Heavy Melee Cavalry

Keshik

Mongols
Expensive cavalry with high damage and a powerful charge attack. Effective against most units. + Heavy armor + Strong in melee combat + Restores health after every attack - Less health than Lancers - Countered by Spearmen and Crossbowmen

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

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

Yam

Cavalry and Traders near an Outpost get +15% speed for 10 seconds. When in 12.5 tiles range of

Outpost. Requires
Yam Network
Deer Stones

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

Outpost. Requires
Yam Network (Improved)

Produced at

Patch History

Season Five Update

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.

Costs
120
80
0:30
145284 Hitpoints
1526 Melee Attack
1015 Torch Attack
38 Melee Armor
38 Ranged Armor
Damage10.91DPS 23.11
Move Speed1.625T/S
Attack Speed1.375 1.125S
Line of Sight6.222TILES

Technology Upgrades

Steppe Lancers (Improved)

Age IV

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%.

Costs
150
350
500
0:45
Unique to Mongols

Steppe Lancers

Age III

Keshik Technology

Increase Keshik healing by +1 Health per attack and attack speed by +10%.

Costs
150
350
0:45
Unique to Mongols

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

Lancer 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

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

Biology (Improved)

Age IV

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.

Costs
500
1000
1500
1:30
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

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

Age of Empires IV© Microsoft Corporation. AoE4World.com was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires IV , and it is not endorsed by or affiliated with Microsoft.