Character Skills

Character Skills in Age of Empires II: Definitive Edition



Introduction


Unlike RPGs, Age of Empires II: Definitive Edition (AoE2:DE) does not feature individual characters with skill trees. Instead, each of the 42+ civilizations acts as a unique "character" with its own set of passive bonuses, unique units, and unique technologies – these are the "skills" of your civilization. Additionally, campaign hero units have special abilities that function like active skills. This guide covers all playable civilizations and the most notable hero units, detailing every unique ability, upgrade, synergy, and recommended usage.

Civilization Skills Overview


Each civilization has three core skill categories:
  • Civilization Bonuses – passive skills that always apply (e.g., cheaper farms, faster firing).

  • Unique Units – special soldier types with unique combat abilities (e.g., stealth, area damage).

  • Unique Technologies – special researched upgrades that grant new abilities or stat boosts.


These skills are not on cooldown; they are either always active or require resource investment to unlock.

Detailed Civilization Skills (All Civilizations)


Below is a comprehensive table of every civilization’s unique skills. For detailed breakdown, see the following sections.

CivilizationUnique Unit(s)Unique Techs (Castle Age / Imperial Age)Civilization Bonuses (Passive)
Anglo-Saxons (not in AoE2)
ArmeniansComposite Bowman, Warrior PriestCilician Fleet, FeretersStart with +1 stone; free loose swords; etc.
AztecsJaguar WarriorAtlatl, Garland Wars+5 pop space; all units train 10% faster (except unique); +1 army LOS
BengalisRatha, Elephant ArcherPaiks, Mahayana+2 villager LOS; elephants +2 pierce armor; trade bonus
BerbersGenitour, Camel ArcherMaghrebi Camels, KasbahCamels +1 speed; Stable units cost -15%/20% per age; fishing ships +1 move speed
BohemiansHussite Wagon, HoufniceWagons, Hussite ReformsMining +15% speed; alchemy affects gunpowder; free chemistry
BritonsLongbowmanYeomen, WarwoldTC cost -50% wood; sheep food bonus; longbows +1 range per age; shepherds work faster
BulgariansKonnikStirrups, BagainsMilitia line upgrade free; TC +5 building armor; etc.
BurgundiansCoustillier, Flemish MilitiaBurgundian Vineyards, Flemish RevolutionEconomic techs cost -50% food; cavalry +1 attack; etc.
BurmeseArambaiHowdah, Manipur CavalryLumber camp upgrades free; relics visible; monk LOS +3
ByzantinesCataphractGreek Fire, LogisticaBuildings +10%/20/30/40% HP by age; camels / skirmishers / spearmen cheaper; etc.
CeltsWoad RaiderStronghold, Furor CelticaInfantry +15% speed; lumberjacks work faster; siege +20% HP; etc.
ChineseChu Ko NuGreat Wall, RocketryStart with +3 villagers but -200 food; techs cost -10%/15/20% per age; Town Center influence bonus
CumansKipchak, Steppe LancerSteppe Husbandry, Cuman MercenariesSecond TC possible in Feudal; +2 pop in Feudal; palisade walls +50% HP
DravidiansUrumi Swordsman, Elephant ArcherMedical Corps, Wootz SteelInfantry cost -25% food; +200 wood at start; fish traps +50% food
EthiopiansShotel WarriorRoyal Heirs, Torsion EnginesFree archer armor upgrades; +100 gold at start; etc.
FranksThrowing AxemanChivalry, Bearded AxeCavalry +20% HP; castle cost -25% stone; farms upgrade free; etc.
GeorgiansMonaspa, Svan TowerSvan Towers, Aznauri CavalryCavalry +1 armor per age; stone buildings cost -25% stone; etc.
GothsHuskarlAnarchy, PerfusionInfantry cost -35%; +10 pop in Imperial; barracks faster; etc.
Guarani (not in AoE2)
GurjarasShrivamsha Rider, Chakram ThrowerKshatriyas, Frontier GuardsMill upgrades free; +1 villager after each age; etc.
