Dark Rangers
Archer · 12 SOLDIERS

Dark Rangers

Compare this unit ⇄
Cost500
Health / soldier250
Health / full battalion3,000
Attack range400
Movement speed55
Command points72

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

PRIMARY

AngmarArcherBow_FS · AngmarDarkRanger_FS

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
400
Pre-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 ms
Shot 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 ms
Clip
ⓘ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
Damage typeDamage / hitSplash radiusConditions
PIERCE800Without Upgrade_AngmarIceArrows_FS
FROST400Requires Upgrade_AngmarIceArrows_FS
PIERCE1000Requires Upgrade_AngmarIceArrows_FS
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeANGMAR_RANGER_RANGE400
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( ANGMAR_RANGER_RANGE .003 )1.2
LeechRangeWeaponYes—
WeaponSpeed300300
MinWeaponSpeed121121
MaxWeaponSpeed400400
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage8080
ScatterRadius20.020
AcceptableAimDelta2020
DelayBetweenShots00
PreAttackDelayANGMAR_RANGER_BOW_PREATTACKDELAY1,000
PreAttackTypePER_POSITION—
PreAttackRandomAmount200200
FiringDuration00
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle11
ClipReloadTimeMin:ANGMAR_RANGER_BOW_RELOADTIME_MIN Max:ANGMAR_RANGER_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastANGMAR_RANGER_BOW_RELOADTIME_MAX2,000
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
HitPassengerPercentage20%20
CanBeDodgedYes—
Source definitiondata/ini/weapon.ini:88659

AngmarArcherBow_FS

Base equipment

SECONDARY

AngmarArcherBowBombard_FS · AngmarDarkRanger_FS

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
460
Pre-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 ms
Shot 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 ms
Clip
ⓘ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
Damage typeDamage / hitSplash radiusConditions
PIERCE800Without Upgrade_AngmarIceArrows_FS
FROST400Requires Upgrade_AngmarIceArrows_FS
PIERCE1000Requires Upgrade_AngmarIceArrows_FS
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeANGMAR_RANGER_BOMBARD_MAXRANGE460
MinimumAttackRange#SUBTRACT( ANGMAR_RANGER_BOMBARD_MINRANGE 75 )75
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( ANGMAR_RANGER_BOMBARD_MAXRANGE .003 )1.38
LeechRangeWeaponYes—
WeaponSpeed300300
MinWeaponSpeed121121
MaxWeaponSpeed400400
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage00
ScatterRadiusARCHER_BOMBARD_SCATTER_RADIUS60
AcceptableAimDelta2020
DelayBetweenShots00
PreAttackDelayANGMAR_RANGER_BOW_PREATTACKDELAY1,000
PreAttackTypePER_POSITION—
PreAttackRandomAmount200200
FiringDuration00
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle00
ClipReloadTimeMin:ANGMAR_RANGER_BOW_RELOADTIME_MIN Max:ANGMAR_RANGER_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastANGMAR_RANGER_BOW_RELOADTIME_MAX2,000
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
HitPassengerPercentage20%20
CanBeDodgedYes—
NoVictimNeededYes—
BombardTypeYes—
Source definitiondata/ini/weapon.ini:88699

AngmarArcherBowBombard_FS

Base equipment

TERTIARY

MenLongShotFakeWeapon · AngmarDarkRanger_FS

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
1,000
Pre-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 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
Unknown
Clip
ⓘ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
Damage typeDamage / hitSplash radiusConditions

No direct damage nugget resolved. This may be a rangefinder, special effect or unresolved weapon.

Weapon timing, targeting & source
PropertyGame valueResolved value
RadiusDamageAffectsENEMIES NEUTRALS—
PreAttackDelay20002,000
FiringDuration20002,000
AttackRangeGONDOR_RANGER_LONGSHOT_RANGE1,000
Source definitiondata/ini/weapon.ini:51364

