Work in Progress: The Knights Templar and House of Lancaster civilizations aren't fully updated and miss stats, abilities and upgrades.
Explorer will continue to be updated over the next few weeks for both old and new civs.
Light Melee Cavalry

Horseman

Fast cavalry effective at raiding, flanking, and countering ranged units. + High movement speed - Weak against melee units - Countered by Spearmen

Produced at

Available for 13 civilizations

This unit is available for the below civilizations. Click on a civilization to see more detailed information, including specific bonuses and upgrades.

Patch History

Season Four Update

Fixed a bug where Early Horsemen had less charge damage than their base weapon.

Season Three Update

Early Horseman health increased from 100 to 110

Early Horseman damage increased from 7 to 8

Costs
100
20
0:23
110304 Hitpoints
816 13 Melee Attack
10 Torch Attack
03 Melee Armor
28 Ranged Armor
Damage4.57DPS 9.14 7.43
Move Speed1.875T/S
Attack Speed1.75S
Line of Sight6.222TILES

Technology Upgrades

Roar of the Dragon

Age IV

Melee Infantry Technology

Spearmen and Horsemen gain a Fire Lance when charging.

Costs
300
700
0:30
Unique

Expilatores

Age II

Cavalry Technology

Horseman damage vs. Workers increased by +2. Workers eliminated by your Horsemen reward +20 Gold.

Costs
30
50
0:20
Unique

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

Cavalry 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

Royal Bloodlines

Age III

Cavalry Technology

Fill the stables with the best stallions, increasing all cavalry health by +35%.

Costs
300
700
1:30

Inspired Warriors

Age III

Religious Technology

Prelates increase their move speed by 10% and can inspire military units, improving their armor by +1, and damage by +15%.

Costs
100
250
1:00

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.