HunsTarkanMarauders, AtheismDo not need houses; start with -100 wood; cavalry archers and CA cheaper; etc.
IncasKamayuk, SlingerAndean Slings, Fabric ShieldsEvery start with llama; stone cost for buildings -15%; etc.
IndiansElephant Archer, Imperial CamelSultans, ShatagniFishermen work faster; camels +1 attack vs buildings; etc. (Note: Indians split in 2023 into Hindustanis, Dravidians, Bengalis, Gurjaras.)
HindustanisGhulam, Imperial CamelGrand Trunk Road, Shatagni+1 villager per age starting in Feudal; camels +1 attack vs buildings; etc.
ItaliansGenoese Crossbowman, CondottieroPavise, Silk RoadAdvance age cost -15%; fishing ships cheaper; all dock units cheaper; etc.
JapaneseSamuraiYasama, KataparutoFishing ships +2 LOS; infantry attack speed +33%; etc.
KhmerBallista Elephant, ScorpionTusk Swords, Double CrossbowNo buildings required to advance age; battle elephants +1 speed; etc.
KoreansWar Wagon, Turtle ShipShinkichon, PanokseonStone mining +20% faster; towers +1 range in Castle/Imperial; etc.
LithuaniansLeitisHill Forts, Tower ShieldsStart with +150 food; each relic gives +1 attack to all cavalry; etc.
MagyarsMagyar HuszarMercenaries, Recurve BowForging line free; scout line +1 attack per age; etc.
MalayKarambit Warrior, Two-Handed SwordsmanThalassocracy, Forced LevyAdvance age +67% faster; fish traps +50% food; etc.
MaliansGbetoTigui, FarimbaBuilding upgrades affect all buildings; infantry +1 pierce armor per age; etc.
MayansPlumed ArcherHul’che, El DoradoStart with +1 villager but -50 food; resources last 15% longer; etc.
MongolsMangudaiNomads, DrillHunting speed +50%; scouts +2 LOS; Cavalry archers fire +25% faster; etc.
PersiansWar Elephant, Savar (DE)Kamandaran, Persian ArchitectureStart with +50 wood/food; TC and docks double HP; etc.
PolesWinged Hussar, ObuchLechitic Legacy, Szlachta PrivilegesFolwark (unique farm) +1 gold per 4 farms; etc.
PortugueseOrgan Gun, CaravelCarrack, ArquebusUnits cost -10% gold; +1 range on all gunpowder; etc.
Romans (Return of Rome)Legionary, CenturionRoman Legion, Ballistic+1 line of sight for all units; free chain mail for infantry; etc.
SiciliansSerjeant, CavalierFirst Crusade, HauberkBuildings +50% stone cost but +50% HP; cavalry +2 pierce armor; etc.
SlavsBoyarDruzhina, OrthodoxyFarmers +15% speed; free tracking; etc.
Somalis (not in AoE2)
SpanishConquistador, MissionaryInquisition, SupremacyBuilders +30% speed; blacksmith upgrades cost no gold; etc.
TatarsKeshik, Flaming CamelSilk Armor, Timurid Siege CavalryPasture upgrades free; sheep +50% food; cavalry archers +1 pierce armor in each age
TeutonsTeutonic KnightIronclad, CrenellationsMonks heal range +2; farms cost -33%; TC garrison +10
TurksJanissarySipahi, ArtilleryGunpowder units +25% HP; chemistry free; gold mining +15%
VietnamneseRattan Archer, Imperial SkirmisherPaper Money, ChatrasArchery range HP +20%; free conscription; etc.
VikingsBerserk, LongboatChieftains, BerserkergangWarships cost -20%; infantry +10/15/20% HP by age

Detailed Skill Breakdown (Example Civilizations)



#### Franks
  • Unique Unit: Throwing Axeman (Castle, costs 50F/35G) – A melee infantry with a ranged throwing attack. Skills: Ranged attack (5 range), good vs buildings and slow units. No cooldown. Upgrades: Elite Throwing Axeman (Imperial) increases damage and HP. Combos: Use with cavalry (Paladins) to provide anti-infantry support. Synergies: Chivalry (UT) makes stable units train faster; Bearded Axe gives +1 range. Recommended builds: Heavy cavalry + throwing axemen for a powerful push. When to use: Raiding in Castle Age, sieging in Imperial.