MenLongShotFakeWeapon

close range contesting building

PRIMARY

AngmarArcherBow_FS · AngmarDarkRanger_FS

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
400
Pre-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 ms
Shot 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 ms
Clip
ⓘ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
Damage typeDamage / hitSplash radiusConditions
PIERCE800Without Upgrade_AngmarIceArrows_FS
FROST400Requires Upgrade_AngmarIceArrows_FS
PIERCE1000Requires Upgrade_AngmarIceArrows_FS
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeANGMAR_RANGER_RANGE400
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( ANGMAR_RANGER_RANGE .003 )1.2
LeechRangeWeaponYes—
WeaponSpeed300300
MinWeaponSpeed121121
MaxWeaponSpeed400400
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage8080
ScatterRadius20.020
AcceptableAimDelta2020
DelayBetweenShots00
PreAttackDelayANGMAR_RANGER_BOW_PREATTACKDELAY1,000
PreAttackTypePER_POSITION—
PreAttackRandomAmount200200
FiringDuration00
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle11
ClipReloadTimeMin:ANGMAR_RANGER_BOW_RELOADTIME_MIN Max:ANGMAR_RANGER_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastANGMAR_RANGER_BOW_RELOADTIME_MAX2,000
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
HitPassengerPercentage20%20
CanBeDodgedYes—
Source definitiondata/ini/weapon.ini:88659

AngmarArcherBow_FS

close range contesting building

SECONDARY

AngmarArcherBowBombard_FS · AngmarDarkRanger_FS

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
460
Pre-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 ms
Shot 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 ms
Clip
ⓘ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
Damage typeDamage / hitSplash radiusConditions
PIERCE800Without Upgrade_AngmarIceArrows_FS
FROST400Requires Upgrade_AngmarIceArrows_FS
PIERCE1000Requires Upgrade_AngmarIceArrows_FS
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeANGMAR_RANGER_BOMBARD_MAXRANGE460
MinimumAttackRange#SUBTRACT( ANGMAR_RANGER_BOMBARD_MINRANGE 75 )75
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( ANGMAR_RANGER_BOMBARD_MAXRANGE .003 )1.38
LeechRangeWeaponYes—
WeaponSpeed300300
MinWeaponSpeed121121
MaxWeaponSpeed400400
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage00
ScatterRadiusARCHER_BOMBARD_SCATTER_RADIUS60
AcceptableAimDelta2020
DelayBetweenShots00
PreAttackDelayANGMAR_RANGER_BOW_PREATTACKDELAY1,000
PreAttackTypePER_POSITION—
PreAttackRandomAmount200200
FiringDuration00
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle00
ClipReloadTimeMin:ANGMAR_RANGER_BOW_RELOADTIME_MIN Max:ANGMAR_RANGER_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastANGMAR_RANGER_BOW_RELOADTIME_MAX2,000
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
HitPassengerPercentage20%20
CanBeDodgedYes—
NoVictimNeededYes—
BombardTypeYes—
Source definitiondata/ini/weapon.ini:88699

AngmarArcherBowBombard_FS

close range contesting building

TERTIARY

MenLongShotFakeWeapon · AngmarDarkRanger_FS

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
1,000
Pre-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 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
Unknown
Clip
ⓘ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
Damage typeDamage / hitSplash radiusConditions

No direct damage nugget resolved. This may be a rangefinder, special effect or unresolved weapon.

Weapon timing, targeting & source
PropertyGame valueResolved value
RadiusDamageAffectsENEMIES NEUTRALS—
PreAttackDelay20002,000
FiringDuration20002,000
AttackRangeGONDOR_RANGER_LONGSHOT_RANGE1,000
Source definitiondata/ini/weapon.ini:51364

MenLongShotFakeWeapon

weaponset toggle 1

PRIMARY

AngmarArcherBow_FS · AngmarDarkRanger_FS

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
400
Pre-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 ms
Shot 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 ms
Clip
ⓘ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
Damage typeDamage / hitSplash radiusConditions
PIERCE800Without Upgrade_AngmarIceArrows_FS
FROST400Requires Upgrade_AngmarIceArrows_FS
PIERCE1000Requires Upgrade_AngmarIceArrows_FS
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeANGMAR_RANGER_RANGE400
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( ANGMAR_RANGER_RANGE .003 )1.2
LeechRangeWeaponYes—
WeaponSpeed300300
MinWeaponSpeed121121
MaxWeaponSpeed400400
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage8080
ScatterRadius20.020
AcceptableAimDelta2020
DelayBetweenShots00
PreAttackDelayANGMAR_RANGER_BOW_PREATTACKDELAY1,000
PreAttackTypePER_POSITION—
PreAttackRandomAmount200200
FiringDuration00
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle11
ClipReloadTimeMin:ANGMAR_RANGER_BOW_RELOADTIME_MIN Max:ANGMAR_RANGER_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastANGMAR_RANGER_BOW_RELOADTIME_MAX2,000
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
HitPassengerPercentage20%20
CanBeDodgedYes—
Source definitiondata/ini/weapon.ini:88659

