| This article is about the unit in Age of Empires II. For the armor class, see Armor class: Monk. For the similar unit in other games of the series, see Monk. |
| “ | Converts enemy units to your civilization. Heals friendly units (except ships and siege weapons). Can collect Relics and bring them to Monasteries. | ” |
| —In-game description | ||
| “ | Slow and weak. Converts enemy units, ships to your civilization (player color). Heals wounded villagers, military units (except siege weapons). | ” |
| —In-game description | ||
The Monk is a special unit in Age of Empires II that can be trained at the Monastery starting in the Castle Age. It is a non-combat unit used for different purposes, which can be seen in the ability section.
Ability[]
Conversion[]
- Main article: Conversion#Age of Empires II
Four Monks converting a War Elephant.
Recharge time: 62 seconds. The most important purpose Monks serve is to convert enemy units. Depending on the level of play, opinions can differ widely about the use and strength of conversion in the game. However, converting a unit reduces the enemy's numbers while simultaneously increasing the player's own army. In the Castle Age, Monks can be effective in backing up rushes with the ability to outrange almost every single unit. If a Monk is able to convert even just one Knight or other pricey unit, said conversion can completely make up for the Monk's cost even if the Monk dies soon after the conversion.
Civilizations with good Monks can even perform a Monk rush. This can be effective, 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 in the Castle Age. