
Available for 15 civilizations
Cheap ranged infantry with good damage vs. unarmored targets.
Produced by
Weapons
Countered by
Activate to drink, rapidly increasing health regeneration by 25 per second for 6 seconds. Flasks available: 0
Military units deal +10% damage and gain +1 armor.
All units near an Outpost gain +0.5 move speed
Within 12.5 tiles of Fortified Outpost
Improves the range of nearby ranged units by +15%.
Within 7 tiles of Fortress
Malian infantry within range enter Stealth. While in Stealth, units are invisible until they are revealed by enemy Scouts, Outposts, or when they engage in combat.
Within 8 tiles of Fort of the Huntress
Archery Range
Poisoned Arrows: Archer arrows deal an additional 3 damage over 6 seconds.
Blacksmith
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.
House of Learning
Paiks: Archers and Crossbowmen gain +0.5 range.
House of Wisdom
Madrasa
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.
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.
Sultan's Mamluks: Infantry gains +25% damage and +20% movement speed for 30 seconds after defeating a unit.
Infantry Support: Infantry increase the armor of nearby camels by 3.
Precision Training: Increase ranged damage of Donso by +6, Archers by +2, and Javelin Throwers by +3.
Boot Camp: Increase the health of all infantry by +15%.
Composite Bows: Increase the attack speed of Archers by +33%.
Camel Support: Camels increase the armor of nearby infantry by +2.