Work in Progress: The Knights Templar and House of Lancaster civilizations aren't fully updated and miss stats, abilities and upgrades.
Explorer will continue to be updated over the next few weeks for both old and new civs.
Light Ranged Infantry

Mansa Javelineer

Malians
Ranged infantry effective against other ranged units. Moves faster and deals poison damage. + Anti-ranged specialist + Increased weapon range + Comes with ranged armor - Low health - Countered by Horsemen

Abilities and influences

Military Festival

Increase all unit production speed by +100% for 90 seconds. Requires

Griot Bara 30 secs cooldown

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

Season 11 Update

Move speed reduced from 1.38 → 1.31.

Hotfix 12.1.2638

Fixed an issue with the Malian Mansa Javelineer's Farimba unlock being available at the Archery Range in Feudal Age.

Costs
80
40
0:23
7095 Hitpoints
813 13 Ranged Attack
10 Torch Attack
03 Melee Armor
38 Ranged Armor
Damage3.76DPS 6.12 6.12
Move Speed1.313T/S
Attack Speed2.125S
Range6TILES
Line of Sight6.4TILES 10 MAX

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

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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