AngmarArcherBow_FS

weaponset toggle 1

SECONDARY

AngmarArcherBowBombard_FS · AngmarDarkRanger_FS

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
460
Pre-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 ms
Shot 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 ms
Clip
ⓘ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
Damage typeDamage / hitSplash radiusConditions
PIERCE800Without Upgrade_AngmarIceArrows_FS
FROST400Requires Upgrade_AngmarIceArrows_FS
PIERCE1000Requires Upgrade_AngmarIceArrows_FS
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeANGMAR_RANGER_BOMBARD_MAXRANGE460
MinimumAttackRange#SUBTRACT( ANGMAR_RANGER_BOMBARD_MINRANGE 75 )75
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( ANGMAR_RANGER_BOMBARD_MAXRANGE .003 )1.38
LeechRangeWeaponYes—
WeaponSpeed300300
MinWeaponSpeed121121
MaxWeaponSpeed400400
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage00
ScatterRadiusARCHER_BOMBARD_SCATTER_RADIUS60
AcceptableAimDelta2020
DelayBetweenShots00
PreAttackDelayANGMAR_RANGER_BOW_PREATTACKDELAY1,000
PreAttackTypePER_POSITION—
PreAttackRandomAmount200200
FiringDuration00
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle00
ClipReloadTimeMin:ANGMAR_RANGER_BOW_RELOADTIME_MIN Max:ANGMAR_RANGER_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastANGMAR_RANGER_BOW_RELOADTIME_MAX2,000
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
HitPassengerPercentage20%20
CanBeDodgedYes—
NoVictimNeededYes—
BombardTypeYes—
Source definitiondata/ini/weapon.ini:88699

AngmarArcherBowBombard_FS

weaponset toggle 1

TERTIARY

MenLongShotFakeWeapon · AngmarDarkRanger_FS

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
1,000
Pre-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 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
Unknown
Clip
ⓘ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
Damage typeDamage / hitSplash radiusConditions

No direct damage nugget resolved. This may be a rangefinder, special effect or unresolved weapon.

Weapon timing, targeting & source
PropertyGame valueResolved value
RadiusDamageAffectsENEMIES NEUTRALS—
PreAttackDelay20002,000
FiringDuration20002,000
AttackRangeGONDOR_RANGER_LONGSHOT_RANGE1,000
Source definitiondata/ini/weapon.ini:51364

MenLongShotFakeWeapon

DEFENSE

Armor profiles

These percentages are damage received: 50% takes half damage; 200% takes double damage. Unlisted types use DEFAULT. Abilities and temporary modifiers can change the result.

Base equipment

AngmarDDRangerArmor · AngmarDarkRanger_FS

Damage typeReceived
DEFAULT80%
SLASH80%
PIERCE50%
SPECIALIST80%
CRUSH200%
SIEGE100%
FLAME90%
FROST50%
MAGIC100%
HERO200%
HERO_RANGED200%
CAVALRY200%
STRUCTURAL60%
UNDEFINED1%
Source definitiondata/ini/armor.ini:1380

AngmarDDRangerArmor

TOOLS OF THE BATTLEFIELD

Abilities & passive effects

Descriptions come from game tooltips and may lag behind balance edits. Expand implementation details to inspect the current effects and conditions.

active

Imposing Stature

Requires Level 4 Modifier Type: Passive Debuff Nearby enemy units suffer -10% Armor Does not stack with other Debuffs Passive ability

Cooldown 0s
Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_FAKE_LEADERSHIP_BUTTON—
ReloadTime11

UnpauseSpecialPowerUpgrade ModuleTag_NecroDeathMaskStarter

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityFakeLeadership—
TriggeredByUpgrade_ObjectLevel4—

SpecialPowerModule ModuleTag_NecroDeathMaskUpdate

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityFakeLeadership—
UpdateModuleStartsAttackYes—
StartsPausedYes—
Source definitiondata/ini/commandbutton.ini:80935

Command_BlackNumenoreanImposingStature

active

Longshot (T)

