Heavy Melee Infantry

Man-at-Arms

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

Abilities and influences

Inspired Warriors

Military units deal +15% damage and gain +1 armor. When near

Prelate.

Produced at

Patch History

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
0:23
120207 Hitpoints
1022 6 Melee Attack
10 Torch Attack
38 Melee Armor
39 Ranged Armor
Damage7.27DPS 16 4.36
Move Speed1.125T/S
Attack Speed1.375S
Line of Sight8TILES

Technology Upgrades

Two-Handed Weapons

Age III

Man-at-Arms Technology

Men-at-Arms wield two-handed weapons, increasing their damage by +2.

Costs
100
250
1:00
Unique to Holy Roman Empire

Heavy Maces

Age III

Man-at-Arms Technology

Men-at-Arms wield maces, increasing their bonus damage against heavy targets by +6.

Costs
100
250
1:00
Unique to Holy Roman Empire

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

Inspired Warriors

Age III

Religious Technology

Prelates increase their move speed by 10% and can inspire military units, improving their armor by +1, and damage by +15%.

Costs
100
250
1:00

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