Light Ranged Infantry

Longbowman

English
Cheap long-ranged infantry with good damage vs. unarmored targets. + Long range + Can construct Palings to fend off cavalry charges - Slow movement speed - Countered by Horsemen

Abilities and influences

Arrow Volley

Reduce Longbowman's time to attack by +1 second for a duration of 6 seconds. 45 secs cooldown

Place Palings

Enemy cavalry are stunned for 2.5 seconds and take 25 damage. 30 secs cooldown

Network of Castles

When enemies are nearby, this building sounds an alarm, causing nearby units to get a +20% increase to attack speed. When in 12.5 tiles range of

Outpost,
Stone Wall Tower
,
Town Center
,
Capital Town Center
,
The White Tower
,
King's Palace
,
Keep
or
Berkshire Palace
.

Network of Citadels

When enemies are nearby, this building sounds an alarm, causing nearby units to get a +30% increase to attack speed.

Abbey Healing

Heals nearby out of combat units by 6 every 1 seconds. When in 7.5 tiles range of

Abbey of Kings.

Produced at

Patch History

Season Five Update

Set-up camp ability removed from Longbowman

Costs
40
50
0:15
7095 Hitpoints
614 9 Ranged Attack
03 Melee Armor
03 Ranged Armor
Damage3.69DPS 8.62 5.54
Move Speed1.125T/S
Attack Speed1.625S
Range7TILES
Line of Sight9.778TILES

Technology Upgrades

Arrow Volley

Age IV

Longbowman Ability Unlock

Longbowmen gain Arrow Volley, an activated ability that reduces their time to attack by +1 second for a duration of 6 seconds.

Costs
150
350
1:00
Unique to English

Steeled Arrow

Age II

Ranged Damage Technology 1/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
50
125
1:00

Platecutter Point

Age IV

Ranged Damage Technology 3/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
150
350
1:00

Incendiary Arrows

Age IV

Ranged Technology

Flammable munitions grant non-gunpowder ranged units a siege arrow or bolt when attacking buildings and increase their damage by +20%.

Costs
500
1000
1:30

Balanced Projectiles

Age III

Ranged Damage Technology 2/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
100
250
1:00

Angled Surfaces

Age IV

Ranged Armor Technology 3/3

Increase the ranged armor of all non-siege units by +1.

Costs
150
350
1:00

Fitted Leatherwork

Age II

Melee Armor Technology 1/3

Increase the melee armor of all non-siege units by +1.

Costs
50
125
1:00

Insulated Helm

Age III

Melee Armor Technology 2/3

Increase the melee armor of all non-siege units by +1.

Costs
100
250
1:00

Iron Undermesh

Age II

Ranged Armor Technology 1/3

Increase the ranged armor of all non-siege units by +1.

Costs
50
125
1:00

Master Smiths

Age IV

Melee Armor Technology 3/3

Increase the melee armor of all non-siege units by +1.

Costs
150
350
1:00

Military Academy

Age III

Production Technology

Increase the production speed of infantry, cavalry, siege, and transport units at buildings by 33%. Does not affect religious units or other support units.

Costs
100
250
1:00

Wedge Rivets

Age III

Ranged Armor Technology 2/3

Increase the ranged armor of all non-siege units by +1.

Costs
100
250
1:00

Siege Engineering

Age II

Siege Unit Unlock

Melee and ranged infantry can construct Siege Towers and Battering Rams in the field.

Costs
50
125
0:30

Network of Citadels

Age III

Defensive Technology

Increase the Network of Castles attack speed bonus from +20% to +30%.

Costs
350
150
0:45
Unique to English

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