Age of empires 2 monks

Age of empires 2 monks DEFAULT

Redemption

Effect:
(ingame description)
Monks can convert enemy buildings (except Town Centers, Castles, Monasteries, Farms, Fish Traps, walls, Gates, and Wonders) and siege weapons. Monks can convert most enemy units from a distance, but they must stand adjacent to buildings, rams, and Trebuchets to convert them.
Monk, SpanishMissionary: can convert enemy siege units and various buildings (at a significantly longer conversion time than it is the case with unit). Therefore, they need to diretly stand next to all buildings as well as the following siege weapons while converting:

Buildings that can't be converted even after researching Redemption:

Redemption is an Age of Empires II technology.

Bonuses[edit]

Civilization Bonuses[edit]

Team Bonuses[edit]

Sours: https://liquipedia.net/ageofempires/Redemption

Monk

Civilization

All civilizations

Slow and weak. Converts enemy units, ships to your civilization (player color). Heals wounded villagers, military units (except siege weapons).
Age of Empires II description

The Monk is a special unit in Age of Empires II that can be trained at the Monastery. Lacking any means of attack, Monks are one of only two units able to convert other units to the player's side, the other being the SpanishMissionary. They heal allied units and the player's own units, except for ships and siege weapons. Initially weak, Monks can be powered up quite a bit by researching all technologies in the Monastery.

Of all civilizations, the Aztecs have the strongest Monks, having access to all religious technologies and receiving an extra 5 HP for each one researched. If every technology is researched, Aztec Monks have 95 HP - more than twice as much as a regular Monk with Sanctity.

The Bohemians, Slavs, Saracens, and Spanish also have unique technologies that benefit their Monks. Burmese, Byzantine, Lithuanian, and Teuton Monks are also fairly effective, benefiting from both Monastery upgrades and team bonuses.

Tactics[]

General[]

Monks are a versatile unit that play a number of important roles from the Castle Age onward, including the collection of Relics, harassing opposing resource nodes, disrupting opponents lines, dissuading Knight aggression, and healing injured units.

Relics[]

Relicsprite aoe2.png

The first and arguably most important role they serve is to collect Relics. A Relic is a special object that when garrisoned in one of their Monasteries, the player possessing it will receive a small but continuous trickle of gold over time, roughly equivalent to one Dark Age Miner. The more Relics the player collects, the more gold they generate. Unlike mining, Relics do not run out of resources. Most importantly, training Monks quickly and effectively in a game with standard victory becomes critical following the Castle Age since collecting and holding every Relic for a brief time period is one of the many ways to win the game.

Conversion[]

Converticon aoe2de.png

The second purpose Monks serve is to convert enemy units. Opinions can differ widely about the use of conversion in the game. However, converting a unit minimizes the enemy's forces while simultaneously increasing the player's own army. In the Castle Age, Monks can be effective in backing up rushes without the opponent having the ability to research Faith and being able to outrange every single unit but the Longbowman.

Good Monk civilizations (such as the Aztecs, Burmese, Lithuanians, Saracens, Slavs, Spanish, and Teutons) can even perform a Monk rush. That can be dangerous, because the attacked player most likely does not have any anti-conversion technologies researched and the Monks are affordable due to the high amount of gold being freely available. The Portuguese can also rush with Monks, as their Monks are 20% cheaper, costing 80 gold.

Teuton Monks also act as an early deterring unit against other enemy Monk rushes, as they are more resistant to conversion (stacks with Faith in the Imperial Age).

In the Imperial Age, Block Printing becomes available, helping the Monk to keep up rangewise (especially for its line of sight), but the armies of the players are getting much stronger in the Imperial Age, which relatively makes the Monk much weaker. Almost all infantry and cavalry units are able to kill them in three hits, archers normally only need five. Siege units also make short work of Monks. That is a huge problem for players relying on Monks. Also, with Faith being available, the use of conversion is significantly decreased. Another problem is that conversion requires a high amount of micromanagement due to the fact that Monks do not convert on their own and cannot be instructed to do so (there is no aggressive stance function for Monks). That means that the player always has to be present and execute the conversion manually. In later stages of the game, when the battle is larger and taking place on multiple locations, it is almost impossible to handle aggressive Monks adequately. If there is just one main battlefield, it can still work, however, if the player concentrates on converting key units such as Paladins, War Elephants, or Boyars and guards the Monks well.

