Heavy Melee Infantry

Man-at-Arms

Mongols
Tough infantry with good damage. + High armor - Slow movement - Countered by Knights, Lancers, 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

Produced at

Patch History

Season Three Update

Charge minimum trigger distance reduced from 2 to 1 tiles

Charge duration increased from 5 to 7 seconds

Recommended content

Suggest
English Dark Age Rush Build Order
11:43 Video
Costs
100
20
0:23
155224 Hitpoints
1222 Melee Attack
1015 Torch Attack
48 Melee Armor
49 Ranged Armor
Damage8.73DPS 16
Move Speed1.125T/S
Attack Speed1.375S
Line of Sight8TILES

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

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

Elite Army Tactics

Age IV

Melee Infantry Technology

Training elite infantry leads to improved prowess in battle. Melee Infantry gain +15% damage and +15% health.

Costs
500
1000
1:30

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

Elite Army Tactics (Improved)

Age IV

Melee Infantry Technology

Training elite infantry leads to improved prowess in battle. Melee Infantry gain +30% damage and +6 melee armor. If Elite Army Tactics has already been researched, increases damage by +10% and melee armor by +2 instead.

Costs
500
1000
1200
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

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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