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 Melee Cavalry

Warrior Scout

Malians
Fast cavalry effective at raiding, exploring the world, hunting wildlife, and herding Sheep. + Increased health regeneration + Increased move speed + Able to see into Stealth Forests - Weak in combat

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

Produced at

Patch History

Season Five Update

Health regeneration increased from 2.0 to 2.5 in Imperial Age.

Veteran upgrade now grants +100% bonus damage vs ranged units in Castle Age.

Health regeneration reduced from 2.0 to 1.5 in Feudal Age and Castle Age.

Movement speed reduced in Feudal Age from 1.88 to 1.75.

Season Four Update

Health regeneration increased to 2 HP per second starting in the Feudal Age.

Costs
90
0:14
110194 Hitpoints
714 21 Melee Attack
03 Melee Armor
03 Ranged Armor
Damage3.5DPS 7 10.5
Move Speed1.75 1.875T/S
Attack Speed2S
Line of Sight9.111 11.844TILES

Technology Upgrades

Spyglass

Age IV

Scout Technology

Increase the sight radius of Scouts by 30%.

Costs
100
50
0:45

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

Biology

Age IV

Cavalry Technology

Investing in natural sciences increases the health of all cavalry by +25%.

Costs
500
1000
1:30

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

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

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