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.
Heavy Melee Infantry

Man-at-Arms

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

Produced at

Available for 9 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 Five Update

Man-at-Arms now has the Set-up Camp ability which was previously on Longbowman and no longer requires research.

Campfires now provide a +30% sight range increase to units in the area. They also provide some natural sight range if no units are nearby.

Costs 25 wood to deploy.

Campfires no longer provide healing

Vanguard Man-at-Arms melee armor reduced from 3 to 2.

A maximum of 5 Campfires can be deployed at any time.

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
0:15
100207 Hitpoints
820 Melee Attack
10 Torch Attack
28 Melee Armor
39 Ranged Armor
Damage5.82DPS 14.55
Move Speed1.125T/S
Attack Speed1.375S
Line of Sight8TILES

Technology Upgrades

Two-Handed Weapons

Age III

Man-at-Arms Technology

Men-at-Arms wield two-handed weapons, increasing their damage by +2.

Costs
100
250
1:00
Unique

Heavy Maces

Age III

Man-at-Arms Technology

Men-at-Arms wield maces, increasing their bonus damage against heavy targets by +6.

Costs
100
250
1:00
Unique

Armor Clad

Age III

Man-at-Arms Technology

Increase the ranged and melee armor of Men-at-Arms by +2.

Costs
150
350
1:00
Unique

Honed Blades

Age III

Man-at-Arms & Lancer Technology

Men-at-Arms and Lancers equip a Kilij, increasing their damage by +3.

Costs
4:00
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

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

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

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