Light Melee Infantry

Musofadi Warrior

Malians
Infantry effective at ambush attacks and countering heavy armored targets. + Can enter stealth + Anti-armor specialist - Low health - Countered by Archers - Capital Town Centers, Outposts, and Scouts can spot stealth

Abilities and influences

Siege Festival

Increase damage of Battering Rams, Bombards, Counterweight Trebuchets, and torches by +50% for 90 seconds. Applies to Springald Ships once Mounted Guns has been researched. Requires

Griot Bara 30 secs cooldown

Activate Stealth

Enter Stealth for 30 seconds. While in Stealth, units are invisible until they are revealed by enemy Scouts, Outposts, Landmark Town Centers, or they engage in combat. 30 secs cooldown

First Strike

Musofadi Warriors and Musofadi Gunners deal double damage on their first attack when breaking stealth. When near

Musofadi Warrior or
Musofadi Gunner
. Requires
Fort of the Huntress

Huntress' Stealth

Malian infantry within range enter Stealth. While in Stealth, units are invisible until they are revealed by enemy Scouts, Outposts, or when they engage in combat. When in 8 tiles range of

Fort of the Huntress.

Produced at

Patch History

Patch 12.2.3327

Health increased from 90 to 95.

Veteran Health increased from 110 to 115.

Elite Health increased from 135 to 140.

Patch 8.2.218

Stealth duration increased from 20 to 30 seconds.

Stealth ability cooldown reduced from 60 to 30 seconds.

Costs
50
30
0:15
95161 Hitpoints
817 18 Melee Attack
10 Torch Attack
03 Melee Armor
03 Ranged Armor
Damage5.82DPS 12.36 13.09
Move Speed1.375T/S
Attack Speed1.375S
Line of Sight8TILES

Technology Upgrades

Local Knowledge

Age II

Healing Technology

Musofadi Warriors and Musofadi Gunners gain +5 healing with each attack for 5 seconds after coming out of stealth.

Costs
75
200
0:30
Unique to Malians

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

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