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Tough infantry with good damage. Periodically throws Daggers at nearby enemies.
Countered by
Weapons
This unit automatically makes charge attacks against enemies. There is a short cooldown before it can charge again.
Gains +1 damage for each active Keep. (Max 4)
Before closing to melee, this unit throws a dagger (the Dagger weapon above) at an enemy between 2.5 and 6.5 tiles away; 17-second cooldown. After Throwing Dagger Drills it throws two daggers that also deal a little area damage.
Heals nearby out of combat units by 6 every 1 seconds.
Within 7.5 tiles of Abbey of Kings
Grants +5% max health to nearby military units. Stacks with others Lords.
Within 5 tiles of Lord of Lancaster
Debuffs nearby enemy units with -2/2 armor.
Throwing Dagger Drills: Earl's Guards are supplied with additional Daggers when throwing, these Daggers also deal a small amount of area damage. Earl's Guards now throw 2 Daggers but are less accurate.
Melee Damage Technology
Increase the melee damage of all non-siege units by +1.
Melee Armor Technology
Increase the melee armor of all non-siege units by +1.
Ranged Armor Technology
Increase the ranged armor of all non-siege units by +1.
Siege Engineering: Melee and ranged infantry can construct Siege Towers and Battering Rams in the field.
Military Academy: Increase the production speed of infantry, cavalry, siege, and transport units at buildings by 33%. Does not affect religious units or other support units.
Elite Army Tactics: Training elite infantry leads to improved prowess in battle. Melee Infantry gain +15% damage and +15% health.