Cooldown 120s

Requires: Upgrade_ObjectLevel2

Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_SPELL_BOOK_ARROW_VOLLEY_GOOD—
RadiusCursorRadiusGONDOR_RANGER_LONGSHOT_CURSOR_RADIUS80
ReloadTimeGONDOR_RANGER_LONGSHOT_RELOAD_TIME120,000
FlagsLIMIT_DISTANCE—
MaxCastRangeGONDOR_RANGER_LONGSHOT_RANGE1,000

UnpauseSpecialPowerUpgrade ModuleTag_LongshotEnabler

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityMenLongShot—
TriggeredByUpgrade_ObjectLevel3—

OCLSpecialPower ModuleTag_ArrowVolleyEvil

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityMenLongShot—
OCLOCL_LongShotAbility—
CreateLocationCREATE_AT_LOCATION—
UpdateModuleStartsAttackNo—
StartsPausedYes—
SetModelConditionModelConditionState:USER_1—
SetModelConditionTime5.05
DisableDuringAnimDurationYes—

WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityMenLongShot—
PackTime50005,000
MustFinishAbilityYes—
SpecialWeaponMenLongShotWeapon—
NeedLivingTargetsNo—
TriggerSoundRangerVoiceLongShot—
ApproachRequiresLOSNo—
Source definitiondata/ini/commandbutton.ini:88407

Command_AngmarLongShotAbility_FS

upgrade / mode

Purchase Ice Arrows (C)

Upgrades this horde with Oil-tipped Arrows Significantly increases the damage done by arrows

Requires: Upgrade_TechnologyAngmarIceArrows_FS

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:80349

Command_PurchaseUpgradeAngmarIceArrows_FS

upgrade / mode

Purchase Banner of the Iron Crown (V)

Increases this battalion to Level 2 Can only be equipped at Level 1

Requires: Upgrade_TechnologyAngmarBasicTraining_FS

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:80313

Command_PurchaseUpgradeAngmarBasicTraining_FS

active

Capture Building

Take control of targeted structure

Cooldown 0s
Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_INFANTRY_CAPTURE_BUILDING—
ReloadTime00
UnitSpecificSoundToUseAsInitiateIntendToDoVoiceVoiceInitiateCaptureBuilding—
UnitSpecificSoundToUseAsEnterStateInitiateIntendToDoVoiceVoiceEnterStateInitiateCaptureBuilding—
EvaEventToPlayOnSuccessBuildingCaptured—

SpecialPowerModule ModuleTag_CaptureBuilding

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityCaptureBuilding—
UpdateModuleStartsAttackYes—
StartsPausedNo—

SpecialAbilityUpdate ModuleTag_CaptureBuildingUpdate

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityCaptureBuilding—
StartAbilityRange15.015
UnpackTime11
PreparationTime1500015,000
PackTime11
DoCaptureFXYes—
LoseStealthOnTriggerYes—
Source definitiondata/ini/commandbutton.ini:29432

Command_CaptureBuilding

active

Imposing Stature

Requires Level 4 Modifier Type: Passive Debuff Nearby enemy units suffer -10% Armor Does not stack with other Debuffs Passive ability

Cooldown 0s

Requires: Upgrade_ObjectLevel2

Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_FAKE_LEADERSHIP_BUTTON—
ReloadTime11

UnpauseSpecialPowerUpgrade ModuleTag_NecroDeathMaskStarter

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityFakeLeadership—
TriggeredByUpgrade_ObjectLevel4—

SpecialPowerModule ModuleTag_NecroDeathMaskUpdate

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityFakeLeadership—
UpdateModuleStartsAttackYes—
StartsPausedYes—
Source definitiondata/ini/commandbutton.ini:80935

Command_BlackNumenoreanImposingStature

active

Longshot (T)

Cooldown 120s

Requires: Upgrade_ObjectLevel2

Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_SPELL_BOOK_ARROW_VOLLEY_GOOD—
RadiusCursorRadiusGONDOR_RANGER_LONGSHOT_CURSOR_RADIUS80
ReloadTimeGONDOR_RANGER_LONGSHOT_RELOAD_TIME120,000
FlagsLIMIT_DISTANCE—
MaxCastRangeGONDOR_RANGER_LONGSHOT_RANGE1,000

UnpauseSpecialPowerUpgrade ModuleTag_LongshotEnabler

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityMenLongShot—
TriggeredByUpgrade_ObjectLevel3—

