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Available for 15 civilizations
Cheap ranged infantry with good damage vs. unarmored targets.
Countered by
Produced by
Weapons
Once Infantry Support is researched, camels near an infantry unit gain +3 melee and +3 ranged armor.
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.
Once Camel Support is researched, infantry near a camel unit gain +2 armor.
Within 5 tiles of Veteran Camel Archer, Elite Camel Rider
Heals nearby units.
Within 5 tiles of Town Center, Keep
Passively heals all nearby units. Carrying a Relic increases healing rate by +50%.
Within 3 tiles of Dervish
While the Khan is attacking the Warcry is charged which buffs nearby allies. Level 1 +10% weapon damage Requires Age III: Level 2 +20% weapon damage Requires Age IV: Level 3 +30% weapon damage
Within 3.75 tiles of Batu Khan
Grants nearby units +1 armor.
Within 3.75 tiles of Kharash
Units near an Outpost gain +10% health.
Within 12.5 tiles of Fortified Outpost
Activating Glorious Charge starts a 10 second timer which reveals the Outpost and the nearby area to all players, when the timer ends all nearby military units will get +50% movement speed and take -15% less damage for 30 seconds.
Within 7.5 tiles of Fortified Outpost
At level 4 (Gunpowder Monarch) Jeanne d'Arc can cast it: all units within 4 tiles gain +35% attack speed for 20 seconds. 60-second cooldown.
Within 4 tiles of Jeanne d'Arc - Markswoman, Jeanne d'Arc - Blast Cannon
Improves the range of nearby ranged units by +15%.
Within 7 tiles of Fortress
Once Desert Citadels is researched, the Fortress's Desert Outposts aura also gives units within 7 tiles +1 melee and +1 ranged armor.
Within 7 tiles of Fortress
Sofa improve the movement speed of nearby infantry by +15%.
Within 5 tiles of Veteran Sofa
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
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
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
Once Yam Network is researched (Deer Stones research it instantly), the Yam aura of Outposts and the Deer Stones also gives infantry +15% move speed for 10 seconds, as it already does for cavalry and Traders.
Within 12.5 tiles of Outpost, Deer Stones
Mehter drums that increase the attack speed of nearby units by +15%.
Within 6 tiles of Mehter
Mehter drums that increase the melee armor of nearby units by +2.
Within 6 tiles of Mehter
Mehter drums that increase the ranged armor of nearby units by +1.
Within 6 tiles of Mehter
After Mehter Drums is researched, units in the same formation as a Mehter move 15% faster — not a radius: the unit has to be in the formation (within about a tile when it forms), and keeps the bonus until it or the Mehter leaves it.
Poisoned Arrows: Archer arrows deal an additional 3 damage over 6 seconds.
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.
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.
Siege Engineering: Melee and ranged infantry can construct Siege Towers and Battering Rams in the field.
Forced March: Infantry units gain the Forced March ability. When activated, infantry move +100% faster for 10 seconds, but breaks when dealing damage.
Increased Supplies: Increases production speed of Military Buildings by +50%.
Precision Training: Increase ranged damage of Donso by +6, Archers by +2, and Javelin Throwers by +3.
Siege Engineering (Improved): Melee and ranged infantry can construct Siege Towers and Battering Rams in the field. Improved Siege Engineering allows for the construction of Mangonels, Springalds and Trebuchets as well.
Paiks: Archers and Crossbowmen gain +0.5 range.
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.
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.
Concave Lens: Increases the Line of Sight of all Units and Ships by +2 tiles.