Healing[]

Healicon aoe2de.png
Monk healanim aoe2.gif

Monks are able to heal friendly units. That comes in especially useful for resilient units that the player wants to keep taking hits. Monks are often paired with archers, because they are easy to control and be effective at the same time with the defensive stance mode. Siege weapons are a heavy threat to this combination. Because hero units have health regenerative abilities, combining that with the healing of a Monk will further speed up the hero's rate of healing, providing a large advantage.

The healing provided by Monks (in HP per minute) follows the formula: {\displaystyle healing=75+75n}, where "n" is the number of Monks (or Missionaries) healing a target. This means that 1 Monk heals 1 unit at 150 hp/min, while 2 Monks heal 1 unit at 225 hp/min (i.e. the second Monk (and all subsequent Monks) only add 75 hp/min). The number will be higher for Byzantine Monks.

This means that players should ensure that there is only 1 Monk healing each damaged unit (unless there are more Monks than damaged units). Luckily, Monks by default seek out units to heal which aren't being healed by other Monks, but this means that Monks will stand idle if there are more Monks than damaged units.

Players should have around two to ten Monks depending on the size of their forces, to heal wounded units free of charge during battle. Monks should be kept out of danger and the wounded units should come to the Monks, not the other way around, or else they are likely to be targeted.

Monks are not able to heal themselves, meaning that another Monk must be present to heal them. The only exception to this is if a Monk is a hero unit, in which it will inherently have the health regeneration ability that all heroes possess.

The Byzantines and Teutons have the best healers in the game, as they have a faster healing rate and a longer healing range respectively. Spanish Missionaries are also among the best, thanks to their speed, allowing them to keep up with armies.

Defense[]

The Monastery is no military building, and does not have any prerequisites other than being in the Castle Age. This is important for a lot of boom strategies where a Blacksmith and Market are used to get to the Castle Age. Upon reaching the Castle Age, it will be difficult to get out military to defend the player's settlement as they will need to build a Barracks and then most likely also Archery Ranges and Stables before starting to produce unupgraded (!) units. Comparatively, a Monastery can be built, Monks can be produced immediately, and they are instantly fully functional. Combined with a Siege Workshop producing Mangonels, the player will have good answers against attacking archers, Knights, and infantry with minimal investment. With additional Walls, the aggressive options left to their opponents are further limited when they can no longer get Eagle Warriors or scouts into the players base.

Further statistics[]

Sours: https://ageofempires.fandom.com/wiki/Monk_(Age_of_Empires_II)
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Priest

Updated
Original
The Priestis a variant of the Monkintroduced in Age of Empires II HD: The African Kingdoms. It is one of several returning units from the first gamere-introduced in Age of Empires II, such as the Heavy Swordsmanand Legionary. Priests cannot be trained, but are available in the Scenario Editorand make appearance in some campaign scenarios, e.g. Estado da Indiaand Echoes of Heroes.

Priests function similarly to regular Monks, being able to convert enemy units and heal friendly ones. A notable difference is that rather than the standard Monk chanting from Age of Empires II, they utilize the popular "Wololo" chanting from Age of Empires.

Trivia[]

  • Before the Definitive Edition, due to the way the units were coded, if a Priest picks up a Relic it will be transformed into a regular Monk belonging to the civilization the player is playing as. This also occurs for Native American Monks, hero Monks, and other units in this line such as the Imam.
  • The new chanting appears to be oddly coded. The way it works is that the global chanting for the map will be chosen depending on which sound is played first in the game. For example, if a Priest is the first one to chant, then all Monk-based units, including regular Monks, will use the "Wololo" chant for the rest of the game. However, if a regular Monk (or any other unit of that type) chants first, then Priests will use the regular Age of Empires II chanting.

Gallery[]

Video[]

PRIEST_vs_EVERY_UNIQUE_UNIT_(No_Heresy)_-_AoE_II-_Definitive_Edition
Sours: https://ageofempires.fandom.com/wiki/Priest_(Age_of_Empires_II)
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