Archer or bowman is a subject who will hunt animals to collect coins during the day and defend the base from enemies at night. They are the most basic combat units in the Kingdom and are critical to any base's defense.
Hiring[edit | edit source]
The bow vendor is required to hire archers. It is unlocked at the town center first tier, the campfire. Once unlocked, it appears just to the right of the town's central campfire.
A bow can be purchased there for two coins each. Up to four bows can be waiting on the weapon stand at a time. If a villager picks up a bow, he is assigned to being an archer.
Types[edit | edit source]
Hunter[edit | edit source]
Soldier[edit | edit source]
Whenever a knight or a squire is hired, they will enlist up to four nearby idle archers under their command. Soldier archers always stick with their liege and will attack portals with them, but do not hunt anymore, nor mount towers. In Two Crowns, they also escort the bomb towards the cave.
On tower[edit | edit source]
Unless they are made soldiers, archers will prioritize filling all available spots on archer towers, starting from the farthest spots, regardless of the time of day. They won't leave a tower on their own, meaning they'll stay on guard, unless they get captured by floaters or hit by a breeder's smash or boulder toss. When an archer is captured by a floater, the nearest archer will run to re-man the tower, even if it means running towards an army of the Greed.
Routine[edit | edit source]
Hunting[edit | edit source]
When all knights and towers have hired all the archers they can, idle archers will remain. At the beginning of the day, archers will be found at the outer walls. They will split up unevenly so that some of them stand by the wall, while some of them wander to the left and right, both within the Kingdom and far beyond the walls, until they reach the edge of a forest. These wandering archers will hunt the rabbits and deer they encounter.
Archers usually avoid going into a forest unless they are chasing deer and usually they don't chase very far. However, archers going into the forest will pay no attention to portals of the Greed, whether they are active or not. These archers may accidentally hit the portals when aiming at other targets (usually deer) and the portals will activate for defense. For this reason it is advised not to build the outer walls too close to portals.
Defending[edit | edit source]
As the night begins, all idle archers will run to the nearest outer wall, to hide behind it. If one side of the Kingdom has more archers than the other side, then some archers might walk to the other side to even out the numbers. They will not hunt any animals unless they wander nearby.
- When the outer walls change
When the outer wall being defended by archers is destroyed by attackers, the archers slowly retreat towards the next outer wall, although they often stop to shoot. This results in archers stopping smaller enemy breaches while they get overrun by the larger ones.
If players upgrade the outer wall right before archers retreat from hunting, archers will walk to the next wall instead which will leave the outer wall undefended after the upgrade is completed. Also, immediately archers will leave their current post and start their way to the upgraded outer wall. This could leave archers in vulnerable position if monsters can break the outer wall before they reach the other wall. Players often make mistake of upgrading the outer wall in the late afternoon thinking that they can complete the upgrade right before the monsters attack but are often caught unaware of archers' position.
When the construction of a new outer wall is ordered, the archers will start migrating towards the new wall, but will station there during the night, only if its construction is complete. If the new outer wall gets destroyed before they get there, they will not stop migrating, making them run straight into the Greed. This behavior makes new wall constructions late in the day and/or very far from the established wall, very risky.
Patrolling[edit | edit source]
During the day, some hunter archers will run across the Kingdom, moving from one outer wall to another.
This behaviour is useful during more profitable seasons to bring all the surplus from hunting at the borders to the bank. If the Monarch stay by the town center during the day, these archers will drop the coins around him/her, who can quickly gather and give them to the banker. With this process one can easily increase the coins reserve by forty or fifty coins each day for several consecutive days. It's frequently (if not always) the archers that can't collect anymore coins, that perform these diurnal patrols; which prevents them from hunting and leaving coins on the field for the Greed, and allows other archers with less or no coins at all to go hunting.
If the Kingdom has incorporated sections of wood, the patrollers will help the hunters in the wood by stopping to shoot everytime they see a deer.
The Monarch should balance the Kingdom expansion and the number of archers recruited, so that the lack of hunting at the borders during the day and/or a possible delay for defending the walls at night can not be felt.
Upgrading[edit | edit source]
The Statue of Archery is an archer statue which increases the accuracy of all archers of the Kingdom for as long as the shrine is active. Note that the shrine does not increase the single damage of archers' attacks, but only their chance to hit the target.
A five-coin offering in Classic and four-coin offering in New Lands gives or extends the buff provided by a single day, up to a maximum of three days. In Two Crowns it is unlocked with three gems and activated upon a ten-coin offering.
When active, the buff will illuminate the archers' arrows, while a cluster of arrows will create a laser-like projectile if fired synchronously from the same direction.
A bow and arrow will appear on an activated Statue of Archery.