Marksman: Difference between revisions
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| | '''Marksmen''' are upgraded tier-II [[units]] of the {{F|human|en}} faction. They can be recruited from [[Mews II]]. | ||
They are one of the upgraded versions of the {{Unit|crossbowman|en}}, the other being the {{Unit|crossbowman_upg|en}}. | |||
| | ==Description== | ||
| | {{Description|lang=en|id=crossbowman_upg_alt}} | ||
==Abilities== | |||
{{UnitAbility|lang=en|id=living}} | |||
| | {{UnitAbility|lang=en|id=ranged_attack_no_range}} | ||
|} | {{UnitAbility|lang=en|id=base_passive_sharpshooter}} | ||
{{UnitsNavbox}} | {{UnitAbility|lang=en|id=crossbowman_upg_alt_passive_1}} | ||
{{UnitAbility|lang=en|id=common_attack_1}} | |||
{{UnitAbility|lang=en|id=crossbowman_upg_alt_1|rank=2}} | |||
{{UnitAbility|lang=en|id=crossbowman_upg_alt_2}} | |||
==Specialist Hero== | |||
{{UnitSpecialist|lang=en|unit_id=crossbowman_upg_alt}} | |||
==Laws== | |||
This unit is affected by the following Faction [[Laws]]: | |||
{{LawSummary|lang=en|id=fraction_law_human_10}} | |||
{{LawSummary|lang=en|id=fraction_law_unfrozen_10}} | |||
{{LawSummary|lang=en|id=fraction_law_dungeon_12}} | |||
==Strategy== | |||
''Nothing yet. Maybe you can add it...?'' | |||
{{Clear}} | |||
==Related pages== | |||
{{UnitsNavbox|lang=en|faction=human}} | |||
[[Category:Temple Units]] | [[Category:Temple Units]] | ||
[[Category:Units]] | |||
__NOTOC__ | |||
Latest revision as of 07:49, 6 August 2026
Marksman |
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Faction |
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Tier II |
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Cost 130 (Upgrade cost) ( 35 |
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Base growth +14 |
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Squad value 113 |
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| Stats | |||
Health 10
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Attack 6
Base: 5 Increase: +1 |
Defense 3
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Damage 3-4
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Morale 0
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Luck 0
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Initiative 6
Base: 4 Increase: +2 |
Speed 3
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| Other Info | |||
Dwelling |
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Specialist hero |
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| Related Units | |||
Upgrade B Marksman |
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| Internal ID | |||
| crossbowman_upg_alt | |||
Marksmen are upgraded tier-II units of the
Temple faction. They can be recruited from Mews II.
They are one of the upgraded versions of the
Crossbowman, the other being the
Austringer.
Description
Neither blessings nor gentle arts win wars — metallurgy does.
The Church teaches self-perfection in all forms — soul, body, and steel. With a heavy crossbow in hand, the Order of the Anvil ensures their prayers strengthen the very weapons and armor they forge.
The Church teaches self-perfection in all forms — soul, body, and steel. With a heavy crossbow in hand, the Order of the Anvil ensures their prayers strengthen the very weapons and armor they forge.
Abilities
Creature Type
Living
A fully sentient inhabitant of Jadame.
–5 to 5Morale range
–3 to 3Luck range
YesFallen Living creatures can be raised as Undead after battle.
Attack Type
Ranged Attack
No range penalty
Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage.
Passive Ability
Sharpshooter
Ranged attacks deal full Ranged Damage at any range.
Passive Ability
View from the Heavens
Increases the hero’s sight radius by 1 while this creature is in their army. This effect does not stack.
Alternative Attack
Melee Attack
Performs an alternative Melee attack.
Active Ability
Fine Bolts - Rank IIThis ability has multiple versions.
Positive effect
Cost: 
2 Focus ChargesCooldown: 2 roundsTier II
Deals +40% Ranged Damage.Duration: 2 round(s).
Does not end the turn.
Active Ability
Piercing Shot
Attack
Cost:
1 Focus ChargeCooldown: 1 roundTier I
Deals 50% basic attack Damage ([ 1–2 × amount of units ]). The target takes +25% Damage until the end of the round.Specialist Hero
Crossbowman growth in your cities increases by 1.
Under her command, Crossbowmen gain 1 Speed, 1 Initiative, and 20% HP. Their Attack and Defense increase by 1 for every 3 hero levels, and enemy Crossbowmen lose an equal amount of Attack and Defense.
Under her command, Crossbowmen gain 1 Speed, 1 Initiative, and 20% HP. Their Attack and Defense increase by 1 for every 3 hero levels, and enemy Crossbowmen lose an equal amount of Attack and Defense.
Laws
This unit is affected by the following Faction Laws:
Crossbowman growth in your cities increases by 4. They gain 2/4/6 Attack.
Tier ICost: 3/2/2
Law Seals
Tier-2 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier IICost: 2
Law Seals
Tier-2 creature growth in your cities increases by 4.
Tier IICost: 2
Law Seals
Strategy
Nothing yet. Maybe you can add it...?


