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.
Religious

Prelate

Support unit with no combat capability. Automatically inspires Villagers to greatly improve their gather rate. Can pick up Relics, convert enemy units, and capture Sacred Sites starting in the Castle Age (III). + Heals friendly units - Low health

Produced at

Available for 2 civilizations

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

Costs
100
0:20
90 Hitpoints
03 Melee Armor
03 Ranged Armor
Move Speed1.125T/S
Line of Sight6.667TILES

Technology Upgrades

Piety (Improved)

Age IV

Religious Technology

Increase all Shamans' health by +60. If Piety has already been researched, increase it by +20 instead.

Costs
325
325
0:45
Unique

Herbal Medicine (Improved)

Age III

Healing Technology

Increase the healing rate of religious units by +90%. If Herbal Medicine has already been researched, increase it by +30% instead.

Costs
275
275
0:45
Unique

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

Piety

Age IV

Religious Technology

Increase the health of religious units by +40.

Costs
325
0:45

Herbal Medicine

Age III

Healing Technology

Increase the healing rate of religious units by +60%.

Costs
275
0:45

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

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

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

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