"Steeds as fast as the shifting sands, and riders just as deadly."
The Moors were an ancient Berber people from northern Africa. Known to the Romans as 'Mauri', the province of Mauretania was named for them. Before that, they both traded with and, at times, were 'friends' - clients - of Rome. Yet Mauri history goes back a lot further; they were known to be trading partners of Carthage at the height of the dead city-state's mercantile power. During the 3rd century AD the Mauri even produced two important bishops, one of whom went on to become St Augustine. At the time of the Vandal conquest of Roman Africa many of the Mauri were fully-integrated into Roman society. However, some continued to live in the desert, on the borders of the Roman world and in the tribal manner. Their traditional methods of fighting kept the Vandals from completely subjugating the region, much of which remained in Mauri hands until the Islamic conquest of the 7th century.
Strength and Weaknesses[]
Excellent Charge Bonus
Very Poor Armour
High Health
Base Stats[]
Light Moorish Cavalry
Unit
Number of Men:
80
Morale:
45
Bonus HP:
19
Melee Attack:
32
Melee Defense:
12
Charge Bonus:
217
Reload:
0
Ammunition:
0
Very Light Infantry
Human
Hit Points:
75
Mass:
70
Very Light Horse
Mount
Hit Points:
110
Mass:
300
Walk Speed:
19,5
Run Speed:
100
Charge Speed:
120
Charge Distance:
75
Weapons and Gear[]
Lance
Melee Weapon
Damage:
3
Armour Penetration Damage:
7
Bonus vs Infantry:
0
Bonus vs Cavalry:
10
Bonus vs Elephants:
0
Building damage:
0.033
Cloth
Armour
Armour:
3
Abilities[]
Wedge
Target:
Self
Initial Recharge:
0
Active Time:
N/A
Recharge Time:
N/A
The unit moves into a wedge-shaped attack formation.
Assemble (5s)
Form Wedge:
+10 Melee Attack
+50% Charge Speed
+15% Charge Bonus
-100% Missile Block Chance
-25% Speed
Frenzy
Target:
Self
Initial Recharge:
0
Active Time:
30
Recharge Time:
210
Improves a unit's attack capabilities for an extended period of time.
Frenzy (30s):
+10 Melee Attack
Frenzy (1s):
+50% Fatigue
Attributes[]
Resistant to Fatigue
Fatigue has less of an effect on this unit.
Hide (forest)
This unit can hide in forests until enemy units get too close.
Scare (everyone)
This unit frightens all enemy units.
Immune to Fear
This unit is immune to the fear effects of scary units.