Religious Cavalry, Khaganate Unit

Khaganate Warrior Monk

Mongols
Military-minded support unit that improves combat capabilities of nearby units after it attacks. Can pick up Relics, convert enemy units, and capture Sacred Sites. + Heals friendly units + High utility in large armies - Low damage Randomly spawns 2 at the time from the Khaganate Palace.

Abilities and influences

Yam

Cavalry and Traders near an Outpost get +15% speed for 10 seconds. When in 12.5 tiles range of

Outpost. Requires
Yam Network
Deer Stones

Yam Network (Improved)

Yam speed aura applies to all units instead of just Traders and cavalry units. Does not apply to siege engines. When in 12.5 tiles range of

Outpost. Requires
Yam Network (Improved)

Produced at

Patch History

Season Four Update

Khaganate Palace can now randomly spawn 2 Rus Warrior Monks

Costs
0:40
2
190257 Hitpoints
11 Melee Attack
10 Torch Attack
03 Melee Armor
03 Ranged Armor
Damage6.29DPS
Move Speed1.625T/S
Attack Speed1.75S
Line of Sight6.667TILES

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

Biology

Age IV

Lancer 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

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

Biology (Improved)

Age IV

Lancer Technology

Investing in natural sciences increases the health of all cavalry by +35%. If Biology has already been researched, increase it by +10% instead.

Costs
500
1000
1500
1:30
Unique to Mongols

Raid Bounty

Age II

Raiding Technology

Increase the raid income for igniting a building to +50 Food and Gold.

Costs
100
250
0:45
Unique to Mongols

Raid Bounty (Improved)

Age II

Raiding Technology

Increase the raid income for igniting a building to +75 Food and Gold. If Raid Bounty has already been researched, increase the raid income for igniting a building by +25 Food and Gold.

Costs
100
250
350
0:45
Unique to Mongols

Stone Bounty

Age IV

Raiding Technology

Add +50 Stone to the raid income for igniting a building.

Costs
100
225
0:45
Unique to Mongols

Stone Bounty (Improved)

Age IV

Raiding Technology

Add +75 Stone to the raid income for igniting a building. If Stone Bounty has already been researched, add +25 Stone to the raid income for igniting a building.

Costs
100
225
325
0:45
Unique to Mongols

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