  • Unique Techs:

  • - Chivalry (Castle Age, 500F/300G) – Stables work 40% faster. Effect: Train knights/Paladins faster. No cooldown. Upgrades: permanent. Combos: Pair with heavy wood economy to support rapid knight production.
    - Bearded Axe (Imperial Age, 400F/400W) – Throwing Axemen +1 range. Effect: Increases throwing axemen attack range to 9 (from 8). Use: Essential for late-game Frank army.
  • Civilization Bonuses: Cavalry +20% HP (passive, permanent). This is a massive survivability boost. Use: Frank cavalry is the best in game. Also free farm upgrades (Horse Collar, Heavy Plow) – save resources.


  • #### Mongols
  • Unique Unit: Mangudai (Castle, costs 55W/45G) – Cavalry archer with high fire rate and bonus vs siege. Skill: None per se, but they have +25% attack vs siege weapons. No cooldown. Upgrade: Elite Mangudai improves damage (8 base to 9) and HP. Combos: Mangudai + drill (tech) doubled trebuchet speed. Synergies: Nomads (UT) makes Mangudai regenerate HP slowly. Use: Kite enemy melee, destroy rams/trebs.

  • Unique Techs:

  • - Nomads (Castle Age, 250F/250W) – Mangudai and Steppe Lancers regenerate HP (1 HP per second? Actually 15 HP/min). Effect: Slow HP recovery outside combat. Use: Keep alive after skirmishes.
    - Drill (Imperial Age, 500F/600G) – Siege units move 50% faster. Effect: Mangonel, Onager, Trebuchet move quickly. Use: Surprise siege pushes.
  • Civilization Bonuses: Hunting speed +50% (faster food). Scouts +2 LOS. Cavalry archers fire 25% faster (affects Mangudai and regular cavalry archers).


  • #### Britons
  • Unique Unit: Longbowman (Castle, costs 50W/35G) – Archer with range 6+2 (Elite +3). Skill: Longest base range of any archer. No cooldown. Upgrade: Elite Longbowman adds range (6+3) and HP. Combos: Use with Yeomen (UT) for +1 range and +2 attack on towers. Synergies: Warwold (UT) gives archers +1 attack vs buildings. Recommended builds: Mass longbows with infantry or cavalry meatshield. When to use: Sieging from distance, controlling hills.

  • Unique Techs:

  • - Yeomen (Castle Age, 400F/500W) – Longbowmen +1 range, towers +2 attack. Effect: Range becomes 7+3 for Elite. Use: Essential for Briton archer dominance.
    - Warwold (Imperial Age, 800F/600G) – Archers +2 attack vs buildings. Effect: Longbows become effective vs structures (each arrow deals bonus). Use: Combined with archer mass to destroy TCs and castles.
  • Civilization Bonuses: Town Centers cost -50% wood (starting from Dark Age). Shepherds work faster. Longbows get +1 range per age (Feudal/Castle/Imperial).


  • All Unique Units – Abilities Overview


    Each unique unit has innate stats and sometimes hidden bonuses. Below are notable special abilities:
  • Throwing Axeman (Franks): Ranged attack ignores pathing, can hit over walls.

  • Mangudai (Mongols): Bonus vs siege (+3 or +6 based on version).

  • Plumed Archer (Mayans): Faster firing (1.9s reload), +1 armor.

  • War Elephant (Persians): High HP, trample damage (area of effect) – actual AoE on attack.

  • Ballista Elephant (Khmer): Fires bolt that pierces through multiple units.

