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
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
Yam
Cavalry and Traders near an Outpost get +15% speed for 10 seconds. When in 12.5 tiles range of
Keshik Healing
Heals after every attack performed.
Yam Network (Improved)
Yam speed aura applies to all units instead of just Traders and cavalry units. Does not apply to siege engines. When in 12.5 tiles range of
New unit 'Keshik' replaces Mongol Lancer.
Cost decreased from 140 food/100 gold to 120 food/80 gold.
Attack speed improved from 1.5 to 1.38.
Heals 3 health each time it attacks.
Train time decreased from 35 seconds to 30 seconds.
Attack decreased from 19/24/29 to 15/19/23.
Keshik Technology
Increase Keshik healing by +2 Health per attack and attack speed by +20%. If Steppe Lancers has already been researched, increase Keshik healing by +1 Health per attack and attack speed by +10%.
Keshik Technology
Increase Keshik healing by +1 Health per attack and attack speed by +10%.
Ranged Armor Technology 3/3
Increase the ranged armor of all non-siege units by +1.
Lancer Technology
Investing in natural sciences increases the health of all cavalry by +25%.
Melee Damage Technology 1/3
Increase the melee damage of all non-siege units by +1.
Melee Damage Technology 3/3
Increase the melee damage of all non-siege units by +1.
Melee Damage Technology 2/3
Increase the melee damage of all non-siege units by +1.
Melee Armor Technology 1/3
Increase the melee armor of all non-siege units by +1.
Melee Armor Technology 2/3
Increase the melee armor of all non-siege units by +1.
Ranged Armor Technology 1/3
Increase the ranged armor of all non-siege units by +1.
Melee Armor Technology 3/3
Increase the melee armor of all non-siege units by +1.
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.
Ranged Armor Technology 2/3
Increase the ranged armor of all non-siege units by +1.
Raiding Technology
Increase the torch damage of all infantry and cavalry by +3.
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.
Lancer Technology
Investing in natural sciences increases the health of all cavalry by +35%. If Biology has already been researched, increase it by +10% instead.
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.
Raiding Technology
Increase the raid income for igniting a building to +50 Food and Gold.
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.
Raiding Technology
Add +50 Stone to the raid income for igniting a building.
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.
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