Archers
The defenders behind the wall: archers benefit especially from a high wall and are the specialists against the Glowtail.

Archers are all-rounders with a focus on defence. Among the regular infantry they bring the most defence per settler, plus a useful attack. Their special advantage: the Wall strengthens them more than most other units. In return they cost a lot of Wood and take longer to train.
Strengths and weaknesses
- + Lots of defence per settler, and especially strong behind a high wall.
- – More expensive than spearmen and swordsmen; without a wall their biggest advantage is missing.
Archers belong in every serious defence, above all in castles with a well-developed wall. They do a decent job in attacks, but fall short of axemen. On wild animal hunts they may join against wolves, boars and lynxes. Against the Glowtail they are the specialists par excellence – against the other dragons they are of little use.
Weapon research in the laboratory
| Stage | Research | Bonus per stage | Stone | Wood | Ore | Research time | Requirements |
|---|---|---|---|---|---|---|---|
| 1 | Training | +9 attack, +10 defence | 2,280 | 3,648 | 2,394 | 3 h 33 min | Wall 3 Laboratory 1 Barracks 1 |
| 2 | Exotic wood arrows | +9 attack, +10 defence | 4,560 | 7,296 | 4,788 | 7 h 6 min | Wall 8 Laboratory 5 Barracks 5 |
| 3 | Poisoned tips | +9 attack, +10 defence | 18,240 | 29,184 | 19,152 | 14 h 13 min | Wall 13 Laboratory 10 Barracks 10 |
Each stage is researched once per castle and adds its bonus to every unit of this type in that castle. Choose your laboratory level and world above and the research times adjust.