OCLSpecialPower ModuleTag_ArrowVolleyEvil

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityMenLongShot—
OCLOCL_LongShotAbility—
CreateLocationCREATE_AT_LOCATION—
UpdateModuleStartsAttackNo—
StartsPausedYes—
SetModelConditionModelConditionState:USER_1—
SetModelConditionTime5.05
DisableDuringAnimDurationYes—

WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityMenLongShot—
PackTime50005,000
MustFinishAbilityYes—
SpecialWeaponMenLongShotWeapon—
NeedLivingTargetsNo—
TriggerSoundRangerVoiceLongShot—
ApproachRequiresLOSNo—
Source definitiondata/ini/commandbutton.ini:88407

Command_AngmarLongShotAbility_FS

upgrade / mode

Purchase Ice Arrows (C)

Upgrades this horde with Oil-tipped Arrows Significantly increases the damage done by arrows

Requires: Upgrade_ObjectLevel2, Upgrade_TechnologyAngmarIceArrows_FS

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:80349

Command_PurchaseUpgradeAngmarIceArrows_FS

active

Capture Building

Take control of targeted structure

Cooldown 0s

Requires: Upgrade_ObjectLevel2

Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_INFANTRY_CAPTURE_BUILDING—
ReloadTime00
UnitSpecificSoundToUseAsInitiateIntendToDoVoiceVoiceInitiateCaptureBuilding—
UnitSpecificSoundToUseAsEnterStateInitiateIntendToDoVoiceVoiceEnterStateInitiateCaptureBuilding—
EvaEventToPlayOnSuccessBuildingCaptured—

SpecialPowerModule ModuleTag_CaptureBuilding

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityCaptureBuilding—
UpdateModuleStartsAttackYes—
StartsPausedNo—

SpecialAbilityUpdate ModuleTag_CaptureBuildingUpdate

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityCaptureBuilding—
StartAbilityRange15.015
UnpackTime11
PreparationTime1500015,000
PackTime11
DoCaptureFXYes—
LoseStealthOnTriggerYes—
Source definitiondata/ini/commandbutton.ini:29432

Command_CaptureBuilding

passive / conditional

Large Group Bonus Update

Effect values & implementation

LargeGroupBonusUpdate ModuleTag_ArcherGroupDebuff

PropertyGame valueResolved value
UpdateRate10001,000
HordeMemberFilterNONE +ARCHER -HERO ALLIES—
Count4040
Radius200200
RubOffRadius200200
AlliesOnlyYes—
AttributeModifierEliteArcherDebuff—

EliteArcherDebuff

PropertyGame valueResolved value
CategorySPELL—
ModifierDAMAGE_MULT 70%—
ModifierARMOR -25%—
ModifierVISION -5%—
ModifierSHROUD_CLEARING -5%—
Duration00
FXFX_ArcherDebuff—
Source definitiondata/ini/object/evilfaction/hordes/angmar/dark_ranger_horde.ini:143

LargeGroupBonusUpdate ModuleTag_ArcherGroupDebuff

passive / conditional

Attribute Modifier Aura Update

Requires: Upgrade_ObjectLevel4

Effect values & implementation

AttributeModifierAuraUpdate ModuleTag_DeathMask

PropertyGame valueResolved value
StartsActiveNo—
BonusNameImposingStature—
TriggeredByUpgrade_ObjectLevel4—
RefreshDelay20002,000
RangeANGMAR_NECRO_DEATH_MASK_RANGE75
TargetEnemyYes—
ObjectFilterAOTR_GENERIC_BUFF_RECIPIENT_OBJECT_FILTER—
Source definitiondata/ini/object/evilfaction/hordes/angmar/dark_ranger_horde.ini:202

AttributeModifierAuraUpdate ModuleTag_DeathMask

passive / conditional

Weapon Set Upgrade

Requires: Upgrade_AngmarIceArrows_FS

Effect values & implementation

WeaponSetUpgrade ModuleTag_WeaponSetUpgradeTag

PropertyGame valueResolved value
TriggeredByUpgrade_AngmarIceArrows_FS—
Source definitiondata/ini/object/evilfaction/units/angmar/dark_ranger.ini:187

