Heavy Melee Cavalry

Royal Knight

Gain bonus damage for 5 seconds after charging. Effective against most units. + Heavy armor + Strong in melee combat - Countered by Spearmen and Crossbowmen Mercenary that can be purchased per 2 units for a total of 480 Olive Oil. This Mercenary can only be purchased on Mercenary Houses built near a neutral Trade Post that list this unit. The chance of this unit being available on a Trade Post is 20%.

Produced at

Available for 3 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

Patch 6.1.130

Royal Knights now correctly deal damage on their first attack after charging.

Season Two Update

Fixed a bug where Cavalry units would sometimes be unresponsive to acquiring buildings as idle aggro targets.

Costs
240
1:20
190456 Hitpoints
1932 Melee Attack
10 Torch Attack
38 Melee Armor
38 Ranged Armor
Damage12.67DPS 21.33
Move Speed1.625T/S
Attack Speed1.5S
Line of Sight6.222TILES

Technology Upgrades

Chivalry

Age II

Royal Knight Technology

Royal Knights regenerate +1 health every 1 seconds when out of combat.

Costs
100
200
1:00

Cantled Saddles

Age III

Royal Knight Technology

Increase Royal Knights' bonus damage after a charge from +3 to +10.

Costs
75
200
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

Biology

Age IV

Lancer 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

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