All Game Items

All Game Items in Age of Empires II: Definitive Edition



Age of Empires II: Definitive Edition (AoE2:DE) is a real-time strategy game, not an RPG. As such, it does not feature traditional items like weapons or armor that you equip on a character. Instead, the game uses resources, collectible relics, unique units, technologies, and trade goods as its core "items." This guide categorizes and explains every major game element that functions as an item or currency within the mechanics of AoE2:DE.

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1. Resources (Core Currencies)


Resources are the lifeblood of your economy. You gather them to train units, construct buildings, research technologies, and advance through the Ages.

ResourceSourcePrimary UseNotes
FoodHuntables (deer, boar, sheep), farms, berries, fishTraining villagers, military units (especially infantry and cavalry), advancing to next AgeFastest gather from boar (under TC fire) and deer. Farms are renewable but require wood investment.
WoodTrees (forests), sometimes from destroyed buildingsBuilding construction (houses, barracks, etc.), ships, archery units, rams, farmsCritical early game. Always keep lumberjacks near TC until you have a safe wood line.
GoldGold mines (surface & deep), trade, relics, some tributeTraining expensive units (knights, archers, unique units), advancing to Castle and Imperial Ages, blacksmith upgradesLimited on map – trade or relic collection essential in late game.
StoneStone mines (surface & deep), some relicsBuilding stone walls, castles, towers, town centers (only with certain civs like Teutons)Usually only gather as needed for defensive structures or Castle Age advancement.
How to obtain: Villagers gather from the respective resource nodes. Drop-off points (TC, Mill, Lumber Camp, Mining Camp) increase efficiency. Markets allow conversion of excess resources to gold at variable rates.

When useful: All stages of the game. Balancing resource collection is key.

Synergies: None directly, but you can trade surplus resources at the Market for gold.

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2. Trade Goods (Currency Generation)


Trade Goods are produced by Trade Carts (land) and Trade Cogs (water) when they move between your Market (or Dock) and an ally’s or neutral’s equivalent building. They generate gold over the journey.

  • Trade Cart: Trains at Market → moves to another Market (ally’s or same player’s) → returns with gold. The longer the distance, the more gold per trip (up to ~30 gold per trip).

  • Trade Cog: Trains at Dock → travels to another Dock (ally’s or neutral) → returns with gold. Same distance-based bonus.


  • How to obtain: Train from Market (land) or Dock (water) after they are built.

    When useful: Late game when gold mines are exhausted. Essential for a gold-heavy army (e.g., Paladins, gunpowder units).

    Important: Trade units are slow and vulnerable to raiding. Protect trade routes with walls or patrols.

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    3. Collectible Artifacts & Relics


    #### Relics
    Relics are gold-generating collectibles placed inside a Monastery. They provide a passive income of gold (roughly +1 gold every 2-3 seconds per relic) and can trigger conversions when garrisoned.

  • How to obtain: Found on the map (usually neutral or guarded by wild animals). A Monk picks up a relic and brings it to your Monastery.

  • Maximum: 5 relics per player can be held (limited by Monastery capacity; only 1 relic per Monastery, so you need 5 Monasteries to collect all).

  • Synergies: Relics are critical for a gold-reliant civilization like Turks or Saracens. Combine with the Atonement technology to convert enemy monks holding relics.

  • When useful: Mid-to-late game when mines deplete. Free gold allows you to maintain an expensive army.


  • #### Campaign Artifacts
    Many single-player campaigns (e.g., Joan of Arc, Saladin, Genghis Khan) require you to collect specific Artifacts (e.g., the Holy Grail, a crown, a banner) to achieve victory conditions. These are map-specific items that must be brought to a designated location (usually your base or a monument).

  • How to obtain: Move a military unit (often a hero unit) over the artifact; auto-transport to target area.

  • When useful: Only within those specific missions.


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4. Unique Units (Weapons)


Each civilization has one or two unique units that serve as powerful, specialized combat troops. These can be thought of as "weapons" you can deploy. Below are some notable examples, but all 42 civilizations have unique units.

CivilizationUnique UnitTypeEffective AgainstWeak Against
BritonsLongbowmanArcherInfantry, buildings (with upgrades)Skirmishers, cavalry rushing
FranksThrowing AxemanInfantry (anti-cavalry)Cavalry, buildingsArchers, heavy infantry
MongolsMangudaiCavalry ArcherSiege units, slow unitsSkirmishers, spearmen
SpanishConquistadorGunpowder CavalryInfantry (high damage)Skirmishers, pikemen
PersiansWar ElephantHeavy CavalryBuildings, all units (high damage)Monks (conversion), spearmen, camels
SaracensMamelukeCamel Archer (anti-cavalry)CavalrySkirmishers, archers
MayansPlumed ArcherArcher (fast, strong vs infantry)Infantry, buildingsSkirmishers, heavy cavalry
How to obtain: Train from a Castle (or Krepost for Bulgarians) after building that castle. Some unique units require a Castle Age or Imperial Age upgrade.

When useful: Based on your opponent’s composition and map. For example, Longbowmen dominate on open maps with hills; War Elephants are devastating but gold-heavy.

