Base statistics · Build time: 15s · 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
PRIMARYSilvanHunterBow · MirkwoodSilvanHunter
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 350Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 900 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:49863SilvanHunterBow
Base equipment
TERTIARYMirkwoodArcherBowBombard · MirkwoodSilvanHunter
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:5590MirkwoodArcherBowBombard
Base equipment
QUINARYMenLongShotFakeWeapon · MirkwoodSilvanHunter
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
PRIMARYSilvanHunterBow · MirkwoodSilvanHunter
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 350Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 900 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:49863SilvanHunterBow
close range contesting building
TERTIARYGreenwoodArcherBowBombard · MirkwoodSilvanHunter
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. 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:802GreenwoodArcherBowBombard
close range contesting building
QUINARYMenLongShotFakeWeapon · MirkwoodSilvanHunter
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