The Archer is the first unit in its line, being the base unit for both the Crossbowman and the Arbalest. It is very capable of countering spears, having an attack bonus of 3 against them. Being the most powerful ranged unit in the Feudal age, it can set the stage for rest of the game. Weakest in small groups, Archers gain considerable power in large groups.
|Attack (Type)||4 (Pierce)|
|Line of Sight||6|
+3 vs Spearman Line
Civilization Specific Features
Not available to:
Aztecs: Created 15% faster
Mayans: Archers cost -10% Feudal, -20% Castle, -30% Imperial
Saracens: Foot Archers gain +1 Attack vs. Buildings (Team bonus)
Technologies & Upgrades
Thumb Ring: 100% accuracy for stand-still objects and units (Castle Age).
Attack and Range:
Fletching: +1 attack and range (Feudal Age).
Bodkin Arrow: +1 attack and range (Castle Age).
Bracer: +1 attack and range (Imperial Age).
Total attack and range: +3 attack and range
Padded Archer Armor: +1 melee and pierce armor (Feudal Age).
Leather Archer Armor: +1 melee and pierce armor (Castle Age).
Ring Archer Armor: +1 melee and +2 pierce armor (Imperial Age).
Total melee and pierce armor: +3 melee and +4 pierce armor
Chemistry: +1 attack (Imperial Age).
Ballistics: Provides accuracy for moving objects (Castle Age).
Conscription: Non-siege military units created 33% faster (Imperial Age).
Yeomen: Foot Archer range +1, Tower attack +2 (Britons, Imperial Age).
Use in Combinations
Provides ranged damage. Effective against Spearmen and small groups of scouts.
Useful for raiding unprotected villagers.
Vulnerable to fast units with Pierce Armor and Skirmishers.