Upgrades: Blacksmith upgrades (attack/armor), unique technologies (e.g., Britons’ "Yeomen" gives +1 range to Longbowmen).

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5. Technologies (Armor & Upgrades)


Technologies at the Blacksmith, University, and other buildings function like armor and weapon upgrades for your units and buildings. The most critical ones are listed below.

#### Blacksmith Upgrades
TechnologyEffectCost (Food/Gold)Age Available
ForgingInfantry and cavalry +1 attack100F, 50GFeudal Age
Iron Casting+1 infantry/cavalry attack (requires Forging)200F, 100GCastle Age
Blast Furnace+1 infantry/cavalry attack (requires Iron Casting)300F, 200GImperial Age
Scale Mail ArmorInfantry +1 melee armor100F, 50GFeudal Age
Chain Mail ArmorInfantry +1 melee armor (requires Scale Mail)200F, 100GCastle Age
Plate Mail ArmorInfantry +1 melee armor (requires Chain Mail)300F, 150GImperial Age
Padded Archer ArmorArchers +1 pierce armor100F, 50GFeudal Age
Leather Archer ArmorArchers +1 pierce armor (requires Padded)200F, 100GCastle Age
Ring Archer ArmorArchers +1 pierce armor (requires Leather)300F, 200GImperial Age
Scale Barding ArmorCavalry +1 melee armor150F, 50GFeudal Age
Chain Barding ArmorCavalry +1 melee armor (requires Scale Barding)250F, 100GCastle Age
Plate Barding ArmorCavalry +1 melee armor (requires Chain Barding)350F, 200GImperial Age
Note: Archer attack is upgraded via Blacksmith also – Fletching, Bodkin Arrow, Bracer (each +1 pierce attack for archers and ships).

#### University Technologies (Functional Consumables? Not really, but key)
  • Ballistics: Projectiles lead targets – increases hit chance for archers and gunpowder (150W, 200G, Castle Age).

  • Chemistry: +1 attack for all gunpowder and archer units, enables gunpowder units (200F, 100G, Imperial Age).

  • Siege Engineers: Increases blast radius and range of siege weapons (250F, 100G, Imperial Age).

  • Fortified Wall: Doubles HP of stone walls (200F, 100G, Castle Age).


  • How to obtain: Research at respective buildings (Blacksmith, University, Monastery).

    Synergies: Combining Blacksmith upgrades with unique technologies greatly enhances unit effectiveness. For example, fully upgraded Elite Mangudai with Blast Furnace and Chemistry deal massive damage.

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    6. Buildings as Equipment (Key Structures)


    Certain buildings act as "equipment" for your strategy – they provide bonuses or unlock units.

  • Town Center: Train villagers, advance to next Age, drop off resources. Most important structure.

  • Barracks: Train infantry (militia line, spearmen line, unique infantry for some civs).

  • Archery Range: Train archers, skirmishers, slingers.

  • Stable: Train cavalry (scout cavalry, knights, camels).

  • Siege Workshop: Train rams, mangonels, scorpions, bombard cannons.

  • Monastery: Train monks, research monk technologies, hold relics.

  • Castle: Train unique units, research unique technologies, provide strong defense.

  • Dock: Train ships, fishing boats, trade cogs.

  • Market: Trade resources, buy/sell at variable rates.

  • Wonder: Buildable structure for Wonder victory in standard games. Very expensive (1000 food, 1000 wood, 1000 stone, 1000 gold).


  • When useful: All buildings are useful at various stages. Placement matters (e.g., forward Castle for siege, defensive Castle near gold).

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    7. Miscellaneous Consumables (Non-existent)


    There are no true consumable items like potions or scrolls in AoE2:DE. However, the following mechanics are one-time-use within a match:

  • Tribute: Sending resources to an ally via the Market – cost is 20% tax (e.g., send 100 gold, you pay 120 gold). Consumes resources for the giver.

  • Spy Technology: Reveal all enemy units for 10 seconds (cost based on enemy units). Used once per match (or multiple times if you have gold).

  • Convert Unit (Monk): Monks can convert enemy units, effectively consuming their conversion ability (cooldown per monk).


These are not items per se, but they function as expendable advantages.

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Summary Table of All Item Categories



CategoryExamplesObtain ByKey Use
ResourcesFood, Wood, Gold, StoneGathering from map nodesBuild, train, research
Trade GoodsGold from trade cart/cogTrading between Markets/DocksInfinite gold generation
RelicsReligious artifactsMonk pick-up → MonasteryPassive gold income
Campaign ArtifactsHoly Grail, CrownsMove hero to locationVictory condition
Unique UnitsLongbowman, MangudaiTrain from CastleSpecialized combat
TechnologiesForging, Chemistry, BallisticsResearch at Blacksmith, etc.Unit upgrades
BuildingsTown Center, CastleBuild with villagersProduction, defense
Consumables (limited)Tribute, Spy, ConversionVarious actionsOne-time tactical benefits
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This guide covers all major "items" in Age of Empires II: Definitive Edition. Remember that the game is about resource management and unit composition rather than inventory-based equipment. Use this knowledge to optimize your economy and army for every match.