Heavy Melee Infantry

Ghulam

Abbasid Dynasty
Tough infantry that deal two attacks in rapid succession. + High armor + Higher attack damage on charge - Lower base attack damage than a Man-at-Arms - Slow movement - Countered by Knights, Lancers, and Crossbowmen

Abilities and influences

Quick Strike

Quickly deals a second hit after finishing an attack. 1 sec cooldown

Camel Support

Infantry gain armor when near a camel unit. When in 5 tiles range of

Camel Rider or
Camel Archer
. Requires
Camel Support

Produced at

Patch History

Season Five Update

New unit 'Ghulam' replaces the Man-at-Arms

This fearsome warrior boasts a powerful double strike that will chew through unarmored units but is less effective vs. enemy Knights and Man-at-Arms.

Deals two attacks in quick succession.

Attack speed changed from 1.38 to 1.13 (1.63 for the full double strike).

Move speed increased from 1.12 to 1.19.

Health increased from 155/180 to 195/225.

Costs
120
30
0:26
195298 Hitpoints
1017 Melee Attack
10 Torch Attack
48 Melee Armor
49 Ranged Armor
Damage8.89DPS 15.11
Move Speed1.188T/S
Attack Speed1.125S
Line of Sight8TILES

Technology Upgrades

Angled Surfaces

Age IV

Ranged Armor Technology 3/3

Increase the ranged armor of all non-siege units by +1.

Costs
150
350
1:00

Bloomery

Age II

Melee Damage Technology 1/3

Increase the melee damage of all non-siege units by +1.

Costs
50
125
1:00

Boot Camp

Age II

Infantry Technology

Increase the health of all infantry by +15%.

Costs
50
125
0:30
Unique to Abbasid Dynasty

Camel Support

Age IV

Camel Technology

Camels increase the armor of nearby infantry by +2.

Costs
300
700
1:30
Unique to Abbasid Dynasty

Damascus Steel

Age IV

Melee Damage Technology 3/3

Increase the melee damage of all non-siege units by +1.

Costs
150
350
1:00

Decarbonization

Age III

Melee Damage Technology 2/3

Increase the melee damage of all non-siege units by +1.

Costs
100
250
1:00

Elite Army Tactics

Age IV

Melee Infantry Technology

Training elite infantry leads to improved prowess in battle. Melee Infantry gain +15% damage and +15% health.

Costs
500
1000
1:30

Fitted Leatherwork

Age II

Melee Armor Technology 1/3

Increase the melee armor of all non-siege units by +1.

Costs
50
125
1:00

Insulated Helm

Age III

Melee Armor Technology 2/3

Increase the melee armor of all non-siege units by +1.

Costs
100
250
1:00

Iron Undermesh

Age II

Ranged Armor Technology 1/3

Increase the ranged armor of all non-siege units by +1.

Costs
50
125
1:00

Master Smiths

Age IV

Melee Armor Technology 3/3

Increase the melee armor of all non-siege units by +1.

Costs
150
350
1:00

Military Academy

Age III

Production Technology

Increase the production speed of infantry, cavalry, siege, and transport units at buildings by 33%. Does not affect religious units or other support units.

Costs
100
250
1:00

Wedge Rivets

Age III

Ranged Armor Technology 2/3

Increase the ranged armor of all non-siege units by +1.

Costs
100
250
1:00

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