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.
Ranged Cavalry, Elephant

Tower Elephant

Powerful ranged cavalry that can fire while moving. + High health + Mounted with powerful Archers + Capable of attacking Stone Walls - Slow movement speed Mercenary that can be purchased for 1000 Olive Oil. Requires the Eastern Mercenary Contract.

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.

Patch History

Patch 12.2.3327

Fixed an issue where Mercenary Tower Elephants would not benefit from Incendiary Arrows.

Season Five Update

Updated targeting priority of elephants to prefer units over buildings.

Siege Tusk weapon removed, now uses its Melee Tusk against buildings.

Elephants are no longer attacked by Dock emplacement arrows.

Corrected issue with Tower Elephant’s riders skipping Incendiary Arrow class.

Costs
1000
2:10
3
6001013 Hitpoints
30 40 Melee Attack
1518 12 Ranged Attack
03 Melee Armor
710 Ranged Armor
Damage17.14DPS 20.57 13.71
Move Speed0.875T/S
Attack Speed0.875S
Range5TILES
Line of Sight8TILES

Technology Upgrades

Howdahs

Age IV

Elephant Technology

Upgrade Tower Elephants to have Elite Crossbowmen as riders instead of Archers. Tower Elephants gain +25% health and +4 ranged armor.

Costs
12:00
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

Balanced Projectiles

Age III

Ranged Damage Technology 2/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
100
250
1:00

Biology

Age IV

Cavalry Technology

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

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

Platecutter Point

Age IV

Ranged Damage Technology 3/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
150
350
1:00

Steeled Arrow

Age II

Ranged Damage Technology 1/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
50
125
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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