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.
Heavy Melee Cavalry

Royal Knight

Byzantines
Gain bonus damage for 5 seconds after charging. Effective against most units. + Heavy armor + Strong in melee combat - Countered by Spearmen and Crossbowmen Mercenary that can be purchased per 2 units for a total of 460 Olive Oil. This Mercenary can only be purchased on Mercenary Houses built near a neutral Trade Post that list this unit. The chance of this unit being available on a Trade Post is 20%.

Byzantines is part of the Sultans Ascend expansion

Get it on Steam Xbox MS Store

Abilities and influences

Triumph

Consume all Supply Points to increase cavalry damage by +4, move speed by +10%, and health regeneration by +2. Each Supply Point increases Triumph's duration by 1 seconds. A maximum of 45 Supply Points can be collected. Activate on

Imperial Hippodrome. 30 secs cooldown

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.

Naval Deployment

Increased movement speed after unloading from a Transport Ship.

Royal Knight Charge Damage

Gain +3 melee attack damage for 5 seconds after charging.

Produced at

Patch History

Season 10 Update

Mercenary Royal Knight batch cost reduced from 480 to 460 olive oil

Season Two Update

Fixed a bug where Cavalry units would sometimes be unresponsive to acquiring buildings as idle aggro targets.

Costs
230
1:20
190338 Hitpoints
1932 Melee Attack
10 Torch Attack
38 Melee Armor
38 Ranged Armor
Damage12.67DPS 21.33
Move Speed1.625T/S
Attack Speed1.5S
Line of Sight3.4TILES 7 MAX

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

Biology

Age IV

Cavalry Technology

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

Costs
500
1000
1:30

Bloomery

Age II

Melee Damage Technology 1/3

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

Costs
50
125
1:00

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

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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