Light Ranged Cavalry

Horse Archer

Rus
Highly mobile ranged cavalry effective against slower melee units. + High mobility - Weak vs ranged units

Abilities and influences

Gallop

Activate to move at maximum speed with +2 tile weapon range for 8 seconds. Requires

Mounted Training 45 secs cooldown

Saint's Blessing

After striking an enemy, the Warrior Monk increases the armor and damage of nearby allied Rus military units for a duration. When in 2 tiles range of

Warrior Monk.

Produced at

Patch History

Patch 10.0.576

Corrected an issue where Horse Archers would not retain the Mounted Precision bonuses when advancing to the next tier.

Patch 9.2.628

Horse Archer units no longer favor the front of formations and will be protected by heavy units by standing behind them.

Costs
80
40
0:23
85156 Hitpoints
1220 Ranged Attack
03 Melee Armor
03 Ranged Armor
Damage5.65DPS 9.41
Move Speed1.625T/S
Attack Speed2.125S
Range4.5 5.5TILES
Line of Sight7.556TILES

Technology Upgrades

Mounted Training

Age IV

Horse Archer Technology

Increase weapon range of Horse Archers by +1 and unlock the Gallop ability. Gallop: Activate to move at maximum speed with +2 tile weapon range for 8 seconds.

Costs
100
250
1:00
Unique to Rus

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

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

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

Biology

Age IV

Lancer Technology

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

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

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

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

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

Boyar's Fortitude

Age III

Cavalry Technology

Increase the health of Rus cavalry by +25.

Costs
150
350
1:00
Unique to Rus

Fervor

Age III

Religious Technology

Improve the range of Saint's Blessing by +5 tiles and the damage granted by Saint's Blessing by +1.

Costs
275
0:45
Unique to Rus

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