Base statistics · Build time: 40s · Range and speed use game units. Mixed battalions are broken down below. Conditional bonuses are not folded into these totals.
OFFENSE
Weapons & attack range
Damage is per hit, before target armor. Different projectile upgrades are shown separately. Attack timing can also depend on animation; these values are not a DPS estimate.
Base equipment
PRIMARYAngmarArcherBow_FS · AngmarDarkRanger_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 400Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 1,000 msShot delay ⓘ
Configured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate. 0 msClip ⓘ
Attacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons. 1
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:88659AngmarArcherBow_FS
Base equipment
SECONDARYAngmarArcherBowBombard_FS · AngmarDarkRanger_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 460Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 1,000 msShot delay ⓘ
Configured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate. 0 msClip ⓘ
Attacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons. 1
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:88699AngmarArcherBowBombard_FS
Base equipment
TERTIARYMenLongShotFakeWeapon · AngmarDarkRanger_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 1,000Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 2,000 msShot delay ⓘ
Configured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate. UnknownClip ⓘ
Attacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons. Not specified
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:51364MenLongShotFakeWeapon
close range contesting building
PRIMARYAngmarArcherBow_FS · AngmarDarkRanger_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 400Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 1,000 msShot delay ⓘ
Configured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate. 0 msClip ⓘ
Attacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons. 1
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:88659AngmarArcherBow_FS
close range contesting building
SECONDARYAngmarArcherBowBombard_FS · AngmarDarkRanger_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 460Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 1,000 msShot delay ⓘ
Configured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate. 0 msClip ⓘ
Attacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons. 1
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:88699AngmarArcherBowBombard_FS
close range contesting building
TERTIARYMenLongShotFakeWeapon · AngmarDarkRanger_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 1,000Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 2,000 msShot delay ⓘ
Configured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate. UnknownClip ⓘ
Attacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons. Not specified
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:51364MenLongShotFakeWeapon
weaponset toggle 1
PRIMARYAngmarArcherBow_FS · AngmarDarkRanger_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 400Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 1,000 msShot delay ⓘ
Configured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate. 0 msClip ⓘ
Attacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons. 1
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:88659AngmarArcherBow_FS
weaponset toggle 1
SECONDARYAngmarArcherBowBombard_FS · AngmarDarkRanger_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 460Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 1,000 msShot delay ⓘ
Configured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate. 0 msClip ⓘ
Attacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons. 1
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:88699AngmarArcherBowBombard_FS
weaponset toggle 1
TERTIARYMenLongShotFakeWeapon · AngmarDarkRanger_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 1,000Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 2,000 msShot delay ⓘ
Configured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate. UnknownClip ⓘ
Attacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons. Not specified
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:51364MenLongShotFakeWeapon