Archer
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Unit Type | |
![]() Ranged ground units able to move and attack in the same turn. Critical hit when stationary. | |
Information | |
Recruited at Barracks | |
Cost: | ![]() |
Movement: | 3 ![]() |
Range: | 1-3 |
Sight: | 2 |
Effective: | |
Vulnerable: | |
Capture: | Yes |
“ | “If you see approaching troops with long hoods and bows in hand, you’re almost certainly up against Archers – watch out for their long ranged attacks!” |
— Devblog |
Archers are ranged ground units, providing a low-powered support fire, able to attack units without being countered, but move slowly and are very vulnerable to enemy attacks. They can also capture buildings, and enter all transport units.
Archers are capable of also attacking Air and Water units, covering all unit types.
They're available to recruit from a Barracks for 500.
Archer Units[edit]
Unit Name | Faction | Description | |
---|---|---|---|
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Ranger | Cherrystone Kingdom | Cherrystone Rangers are almost impossibly nimble, able to nock and loose an arrow in the blink of an eye. It is a long-held tradition for Rangers to meet at eventide on the brink of the summer solstice and thank the winds for guiding their arrows. This tradition calls, of course, for the hearty consumption of cinnamon ale whilst leaping fully clothed and half-witted into the river Aldor.[1] |
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Dreadbow | Felheim Legion | They fashion arrowheads from their own ribs, believing this gives them some control over their flight - a process that essentially assigns each undead archer an expiry date. Should a Dreadbow survive long enough that all of their ribs are gone, they retire from battle, spending the rest of their undeath at Silentstone in east Felheim.[1] |
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Hawkbow | Heavensong Empire | They practise their Archery high on the Glittering Peaks in southern Heavensong with bows that are nothing short of modern marvels. Effortless to draw and ultra-lightweight, they fire arrows with tips that unfold mid-flight to maximise both distance and deadliness. The Hawkbow wear the mask of their avian namesake as a mark of their keen eye and affinity with the wind.[1] |
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Shooter | Floran Tribes | Floran Shooters make up for their crude bone bows with their absolute mastery of archery, an art they practise in their hunts along the River Bani, which flows into the Floran Lands via the West Sea. A shooter cares little for the size or ferocity of its prey, instead coveting the most elusive and agile foes, and attains a remarkable degree of accuracy despite poorly weighted arrows.[1] |
Critical Hit[edit]
Critical Hit ratio: ×1.35
When an Archer performs an attack without having moved in the same action, they'll perform a Critical Hit.
Therefore, an Archer has an effective 3 range where they can Critical Hit, and a maximum 6 range for normal damage.
This Critical Hit will never activate during an enemy's turn, making Archers incapable of counter-attacking with a Critical Hit.
Damage Matrix[edit]
- See also: Damage Matrix
Villager | Soldier | Spearman | Dog | Mage | Archer | Giant | Cavalry | Wagon | Ballista | Trebuchet | Balloon | Aeronaut | Sky Rider | Dragon | Barge | Turtle | Harpoon | Warship | Amphibian | Commander | Building | Stronghold | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attacks | 75 101 |
75 101 |
60 88 |
80 108 |
80 108 |
70 94 |
15 20 |
45 61 |
40 54 |
35 47 |
30 41 |
25 34 |
35 47 |
25 34 |
15 20 |
25 34 |
25 34 |
25 34 |
25 34 |
75 101 |
10 14 |
25 34 |
15 20 |
Defends | -- | 70 105 |
75 112 |
80 120 |
90 135 |
70 94 |
155 388 |
105 158 |
-- | 35 53 |
125 188 |
-- | 80 100 |
-- | 145 290 |
-- | -- | -- | 125 188 |
40 80 |
130 | ? | ? |
Trivia[edit]
- Archers are one of few units to have multiple distinct attack animations between melee and ranged attacks, alongside Amphibian and Aeronaut.