Religious

Scholar

Delhi Sultanate
Support unit with no combat capability. Can be garrisoned in a Mosque or Madrasa to research technology more quickly. Can pick up Relics, convert enemy units, and capture Sacred Sites starting in the Castle Age (III). + Heals friendly units - Low health

Abilities and influences

Conversion

Attempts to convert enemy units within range of this Monk to your control. Cooldown: 120 Seconds. 2 mins cooldown

Produced at

Patch History

Season Five Update

Monks can now heal any injured friendly units nearby while patrolling.

Heal and Inspire Abilities can now be queued from the command card.

Scholars will no longer be selected first when cycling through building selections.

Season Four Update

Cost reduced from 150 to 130.

Scholars which are garrisoned in a Mosque will now have their automatic healing ability toggled on when leaving the hold.

Monks now only heal at 50% speed when their target is in combat.

Costs
130
0:30
90130 Hitpoints
03 Melee Armor
03 Ranged Armor
Move Speed1.125 1.688T/S
Line of Sight6.667 13.334TILES

Technology Upgrades

Zeal

Age IV

Religious Technology

Units healed by Scholars gain +50% attack speed for 3 seconds.

Costs
18:00
Unique to Delhi Sultanate

Swiftness

Age III

Religious Technology

Increases the movement speed of Scholars by +50%.

Costs
7:30
Unique to Delhi Sultanate

Sanctity

Age II

Religious Technology

Allow Scholars to capture Sacred Sites before the Castle Age (III). Sacred Sites generate +25% more Gold.

Costs
3:30
Unique to Delhi Sultanate

Efficient Production

Age I

Religious Technology

Allow Scholars to garrison in military buildings, boosting production speed by 100%.

Costs
2:15
Unique to Delhi Sultanate

All-Seeing Eye

Age II

Religious Technology

Increase the sight range of Scholars by +100%.

Costs
2:37
Unique to Delhi Sultanate

Piety

Age IV

Religious Technology

Increase the health of Scholars by +40.

Costs
2:15

Herbal Medicine

Age III

Healing Technology

Increase the healing rate of Scholars by +60%.

Costs
3:45

Angled Surfaces

Age IV

Ranged Armor Technology 3/3

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

Costs
12:00

Fitted Leatherwork

Age II

Melee Armor Technology 1/3

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

Costs
3:30

Insulated Helm

Age III

Melee Armor Technology 2/3

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

Costs
5:00

Iron Undermesh

Age II

Ranged Armor Technology 1/3

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

Costs
3:30

Master Smiths

Age IV

Melee Armor Technology 3/3

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

Costs
12:00

Wedge Rivets

Age III

Ranged Armor Technology 2/3

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

Costs
5:00

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