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
PRIMARYKinnLaiMasterBow · KinnLaiVeteran
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 380Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 500 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:5222KinnLaiMasterBow
Base equipment
TERTIARYKinnLaiMasterBowBombard · KinnLaiVeteran
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 435Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 500 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:5255KinnLaiMasterBowBombard
player upgrade
PRIMARYKinnLaiMasterSilverthornBow · KinnLaiVeteran
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 450Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 500 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:5291KinnLaiMasterSilverthornBow
player upgrade
TERTIARYKinnLaiMasterSilverthornBowBombard · KinnLaiVeteran
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 520Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 500 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:5324KinnLaiMasterSilverthornBowBombard
weaponset toggle 1
PRIMARYKinnLaiMasterSword · KinnLaiVeteran
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 11.5Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 700 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. 800 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. Not specified
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:63512KinnLaiMasterSword
weaponset toggle 1
TERTIARYKinnLaiMasterSilverthornBowBombard · KinnLaiVeteran
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 520Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 500 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:5324KinnLaiMasterSilverthornBowBombard
player upgrade weaponset toggle 1 contesting building
PRIMARYKinnLaiMasterSword · KinnLaiVeteran
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 11.5Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 700 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. 800 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. Not specified
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:63512KinnLaiMasterSword
player upgrade weaponset toggle 1 contesting building
TERTIARYKinnLaiMasterSilverthornBowBombard · KinnLaiVeteran
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 520Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 500 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:5324KinnLaiMasterSilverthornBowBombard