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Confounding mobile ranged cavalry that can fire at a slower rate while moving.
Produced by
Weapons
Fires a Signal Arrow that increases the attack speed of nearby ranged units (including the Khan) by +50% for 5 seconds.
Within 8.75 tiles of Hardened Khan
Fires a Signal Arrow that increases the armor of nearby units (including the Khan) by +2 for 5 seconds.
Within 8.75 tiles of Hardened Khan
Khan's Hunters increase the range of nearby ranged units by +0.5/+%2AMOUNT:.2%/+1 in Feudal/Castle/Imperial Age. Cavalry Archers gain an additional+0.5.
Within 4 tiles of Khan's Hunter
Fire a Signal Arrow that increases the movement speed of nearby units (including the Khan) by +33% for 5 seconds. Does not affect Villagers.
Within 8.75 tiles of Hardened Khan
Cavalry and Traders near an Outpost get +15% speed for 10 seconds.
Within 12.5 tiles of Deer Stones, Outpost
After striking an enemy, the Warrior Monk gives nearby allied Rus military units +2 damage and +1 melee and ranged armor for 10 seconds. Divine Light adds +10 seconds; Fervor adds +5 tiles and +1 damage.
Within 2 tiles of Warrior Monk
Units inside the Kurultai's aura heal +1 health every second and deal +20% damage.
Within 10 tiles of Kurultai
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.
Siha Bow Limbs: Increase the ranged damage of Mangudai and the Khan by +1.
Siha Bow Limbs (Improved): Increase the ranged damage of Mangudai and the Khan by +2. If Siha Bow Limbs has already been researched, increase the ranged damage of Mangudai and the Khan 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.
Ranged Damage Technology
Increase the ranged damage of all arrows, bolts, and emplacements by +1.
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.
Biology: Investing in natural sciences increases the health of all cavalry by +25%.
Biology (Improved): Investing in natural sciences increases the health of all cavalry by +35%. If Biology has already been researched, increase it by +10% instead.
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 range and Mounted Archers +0.5 range.