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Available for 3 civilizations
Hired as a mercenary by Byzantines
Expensive cavalry with high damage and a powerful charge attack. Effective against most units.
Countered by
Weapons
This unit automatically makes charge attacks against enemies. There is a short cooldown before it can charge again.
Activate to drink, rapidly increasing health regeneration by 25 per second for 6 seconds. Flasks available: 0
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
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
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.
Increased Supplies: Increases production speed of Military Buildings by +50%.
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.
Numeri: Enemy units hit by Trample become vulnerable and receive +10% increased damage for 10 seconds.
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.
Sarai Lancers: Increase Keshik healing by +1 Health per attack and attack speed by +10%. Torguud gain the same healing attack as the Keshik.
Steppe Lancers: Increase Keshik healing by +1 Health per attack and attack speed by +10%.
Steppe Lancers (Improved): Increase Keshik healing by +2 Health per attack and attack speed by +20%. If Steppe Lancers has already been researched, increase Keshik healing by +1 Health per attack and attack speed by +10%.
Biology: Investing in natural sciences increases the health of all cavalry by +25%.