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

Ghulam

Abbasid Dynasty
Tough infantry that deal two attacks in rapid succession. + High armor + Higher attack damage on charge - Lower base attack damage than a Man-at-Arms - Slow movement - Countered by Knights, Lancers, and Crossbowmen

Abilities and influences

Quick Strike

Quickly deals a second hit after finishing an attack. 1 sec cooldown

Camel Support

Infantry gain armor when near a camel unit. When in 5 tiles range of

Camel Rider or
Camel Archer
. Requires
Camel Support

Produced at

Patch History

Season Five Update

New unit 'Ghulam' replaces the Man-at-Arms

This fearsome warrior boasts a powerful double strike that will chew through unarmored units but is less effective vs. enemy Knights and Man-at-Arms.

Deals two attacks in quick succession.

Attack speed changed from 1.38 to 1.13 (1.63 for the full double strike).

Move speed increased from 1.12 to 1.19.

Health increased from 155/180 to 195/225.

Costs
120
30
0:26
195298 Hitpoints
1017 Melee Attack
10 Torch Attack
48 Melee Armor
49 Ranged Armor
Damage8.89DPS 15.11
Move Speed1.188T/S
Attack Speed1.125S
Line of Sight8TILES

Technology Upgrades

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

Boot Camp

Age II

Infantry Technology

Increase the health of all infantry by +15%.

Costs
50
125
0:30
Unique to Abbasid Dynasty

Camel Support

Age IV

Camel Technology

Camels increase the armor of nearby infantry by +2.

Costs
300
700
1:30
Unique to Abbasid Dynasty

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

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