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Highly mobile ranged cavalry effective against slower melee units and will cause units hit to bleed. Any healing will remove the bleed.
Produced by
Weapons
Every hit from this unit makes the target bleed — 2 damage per second for 6 seconds (12 in total), ignoring armor; it does not stack and restarts on the next Kipchak hit. After Triple Shot, each extra arrow adds a 0.6-per-second bleed of its own.
While the Khan is attacking the Warcry is charged which buffs nearby allies. Level 1 +10% weapon damage Requires Age III: Level 2 +20% weapon damage Requires Age IV: Level 3 +30% weapon damage
Within 3.75 tiles of Batu Khan
Grants nearby units +1 armor.
Within 3.75 tiles of Kharash
Units near an Outpost gain +10% health.
Within 12.5 tiles of Fortified Outpost
Activating Glorious Charge starts a 10 second timer which reveals the Outpost and the nearby area to all players, when the timer ends all nearby military units will get +50% movement speed and take -15% less damage for 30 seconds.
Within 7.5 tiles of Fortified Outpost
The thunderous sounds of Eruptor and Storm Lance weapons scares enemy cavalry, reducing the damage of nearby cavalry by 20% for 5 seconds.
Camels cause enemy horse cavalry units to deal 20% less damage.
Debuffs nearby enemy units with -2/2 armor.
Triple Shot: Kipchak Archers fire 2 additional arrows that each deal 70% less damage.
Melee Armor Technology
Increase the melee armor of all non-siege units by +1.
Increased Supplies: Increases production speed of Military Buildings by +50%.
Ranged Armor Technology
Increase the ranged armor of all non-siege units by +1.
Ranged Damage Technology
Increase the ranged damage of all arrows, bolts, and emplacements by +1.
Biology: Investing in natural sciences increases the health of all cavalry by +25%.
Incendiary Arrows: Flammable munitions grant non-gunpowder ranged units a siege arrow or bolt when attacking buildings and increase their damage by +20%.
Silk Bowstrings: Stringing bows with silk grants Archers +1.5 range and Mounted Archers +0.75 range.