Religious Building

Monastery

Byzantines
Produces religious units and houses religious technologies. Starting in the Castle Age (III), religious units can pick up Relics and place them in this building to generate Gold.

Byzantines is part of the Sultans Ascend expansion

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Abilities and influences

Pilgrim Flask

Activate to drink, rapidly increasing health regeneration by 25 per second for 6 seconds. Requires

Cistern of the First Hill 45 secs cooldown

Automatic Pilgrim Flask

Toggle on to activate automatic drinking when low health, rapidly increasing health regeneration by 25 per second for 6 seconds. Toggle on

Cistern of the First Hill.

Improved Torch

Torch damage improved by a nearby Scout. When near

Scout.

Dialecticus

Research rate increased +30%/+60%/+90%/+120%/+150% by Water Level while within the influence of a Cistern. Toggle on

Cistern or
Cistern of the First Hill
.

Praesidium

Building damage taken decreased by -5%/-10%/-15%/-20%/-25% by Water Level while within the influence of a Cistern. Toggle on

Cistern or
Cistern of the First Hill
.

Produces

Researches

Patch History

Patch 9.1.370

Corrected an issue where resources per minute would not appear on Byzantines Religious Buildings with Relics garrisoned.

Season Two Update

Relic limit on all Monasteries and Landmarks that act as Monasteries set to 3

Costs
200
0:25
21002730 Hitpoints
0 Fire Armor
5053 Ranged Armor
Line of Sight5.556TILES

Technology Upgrades

Tithe Barns

Age IV

Religious Technology

Relics placed in a Monastery provide an income of +40 Food, +40 Wood, and +10 Stone every minute.

Costs
500
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

Court Architects

Age IV

Building Technology

Patronage of the finest builders increases all building health by +30%.

Costs
700
300
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

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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