There is little difference between shooting shooting at the animals and people. These warriors can support attacking fighters in battle as well as they can supply the army between battles. That is why during the war wesnothian commanders try to take to the army as many huntsmen as they can.

Tactical Info:

Pupil: Day type
* +5% accuracy and +1 vision range at daytime.
* -10% accuracy and -1 vision range at night.

Alignment: Dodgy
* receiveing bonus of some alignment if there are three ally units of such alignment around him.

Movement type: Huntsman
* very good at rough and difficult terrain.
* not good at castle and village defending.

Armor type: Hardy human without armor
* vulnerable for impact and blade damage.
* resistant to fire and cold damage.

Damage type: Pierce
* more effective against cavalry and flying units.
* less effective against frogs, dwarves and skeletons.
* uneffective against woses, ghosts and heavy armored units.

Special abilities:
* rain of arrows: has two additional shots against opponents, who haven't ranged attacks.
* carve: when unit kills an animal with melee attack, it regenerates 8 HP.



Advances from: Archer, Militiaman
Advances to: Legendary Archer, Ranger
Cost: 32
HP: 42
Moves: 6
Vision: 5
XP: 64
Level: 2
Id: Royal Huntsman

Attacks (damage × count)

(image)knife(blade attack) blade4 × 2(melee attack) melee(carve)
(image)longbow(pierce attack) pierce6 × 4(ranged attack) ranged(rain of arrows)


(icon) blade-20% (icon) pierce0%
(icon) impact-20% (icon) fire10%
(icon) cold10% (icon) arcane0%


TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave140%
(icon) Coastal Reef240%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest160%
(icon) Frozen140%
(icon) Fungus160%
(icon) Hills160%
(icon) Mountains260%
(icon) Sand140%
(icon) Shallow Water330%
(icon) Swamp330%
(icon) Unwalkable0%
(icon) Village150%
Last updated on Sat May 18 01:03:21 2019.