Ranged Cavalry, Elephant

Tower Elephant

Byzantines
Powerful ranged cavalry that can fire while moving. + High health + Mounted with powerful Archers + Capable of attacking Stone Walls - Slow movement speed Mercenary that can be purchased for 1000 Olive Oil. Requires the Eastern Mercenary Contract.

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.

Produced at

Patch History

Patch 12.2.3327

Fixed an issue where Mercenary Tower Elephants would not benefit from Incendiary Arrows.

Costs
1000
2:10
3
600750 Hitpoints
30 40 Melee Attack
1518 12 Ranged Attack
03 Melee Armor
710 Ranged Armor
Damage10.91DPS 13.09 8.73
Move Speed0.875T/S
Attack Speed1.375S
Range5TILES
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

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

Biology

Age IV

Lancer 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

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

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

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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