch Baby • Mudraptor (Mudraptor Unarmored) • Mudraptor Hatchling • Mudraptor Veteran • Swarm Feeder • Terminal Cells • Tiger Thresher • Tiger Thresher Hatchling | |
Large | Black Moloch • Bone Thresher Crawler Broodmother • Giant Spineling • Golden Hammerhead • Hammerhead (Moping Jack) • Hammerhead Matriarch • Moloch • Spineling • Viperling • Watcher | |
Abyssal | Charybdis • Endworm • Latcher | |
Ending |
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