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  1. Home
  2. Byzantines
  3. Units
  4. Ghulam
Ghulam

Heavy Melee Infantry

Ghulam

Byzantines

Byzantines

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

  • Pilgrim Flask

    Pilgrim Flask

    Activate to drink, rapidly increasing health regeneration by 25 per second for 6 seconds. 需要 Cistern of the First HillCistern of the First Hill 45秒 冷却

  • Automatic Pilgrim Flask

    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 HillCistern of the First Hill.

  • Improved Torch

    Improved Torch

    Torch damage improved by a nearby Scout. When near ScoutScout.

  • Naval Deployment

    Naval Deployment

    Increased movement speed after unloading from a Transport Ship.

Produced at

  • Golden Horn Tower

    Golden Horn Tower

  • Mercenary House

    Mercenary House

Patch History

2026-04-30 Update 16.1.9737

Ghulam

  • Cost reduced from 120 Food 30 Gold → 110 Food 30 Gold.
  • Production time reduced from 26 → 25 seconds.

Mercenary Ghulam

  • Batch cost reduced from 450 Olive Oil → 420 Olive Oil.
  • Batch production time reduced from 75 → 72 seconds.

2023-05-16 Season Five Update

Man-at-Arm unit renamed to Ghulam

  • Attack decreased from 12/14 to 10/12.
Costs
140oliveoil
1popcap
72time
Hitpoints 259
Base: +195
Upgrade to Age IV: +30
Elite Army Tactics: +34
Melee Attack 17
Base: +10
Upgrade to Age IV: +2
Bloomery: +1
Decarbonization: +1
Damascus Steel: +1
Elite Army Tactics: +2
Fire Attack 10
Base: +10
Melee Armor 8
Base: +4
Upgrade to Age IV: +1
Fitted Leatherwork: +1
Insulated Helm: +1
Master Smiths: +1
Ranged Armor 9
Base: +4
Upgrade to Age IV: +2
Iron Undermesh: +1
Wedge Rivets: +1
Angled Surfaces: +1

Move Speed

1.1875T/S

Attack Speed

1.125S

Line of Sight

8.00TILES

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Technologies

Bloomery

Bloomery

II

Melee Damage Technology 1/3

Increase the melee damage of all non-siege units by +1.

50food
125gold
60time
Fitted Leatherwork

Fitted Leatherwork

II

Melee Armor Technology 1/3

Increase the melee armor of all non-siege units by +1.

50food
125gold
60time
Iron Undermesh

Iron Undermesh

II

Ranged Armor Technology 1/3

Increase the ranged armor of all non-siege units by +1.

50wood
125gold
60time
Siege Engineering

Siege Engineering

II

Siege Unit Unlock

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

50wood
125gold
30time
Decarbonization

Decarbonization

III

Melee Damage Technology 2/3

Increase the melee damage of all non-siege units by +1.

100food
250gold
60time
Insulated Helm

Insulated Helm

III

Melee Armor Technology 2/3

Increase the melee armor of all non-siege units by +1.

100food
250gold
60time
Military Academy

Military Academy

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.

100wood
250gold
60time
Wedge Rivets

Wedge Rivets

III

Ranged Armor Technology 2/3

Increase the ranged armor of all non-siege units by +1.

100wood
250gold
60time
Angled Surfaces

Angled Surfaces

IV

Ranged Armor Technology 3/3

Increase the ranged armor of all non-siege units by +1.

150wood
350gold
60time
Damascus Steel

Damascus Steel

IV

Melee Damage Technology 3/3

Increase the melee damage of all non-siege units by +1.

150food
350gold
60time
Elite Army Tactics

Elite Army Tactics

IV

Melee Infantry Technology

Training elite infantry leads to improved prowess in battle. Melee Infantry gain +15% damage and +15% health.

500food
1000gold
90time
Master Smiths

Master Smiths

IV

Melee Armor Technology 3/3

Increase the melee armor of all non-siege units by +1.

150food
350gold
60time