WeaponSetUpgrade ModuleTag_WeaponSetUpgradeTag

passive / conditional

Sub Objects Upgrade

Requires: Upgrade_AngmarIceArrows_FS

Effect values & implementation

SubObjectsUpgrade FireArrows_Upgrade

PropertyGame valueResolved value
TriggeredByUpgrade_AngmarIceArrows_FS—
ShowSubObjectsFireArowTip ArrowNock—
HideSubObjectsarrow—
Source definitiondata/ini/object/evilfaction/units/angmar/dark_ranger.ini:190

SubObjectsUpgrade FireArrows_Upgrade

passive / conditional

Attribute Modifier Aura Update

Requires: Upgrade_ObjectLevel4

Effect values & implementation

AttributeModifierAuraUpdate ModuleTag_DeathMask

PropertyGame valueResolved value
StartsActiveNo—
BonusNameImposingStature—
TriggeredByUpgrade_ObjectLevel4—
RefreshDelay20002,000
RangeANGMAR_NECRO_DEATH_MASK_RANGE75
TargetEnemyYes—
ObjectFilterAOTR_GENERIC_BUFF_RECIPIENT_OBJECT_FILTER—
Source definitiondata/ini/object/evilfaction/units/angmar/dark_ranger.ini:296

AttributeModifierAuraUpdate ModuleTag_DeathMask

Battalion composition & progression

Member templateCountHealth each
AngmarDarkRanger_FS12250
Experience and level upgrades (5)
Level definitionXP requirementUpgrades / modifiers
EvilEliteLevel1_FS1Upgrade_ObjectLevel1
EvilEliteLevel2_FS70Upgrade_ObjectLevel2 EvilEliteBonusRank2
EvilEliteLevel3_FS140Upgrade_ObjectLevel3 EvilEliteBonusRank3
EvilEliteLevel4_FS210Upgrade_ObjectLevel4 EvilEliteBonusRank4
EvilEliteLevel5_FS280Upgrade_ObjectLevel5 EvilEliteBonusRank5
JOINING THE ARMY

Where to recruit

FactionBuildingUnlock requirementsPath
Carn DûmHall of the King's MenUpgradeAngmarBarracksLevel3_FS
Trace

Starting builder → WildPorter → AngmarBarracksClassic → AngmarBarracksCommandSet_FS → Command_ConstructAngmarDarkRangerHorde_FS

Source definitiondata/ini/commandbutton.ini:76435

Command_ConstructAngmarDarkRangerHorde_FS

Carn DûmHall of the King's MenUpgradeAngmarBarracksLevel2_FS, UpgradeAngmarBarracksLevel3_FS
Trace

Starting builder → WildPorter → AngmarBarracksClassic → AngmarBarracksCommandSetLevel2_FS → Command_ConstructAngmarDarkRangerHorde_FS

Source definitiondata/ini/commandbutton.ini:76435

Command_ConstructAngmarDarkRangerHorde_FS

Carn DûmHall of the King's MenUpgradeAngmarBarracksLevel3_FS
Trace

Starting builder → WildPorter → AngmarBarracksClassic → AngmarBarracksCommandSetLevel3_FS → Command_ConstructAngmarDarkRangerHorde_FS

Source definitiondata/ini/commandbutton.ini:76435

Command_ConstructAngmarDarkRangerHorde_FS

Carn DûmHall of the King's MenUpgradeAngmarBarracksLevel2_FS, UpgradeAngmarBarracksLevel3_FS, Upgrade_ClassicAngmarAI
Trace

Starting builder → WildPorter → AngmarBarracksClassic → AngmarBarracksCommandSetLevel2_FS → Command_ConstructAngmarDarkRangerHorde_FS

Source definitiondata/ini/commandbutton.ini:76435

Command_ConstructAngmarDarkRangerHorde_FS

Carn DûmHall of the King's MenUpgradeAngmarBarracksLevel3_FS, Upgrade_ClassicAngmarAI
Trace

Starting builder → WildPorter → AngmarBarracksClassic → AngmarBarracksCommandSetLevel3_FS → Command_ConstructAngmarDarkRangerHorde_FS

Source definitiondata/ini/commandbutton.ini:76435

Command_ConstructAngmarDarkRangerHorde_FS

FIELD NOTES

Strategy

Strategy notes have not been written for this unit yet. Use its range, armor profiles and recruitment requirements to inform comparisons; the stat sheet alone does not establish a winning matchup.

Source definitiondata/ini/object/evilfaction/hordes/angmar/dark_ranger_horde.ini:1

AngmarDarkRangerHorde_FS