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.
Available for 2 civilizations
Support unit with no combat capability. Can pick up Relics, convert enemy units, and capture Sacred Sites.
Produced by
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
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 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.
Relic Ovoos: Shamans can consume a held Relic to build an Ovoo which can exceed the build limit. Increases Ovoo Stone gather rate by 20%.
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.
Piety: Increase the health of religious units and healers by +40.
Herbal Medicine: Increase the healing rate of religious units and healers by +60%.
Herbal Medicine (Improved): Increase the healing rate of religious units by +90%. If Herbal Medicine has already been researched, increase it by +30% instead.
Piety (Improved): Increase all Shamans' health by +60. If Piety has already been researched, increase it by +20 instead.