Is this page right?
Your rating helps us find and fix errors in the guide.
Your rating helps us find and fix errors in the guide.
Ranged Cavalry Leader able to use Signal Arrows to enhance nearby military units. Reappears at a Town Center if killed.
Produced by
Weapons
Fires a Signal Arrow that increases the attack speed of nearby ranged units (including the Khan) by +50% for 5 seconds.
Fires a Signal Arrow that increases the armor of nearby units (including the Khan) by +2 for 5 seconds.
Fire a Signal Arrow that increases the movement speed of nearby units (including the Khan) by +33% for 5 seconds. Does not affect Villagers.
This unit automatically makes charge attacks against enemies. There is a short cooldown before it can charge again.
Any Sheep following the Scout will wait at the targeted building or follow the targeted Scout. Villagers can harvest Sheep for Food.
Release a Falcon that provides vision in the targeted area for 30 seconds.
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
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.
Professional Scouts: Scouts gain the ability to carry animal carcasses and +100% damage against wild animals. Scouts move -55% slower while carrying and cannot pick up Boar. Deer slowly decay while being carried.
Spyglass: Increase the sight radius of Scouts by 30%.