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Curare

TECHNOLOGIES · AGE OF EMPIRES II ONLY

TECHNOLOGY · CIVILIZATION-SPECIFIC

Curare

Foot archers and fortifications deal poison damage.

Curare Age of Empires II technology artwork
Curare Age of Empires II technology artwork

Overview

Foot archers and fortifications deal poison damage.

Effect and affected units

Curare changes archer line, Blackwood Archers, and fortifications deal poison damage. Read the named target carefully: this effect applies only to the units, buildings, or economy described in its entry. This is the main reason to research it; compare the affected units with the army you expect to field.

Research cost and timing

Research is available in Imperial Age at the Castle. The recorded cost is 650 Food, 600 Gold, and the research time is 45 seconds. Consider whether the upgrade will affect enough units or workers to repay that investment before the match is decided.

Matchup plan: Curare poison-volley discipline

Curare adds poison damage to the Elite Blackwood Archer, which can keep hurting armored targets after the volley lands. Concentrate fire efficiently so the army does not waste repeated shots on enemies already certain to fall Use a compact archer group to focus one durable high-priority unit, then redirect volleys as its remaining health and poison damage make the outcome clear. Keep the formation protected by infantry or terrain while the poison ticks, and use mobility or a screen to prevent cavalry from reaching the archers. Against heavily armored targets, its armor-independent damage makes sustained volleys more useful than spreading fire across the entire front Poison takes time to deal its damage, so retargeting late can waste volleys and a target may survive long enough to retaliate. Avoid splitting shots across many units when one kill would remove a major threat. The upgrade does not make the archers safe from a cavalry dive or replace the need for positioning

Effect and research timing

Foot archers and fortifications deal poison damage. Effect: Archer line, Blackwood Archers, and fortifications deal poison damage. Research becomes available in: Imperial Age; Research at: Castle; Research cost: 650 Food, 600 Gold; Research time: 45 seconds. This research is restricted to its named civilization, so it is part of that faction’s identity rather than a shared option. Its value depends on which units receive the effect and how often they take part in combat; timing it before a major engagement can improve the whole eligible group.

Research details

Research building
Castle
Cost
650 Food, 600 Gold
Research time
45 seconds
Effect
Archer line, Blackwood Archers, and fortifications deal poison damage

Research requirements and effects for this entry.

Focus
Unique technology · Tupi
Signature / category
Unique technology · Tupi
Release / context
Civilization research
Region
Civilization-specific
Classification
Unique technologies
Ⅱ

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