  • Organ Gun (Portuguese): Fires multiple bullets spread over area.

  • Hussite Wagon (Bohemians): Can pack/unpack, acts as mobile fortress.

  • Konnik (Bulgarians): Upon death, continues fighting as a slower infantry (Dismounted Konnik).

  • Shrivamsha Rider (Gurjaras): Dodges missiles – has a 20% chance to avoid ranged attacks.

  • Coustillier (Burgundians): Charge attack – after not moving for a few seconds, next attack deals triple damage.

  • Leitis (Lithuanians): Ignores armor – attack deals full damage regardless of target’s armor.

  • Urumi Swordsman (Dravidians): Area damage – hits multiple units in front (circular sweep).

  • Ratha (Bengalis): Switches between melee and ranged mode (like hero unit? Actually similar to Scout/Archer double form).

  • Chakram Thrower (Gurjaras): Throws chakram that passes through multiple units in a line.

  • Obuch (Poles): Attack reduces building armor (makes them more vulnerable).

  • Flemish Militia (Burgundians, UT spawn): Spawned by Flemish Revolution; strong infantry with high HP.

  • Serjeant (Sicilians): Can build donjons (small defensive towers) in Castle Age – unique building ability.

  • Genoese Crossbowman (Italians): 100% accuracy vs cavalry (actually deals +5 vs cav).

  • Kamayuk (Incas): Attacks multiple enemies in a small arc (trample) and has good range.


  • Unique Technologies – Detailed Effects


    Each unique tech is a permanent research. Cooldowns do not apply. Key notable techs:
  • Atlatl (Aztecs): Skirmishers +1 attack and +1 range.

  • Garland Wars (Aztecs): Infantry +4 attack.

  • Paiks (Bengalis): Archers +1 attack; elephant archers +1 range.

  • Mahayana (Bengalis): +15 pop space.

  • Maghrebi Camels (Berbers): Camel units regenerate (slow)

  • Kasbah (Berbers): All buildings (except TCs) work 20% faster.

  • Yeomen (Britons): +1 range for longbows.

  • Warwold (Britons): +2 attack vs buildings.

  • Stirrups (Bulgarians): Cavalry regenerate? Actually not – it gives +5 HP for scout line.

  • Bagains (Bulgarians): Militia line +1 attack.

  • Greek Fire (Byzantines): Fire ships +1 attack.

  • Logistica (Byzantines): Cataphract trample damage.

  • Stronghold (Celts): Towers and Castles fire faster.

  • Furor Celtica (Celts): Siege units +50% HP.

  • Great Wall (Chinese): Walls and towers +30% HP.

  • Rocketry (Chinese): Chu Ko Nu +2 attack; Scorpions +1 attack.

  • Steppe Husbandry (Cumans): All cavalry +1 speed.

  • Cuman Mercenaries (Cumans): Spawn 10 Kipchaks in each TC when researched.

  • Medical Corps (Dravidians): All units heal 3 HP/minute (passive).

  • Wootz Steel (Dravidians): Infantry +1 attack; +3 vs buildings.

  • Royal Heirs (Ethiopians): Shotels +1 range.

  • Torsion Engines (Ethiopians): Siege weapons +15% area damage (splash increase).

  • Bearded Axe (Franks): Throwing axemen +1 range.

  • Chivalry (Franks): Stables work 40% faster.

  • Svan Towers (Georgians): Towers +2 range, +1 attack.

  • Aznauri Cavalry (Georgians): Cavalry +1 armor.

  • Anarchy (Goths): Infiltrate enemy lines (actually allows spawning Huskarls from barracks any age).

  • Perfusion (Goths): Research gives Huskarls reduce cost? Actually it gives +10 pop space.

  • Kshatriyas (Gurjaras): Camel units +1 armor

  • Frontier Guards (Gurjaras): +2 attack on walls.

  • Marauders (Huns): Tarkans can be made at Stables.

