Light Ranged Infantry

Crossbowman

Mongols
High damage ranged unit best against armored targets. + Anti-armor specialist - Low health - Countered by Horsemen

Abilities and influences

Defense Arrow

Fires a Signal Arrow that increases the armor of nearby units (including the Khan) by +2 for 5 seconds. When in 8.75 tiles range of

Khan. 1 min 30 secs cooldown

Attack Speed Arrow

Fires a Signal Arrow that increases the attack speed of nearby ranged units (including the Khan) by +50% for 5 seconds. When in 8.75 tiles range of

Khan. 1 min 30 secs cooldown

Maneuver Arrow

Fire a Signal Arrow that increases the movement speed of nearby units (including the Khan) by +33% for 5 seconds. Does not affect Villagers. When in 8.75 tiles range of

Khan. 1 min 30 secs cooldown

Produced at

Patch History

Patch 12.2.3327

Bonus damage increased from 9 to 10.

Elite bonus damage increased from 11 to 12.

Base damage decreased from 12 to 11.

Elite damage decreased from 15 to 14.

Costs
80
40
0:23
8095 Hitpoints
1120 12 Ranged Attack
05 Torch Attack
03 Melee Armor
03 Ranged Armor
Damage5.18DPS 9.41 5.65
Move Speed1.125T/S
Attack Speed2.125S
Range5TILES
Line of Sight8.889TILES

Technology Upgrades

Steeled Arrow

Age II

Ranged Damage Technology 1/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
50
125
1:00

Platecutter Point

Age IV

Ranged Damage Technology 3/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
150
350
1:00

Incendiary Arrows

Age IV

Ranged Technology

Flammable munitions grant non-gunpowder ranged units a siege arrow or bolt when attacking buildings and increase their damage by +20%.

Costs
500
1000
1:30

Balanced Projectiles

Age III

Ranged Damage Technology 2/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
100
250
1:00

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

Additional Torches

Age III

Raiding Technology

Increase the torch damage of all infantry and cavalry by +3.

Costs
200
500
1:00
Unique to Mongols

Additional Torches (Improved)

Age III

Raiding Technology

Increase the torch damage of all infantry and cavalry by +5. If Additional Torches has already been researched, increase the torch damage from all infantry and cavalry by +2.

Costs
200
500
700
1:00
Unique to Mongols

Military Academy (Improved)

Age III

Production Technology

Increase the production speed of military and transport units at buildings by 53%. Does not affect religious or other support units. If Military Academy has already been researched, increase production speed by 20% instead.

Costs
100
250
350
1:00
Unique to Mongols

Raid Bounty

Age II

Raiding Technology

Increase the raid income for igniting a building to +50 Food and Gold.

Costs
100
250
0:45
Unique to Mongols

Raid Bounty (Improved)

Age II

Raiding Technology

Increase the raid income for igniting a building to +75 Food and Gold. If Raid Bounty has already been researched, increase the raid income for igniting a building by +25 Food and Gold.

Costs
100
250
350
0:45
Unique to Mongols

Siege Engineering (Improved)

Age II

Siege Unit Unlock

Melee and ranged infantry can construct Siege Towers and Battering Rams in the field. Improved Siege Engineering allows for the construction of Mangonels, Springalds and Trebuchets as well.

Costs
50
125
175
0:30
Unique to Mongols

Stone Bounty

Age IV

Raiding Technology

Add +50 Stone to the raid income for igniting a building.

Costs
100
225
0:45
Unique to Mongols

Stone Bounty (Improved)

Age IV

Raiding Technology

Add +75 Stone to the raid income for igniting a building. If Stone Bounty has already been researched, add +25 Stone to the raid income for igniting a building.

Costs
100
225
325
0:45
Unique to Mongols

Yam Network

Age III

Movement Technology

Yam speed aura applies to all units instead of just Traders and cavalry units. Does not apply to siege engines.

Costs
100
250
1:00
Unique to Mongols

Yam Network (Improved)

Age IV

Movement Technology

Yam speed aura applies to all units instead of just Traders and cavalry units. Does not apply to siege engines. Improved Yam Network allows Traders to regenerate 1 health every 2 seconds while in Yam's aura.

Costs
100
250
350
1:00
Unique to Mongols

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