Work in Progress: The DLC civilizations aren't fully updated and miss stats, abilities and upgrades.
Light Melee Cavalry

Scout

Lightly armed cavalry effective at exploring the world, hunting wildlife, and herding Sheep. + Able to see into Stealth Forests + Health regeneration - Very weak in combat

Produced at

Available for all 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 12 Update

Deer now slowly lose food over time while being carried by Scouts.

Scouts can no longer use the Campfire ability as it is now exclusive to English.

Season 11 Update

Scouts will continue moving when the automatic drop off target is changed.

Costs
90
0:14
110186 Hitpoints
18 10 Melee Attack
03 Melee Armor
03 Ranged Armor
Damage0.5DPS 4 5
Move Speed1.625T/S
Attack Speed2S
Line of Sight10TILES 10.3 MAX

Technology Upgrades

Spyglass

Age IV

Scout Technology

Increase the sight radius of Scouts by 30%.

Costs
120
60
0:05

Professional Scouts

Age II

Hunting Technology

Scouts gain the ability to carry animal carcasses and +100% damage against wild animals. Scouts move -55% slower while carrying and cannot pick up Boar. Deer slowly decay while being carried.

Costs
150
300
1:15

Angled Surfaces

Age IV

Ranged Armor Technology 3/3

Increase the ranged armor of all non-siege units by +1.

Costs
180
420
0:05

Biology

Age IV

Cavalry Technology

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

Costs
600
1200
0:05

Bloomery

Age II

Melee Damage Technology 1/3

Increase the melee damage of all non-siege units by +1.

Costs
60
150
0:05

Damascus Steel

Age IV

Melee Damage Technology 3/3

Increase the melee damage of all non-siege units by +1.

Costs
180
420
0:05

Decarbonization

Age III

Melee Damage Technology 2/3

Increase the melee damage of all non-siege units by +1.

Costs
120
300
0:05

Fitted Leatherwork

Age II

Melee Armor Technology 1/3

Increase the melee armor of all non-siege units by +1.

Costs
60
150
0:05

Insulated Helm

Age III

Melee Armor Technology 2/3

Increase the melee armor of all non-siege units by +1.

Costs
120
300
0:05

Iron Undermesh

Age II

Ranged Armor Technology 1/3

Increase the ranged armor of all non-siege units by +1.

Costs
60
150
0:05

Master Smiths

Age IV

Melee Armor Technology 3/3

Increase the melee armor of all non-siege units by +1.

Costs
180
420
0:05

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
120
300
0:05

Wedge Rivets

Age III

Ranged Armor Technology 2/3

Increase the ranged armor of all non-siege units by +1.

Costs
120
300
0:05

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

Hizukuri

Age II

Melee Damage Technology 2/4

Increase the melee damage of all non-siege units by +1.

Costs
100
50
0:45

Kobuse-gitae

Age III

Melee Damage Technology 3/4

Increase the melee damage of all non-siege units by +1.

Costs
200
125
1:00

Tatara

Age I

Melee Damage Technology 1/4

Increase the melee damage of all non-siege units by +1.

Costs
35
15
0:15

Yaki-ire

Age IV

Melee Damage Technology 4/4

Increase the melee damage of all non-siege units by +1.

Costs
275
175
1:00

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