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Crossbowman

From Dawn of Embers Wiki
Crossbowman
General
Status In the game
Role Ranged
Trained at Archers Training Grounds
Population 1
Train time 28 s
Cost
Food 50
Gold 20
Leather 25
Combat
Hit points 95
Attack 15
Defense (armour) 2
Range 12 m
Attack cooldown 2.6 s
Damage type Ranged
Ranged Yes
Can siege No

The Crossbowman is a ranged foot unit trained at the Archers Training Grounds. It hits the hardest of the three archers and has the most hit points and armour, at the cost of the slowest attack and a gold price.

Combat

  • Damage per hit: 15, before the target's armour. The target subtracts its armour from each hit, and every hit deals at least 1 (see Damage types).
  • Attack cooldown: 2.6 seconds between attacks (about 5.8 damage per second before armour).
  • Range: 12 m. Range is measured to the edge of the target, not its centre, so a unit standing against a large building is in range of it.
  • Ranged: yes. The damage is applied at the moment the attack fires; the projectile that flies to the target is a visual effect, so a shot cannot miss once it is fired.
  • Against buildings: 25% of its damage. Only siege units (other than the Ballista) deal full damage to buildings.
  • Auto-engage radius: 12 m. On the Aggressive stance, a unit looks for enemies on its own out to 9 m or its own range, whichever is larger.
  • Sight: at least 15 m. Every unit sees at least its range plus 2 m, so it is never firing at something its side cannot see.
  • Bonuses: as a ranged unit, its attack is raised by the owner's Combat Offense Discipline and by the ranged damage bonus of the owner's Calling.
  • Damage type: Ranged. In the current build the damage type is a label shown on the unit panel; it does not change the damage dealt (see Damage types).

Training

  • Trained at: Archers Training Grounds.
  • Cost: 50 food, 20 gold, 25 leather. The cost is paid when the unit is queued. Cancelling a queued or in-progress unit refunds the full cost.
  • Train time: 28 seconds. Training-speed bonuses from the owner's Calling and Disciplines shorten it; no unit trains in under 0.5 seconds.
  • Population: 1. Training is refused when living units plus everything already queued in all of the player's buildings, plus this unit, would pass the population cap.
  • A building holds at most 5 units in its training queue.

Notes

  • Changed in October 2026: range doubled, from 6 m to 12 m.

See also