Arcane Archer needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Force Arrow: A shot ignores 50% of Defense and may push back and stun the target.
Attack
6
Defense
5
Damage
8–9
Health
14
Speed
5
Shots
16
Base weekly growth
7
Initiative
11
Mana
0
Experience per creature
39
Cost per creature: 190 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Force Arrow
A shot ignores 50% of Defense and may push back and stun the target.
No Range Penalty
Ranged attacks have no normal penalty for distances beyond half the battlefield.
Heroes connected to this creature
Specific specialty effect (2)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.
Arcane Archer · reference values before bonuses
Creatures
Total cost
Base health
1
190 gold
14
5
950 gold
70
10
1,900 gold
140
Reading this profile correctly
The reference is Tribes of the East 3.1. Initiative concerns ATB and Speed concerns movement; increasing one does not automatically increase the other. Upgrades and alternatives have separate profiles.
Resource costs are part of recruitment. For an entire stack, multiply every component, not just gold. Base growth excludes additional town, map and hero bonuses. Zero shots means no regular ranged attack; the creature can still have spells or other active abilities.
177 creatures from the Tribes of the East 3.1 manual: 168 faction variants and 9 neutrals. Original and alternative upgrades remain separate. Stats exclude heroes, artifacts and spells. Speed determines range; Initiative determines ATB action timing. Costs include rare resources and are per creature.