  • Atheism (Huns): No relic gives gold? Actually it gives +1 pop space and destroys enemy relics? No, it makes wonder/world wonders take longer.

  • Andean Slings (Incas): Slingers +1 range.

  • Fabric Shields (Incas): Kamayuks and Slingers +1 pierce armor.

  • Sultans (Indians): Market cost -10%.

  • Shatagni (Indians/Hindustanis): Hand cannoneers +1 range.

  • Grand Trunk Road (Hindustanis): Trade carts +10% move speed.

  • Pavise (Italians): Crossbowmen and Genoese +1 armor.

  • Silk Road (Italians): Trade units cost -50%.

  • Yasama (Japanese): Towers can fire arrows at +1 speed? Actually +1 attack and +1 range for towers.

  • Kataparuto (Japanese): Trebuchets unpack/pack faster (double speed).

  • Tusk Swords (Khmer): Battle elephants +2 attack.

  • Double Crossbow (Khmer): Scorpions fire two bolts.

  • Shinkichon (Koreans): Onagers +1 range.

  • Panokseon (Koreans): Turtle ships +1 armor.

  • Hill Forts (Lithuanians): Buildings +2 LOS and +1 range.

  • Tower Shields (Lithuanians): All infantry +1 pierce armor.

  • Mercenaries (Magyars): Scout line +2 attack.

  • Recurve Bow (Magyars): Cavalry archers +1 range.

  • Thalassocracy (Malay): Docks have +2 range, +3 attack.

  • Forced Levy (Malay): Militia line costs no food (only gold).

  • Tigui (Malians): Bombard towers get +9 attack.

  • Farimba (Malians): All units +1 attack (except siege).

  • Hul’che (Mayans): Plumed archers +1 attack.

  • El Dorado (Mayans): +5 line of sight for all units.

  • Nomads (Mongols): Mangudai and Steppe Lancers regenerate HP.

  • Drill (Mongols): Siege units 50% faster move speed.

  • Kamandaran (Persians): Crossbowmen and archers cost no wood (only gold).

  • Persian Architecture (Persians): Buildings +2 LOS.

  • Lechitic Legacy (Poles): Winged Hussars +1 attack, +1 pierce armor.

  • Szlachta Privileges (Poles): Knights train -50% food cost.

  • Carrack (Portuguese): Ships +1 armor.

  • Arquebus (Portuguese): Gunpowder units 100% accuracy.

  • Roman Legion (Romans): Legionaries +1 armor.

  • Ballistic (Romans): Scorpions +1 range.

  • First Crusade (Sicilians): Relics train Serjeants in buildings? Actually spawn 5 Serjeants per relic at each TC.

  • Hauberk (Sicilians): Cavalry +2 pierce armor.

  • Druzhina (Slavs): Infantry splash damage.

  • Orthodoxy (Slavs): Monks +1 range.

  • Inquisition (Spanish): Missionaries convert faster.

  • Supremacy (Spanish): Villagers +6 attack, +40 HP, +2 armor.

  • Silk Armor (Tatars): Cavalry archers +1 armor.

  • Timurid Siege Cavalry (Tatars): Cavalry can attack buildings with bonus.

  • Ironclad (Teutons): Siege units +1 armor.

  • Crenellations (Teutons): Castles fire extra arrow.

  • Sipahi (Turks): Cavalry archers +1 HP? Actually +1 attack.

  • Artillery (Turks): Bombard towers, cannons, bombard cannons +2 range.

  • Paper Money (Vietnamese): Each trade cart gives 5 gold every 1.2 secs passive? Actually it gives gold to all players.

  • Chatras (Vietnamese): Battle elephants +50 HP.

  • Chieftains (Vikings): Berserks +1 attack vs buildings.

  • Berserkergang (Vikings): Berserks regenerate faster (base 20 HP/min to 30).


  • Civilization Bonuses as Passive Skills


    Each civ has 3–5 permanent passive bonuses. Examples:
  • Britons: +1 range per age for longbowmen (passive – not a researched tech).

