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Lightly armed cavalry effective at exploring the world, hunting wildlife, and herding Sheep.
Produced by
Weapons
Hunting
Orders the Scout to drop any held animal carcass at the targeted location or building. Villagers can gather Food from carcasses.
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.
Choose a building where carried carcasses should be dropped when using the Scout to hunt.
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
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.
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.
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.
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.
Additional Torches: Increase the torch damage of all infantry and cavalry by +3.
Additional Torches (Improved): Increase the torch damage of all infantry and cavalry by +5. If Additional Torches has already been researched, increase the torch damage from all infantry and cavalry by +2.
Spyglass: Increase the sight radius of Scouts by 30%.