Work in Progress: The Knights Templar and House of Lancaster civilizations aren't fully updated and miss stats, abilities and upgrades.
Explorer will continue to be updated over the next few weeks for both old and new civs.
Light Ranged and Melee Camel

Desert Raider

Ayyubids
Versatile Cavalry unit that can swap between ranged and melee attacks with a toggle. + Effective against Light Infantry in Ranged Mode + Effective against Cavalry in Melee Mode - High cost - Weak to Ranged units

Ayyubids is part of the Sultans Ascend expansion

Get it on Steam Xbox MS Store

Abilities and influences

Mass Heal

Heals all nearby units. Heals +50% times faster when carrying a relic. When in 3 tiles range of

Dervish. 3 mins cooldown

Desert Raider Bow

Swap to a ranged Bow weapon.

Desert Raider Blade

Swap to a melee Sword weapon.

Camel Unease

Camels cause enemy horse cavalry units to deal 20% less damage.

Golden Age Tier 5

75 Structures: Camel units attack 20% faster. Requires

House of Wisdom

Produced at

Patch History

Patch 12.2.3327

Fixed an issue where Desert Raiders would benefit from Silk Bowstrings on their melee weapons.

Season Seven Update

Corrected an issue where Desert Raiders ranged weapon was not fully benefitting from their Golden Age 5 attack speed bonus.

Costs
80
50
50
0:30
120219 Hitpoints
1319 19 Melee Attack
717 Ranged Attack
10 Torch Attack
510 Melee Armor
03 Ranged Armor
Damage5.6DPS 13.6
Move Speed1.625T/S
Attack Speed1.25S
Range4.5TILES
Line of Sight5.9TILES 9.5 MAX

Technology Upgrades

Steeled Arrow

Age II

Ranged Damage Technology 1/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
50
125
1:00

Platecutter Point

Age IV

Ranged Damage Technology 3/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
150
350
1:00

Incendiary Arrows

Age IV

Ranged Technology

Flammable munitions grant non-gunpowder ranged units a siege arrow or bolt when attacking buildings and increase their damage by +20%.

Costs
500
1000
1:30

Balanced Projectiles

Age III

Ranged Damage Technology 2/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
100
250
1:00

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

Biology

Age IV

Cavalry Technology

Investing in natural sciences increases the health of all cavalry by +25%.

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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