Light Melee Cavalry

Scout

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

Abilities and influences

Setup Camp

Place a Campfire which increases sight range of nearby units by 30%. A maximum of 5 Campfires can be lit at any one time. Placing an additional Campfire extinguishes an older one. cooldown

Network of Castles

When enemies are nearby, this building sounds an alarm, causing nearby units to get a +20% increase to attack speed. When in 12.5 tiles range of

Outpost,
Stone Wall Tower
,
Town Center
,
Capital Town Center
,
The White Tower
,
King's Palace
,
Keep
or
Berkshire Palace
.

Network of Citadels

When enemies are nearby, this building sounds an alarm, causing nearby units to get a +30% increase to attack speed.

Abbey Healing

Heals nearby out of combat units by 6 every 1 seconds. When in 7.5 tiles range of

Abbey of Kings.

Produced at

Patch History

Patch 12.2.3327

Cost reduced from 70 to 65 food.

Train time reduced from 25 to 23 seconds.

Patch 10.1.48

Campfire has been removed from Man-at-Arms and can now be found on the Scout

Increase sight range from 3 to 5 tiles.

Now has team color on the minimap.

Costs
65
0:23
110138 Hitpoints
14 10 Melee Attack
0 2 Ranged Attack
03 Melee Armor
03 Ranged Armor
Move Speed1.625T/S
Attack Speed2S
Line of Sight9.111 11.844TILES

Technology Upgrades

Spyglass

Age IV

Scout Technology

Increase the sight radius of Scouts by 30%.

Costs
100
50
0:45

Professional Scouts

Age II

Hunting Technology

Scouts gain the ability to carry animal carcasses and +100% damage against wild animals. Scouts move -35% slower while carrying and cannot pick up Boar.

Costs
100
275
1:15

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

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