Heavy Melee Infantry

Man-at-Arms

English
Tough infantry with good damage. + High armor - Slow movement - Countered by Knights, Lancers, and Crossbowmen

Abilities and influences

Network of Castles

When enemies are nearby, this building sounds an alarm, causing nearby units to get a +20% increase to attack speed. When in 12.5 tiles range of

Outpost,
Stone Wall Tower
,
Town Center
,
Capital Town Center
,
The White Tower
,
King's Palace
,
Keep
or
Berkshire Palace
.

Network of Citadels

When enemies are nearby, this building sounds an alarm, causing nearby units to get a +30% increase to attack speed.

Abbey Healing

Heals nearby out of combat units by 6 every 1 seconds. When in 7.5 tiles range of

Abbey of Kings.

Produced at

Patch History

Season Five Update

Man-at-Arms now has the Set-up Camp ability which was previously on Longbowman and no longer requires research.

Campfires now provide a +30% sight range increase to units in the area. They also provide some natural sight range if no units are nearby.

Costs 25 wood to deploy.

Campfires no longer provide healing

Vanguard Man-at-Arms melee armor reduced from 3 to 2.

A maximum of 5 Campfires can be deployed at any time.

Season Three Update

Charge minimum trigger distance reduced from 2 to 1 tiles

Charge duration increased from 5 to 7 seconds

Recommended content

Suggest
English Dark Age Rush Build Order
11:43 Video
Costs
100
20
0:15
100207 Hitpoints
820 Melee Attack
10 Torch Attack
210 Melee Armor
311 Ranged Armor
Damage5.82DPS 14.55
Move Speed1.125T/S
Attack Speed1.375S
Line of Sight8TILES

Technology Upgrades

Armor Clad

Age III

Man-at-Arms Technology

Increase the ranged and melee armor of Men-at-Arms by +2.

Costs
150
350
1:00
Unique to English

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

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

Elite Army Tactics

Age IV

Melee Infantry Technology

Training elite infantry leads to improved prowess in battle. Melee Infantry gain +15% damage and +15% health.

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

Siege Engineering

Age II

Siege Unit Unlock

Melee and ranged infantry can construct Siege Towers and Battering Rams in the field.

Costs
50
125
0:30

Network of Citadels

Age III

Defensive Technology

Increase the Network of Castles attack speed bonus from +20% to +30%.

Costs
350
150
0:45
Unique to English

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