  • Franks: +20% cavalry HP.

  • Mongols: 25% faster cavalry archer fire rate.

  • Byzantines: Buildings extra HP per age.

  • Goths: Cost reduction for infantry.

  • Huns: No houses needed.


These are always active from game start and cannot be upgraded.

Hero Units and Their Special Moves


Campaigns feature hero units with unique abilities (not available in Random Map games unless modded). Below are the most notable heroes and their skills:

HeroCivilizationAbilities / Special MovesDescription
Joan of ArcFranksInspire – boosts attack/defense of nearby units by +2 atk/+2 armor for 30 sec. Cooldown: 60 sec. Also regenerates HP slowly.Use: Rally point for offensive pushes.
Genghis KhanMongolsMongol Raid – teleports to target location (range 10). Cooldown: 120 sec. Also has strong melee attack.Use: Ambush enemy eco or escape bad fights.
SaladinSaracens (not in table but exists)Desert Wind – AoE damage (40 HP) in a small area. Cooldown: 90 sec.Use: Clear clustered enemies.
Frederick BarbarossaTeutonsLionheart – charge attack dealing 60 damage to first enemy. Cooldown: 45 sec. Also reduces armor of target.Use: Snipe high-value units.
El CidSpanishValor – spawns 3 temporary El Cid duplicates that fight for 15 sec. Cooldown: 180 sec.Use: Create confusion and extra damage.
Attila the HunHunsScourge of God – reduces enemy tower range by 50% for 30 sec in a radius. Cooldown: 120 sec.Use: Siege with less danger from defenses.
Bari (multiple)VariousHealing Wave – heal nearby friendly units 30 HP over 10 sec. Cooldown: 60 sec.Use: Sustain pushes.
William WallaceScots (campaign)Freedom – removes all debuffs from nearby units and increases move speed 20% for 15 sec. Cooldown: 90 sec.Use: Counter archer slows.
Note: Hero abilities are not available in standard multiplayer. They have cooldowns and often require activation (click ability icon). Some heroes also have passive regeneration.

Recommended Builds and Synergies


  • Mongol Mangudai + Drill: Use fast trebuchets to break base while Mangudai clean siege.

  • Frank Paladin + Throwing Axeman: Meatshield cavalry with anti-infantry ranged support.

  • Briton Longbow + Halberdier: Longbows behind cheap pikes to counter cavalry.

  • Aztec Infantry + Atlatl Skirmishers: High damage combo vs archer civs.

  • Hun Cavalry Archer + Tarkan: Fast raiding force with anti-building capability.

  • Byzantine Cataphract + Skirmisher: Splash damage melee plus ranged support.


  • When to Use Each Skill


  • Passive bonuses: Always active – choose civ based on your playstyle.

  • Unique Units: Research in Castle Age (or Feudal for some) and produce en masse when you have the gold. Use according to their strengths:

  • - Anti-infantry: Longbow, Plumed Archer, Slinger.
    - Anti-cavalry: Genoese Crossbowman, Camel Archer.
    - Anti-siege: Mangudai, Organ Gun.
    - Raiding: Keshik, Tarkan, Coustillier.
  • Unique Technologies: Research when you have a stable economy and plan to use the affected units heavily.

  • - Early techs (Castle Age) like Yeomen, Nomads, Chivalry are often first priority.
    - Imperial techs like Warwold, Drill, Furor Celtica are for late-game power spikes.
  • Hero Abilities: Use actively in campaigns. Save for decisive battles or defensive emergencies. Cooldowns mean you cannot spam them.


Conclusion


AoE2:DE’s “Character Skills” are the sum of your civilization’s unique bonuses, units, and technologies. Mastering these subtle but powerful tools is key to victory. Always consider your enemy’s composition and adapt your unique skills to counter them. Remember that no two civilizations play alike – choose one that matches your preferred strategy and start honing those skills!