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

Varangian Guard

Byzantines
Tough infantry with good damage. Can use Berserking to increase damage for reduced armor. + Heavy armor + Increases armor of Transports + Increased armor near allied Wonders - Slow move speed - Countered by Crossbowmen

Byzantines is part of the Sultans Ascend expansion

Get it on Steam Xbox MS Store

Abilities and influences

Pilgrim Flask

Activate to drink, rapidly increasing health regeneration by 25 per second for 6 seconds. Requires

Cistern of the First Hill 45 secs cooldown

Berserking

Varangian Guard swap to their two-handed weapon and deal +6 damage for 30 seconds. Armor is reduced by -4. 30 secs cooldown

Automatic Pilgrim Flask

Toggle on to activate automatic drinking when low health, rapidly increasing health regeneration by 25 per second for 6 seconds. Toggle on

Cistern of the First Hill.

Improved Torch

Torch damage improved by a nearby Scout. When near

Scout.

Naval Deployment

Increased movement speed after unloading from a Transport Ship.

Produced at

Patch History

Patch 9.2.628

Varangian Guards are no longer selected with Mercenary Ghulams when double clicking.

Costs
90
40
0:25
140195 Hitpoints
1322 Melee Attack
10 Torch Attack
59 Melee Armor
49 Ranged Armor
Damage9.45DPS 17.6
Move Speed1.125T/S
Attack Speed1.375 1.25S
Line of Sight8TILES

Technology Upgrades

Teardrop Shields

Age III

Heavy Armor Technology

Increase the armor of Cataphracts by +1, move speed of Limitanei by +15%, and attack speed of Varangian Guard by +15%.

Costs
100
250
1:00
Unique to Byzantines

Ferocious Speed

Age IV

Varangian Guard Technology

Varangian Guard increase their move speed by +30% when activating Berserking.

Costs
100
250
1:00
Unique to Byzantines

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

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

Siege Engineering

Age II

Siege Unit Unlock

Melee and ranged infantry can construct Siege Towers and Battering Rams in the field.

Costs
50
125
0:30

Age of Empires IV© Microsoft Corporation. AoE4World.com was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires IV , and it is not endorsed by or affiliated with Microsoft.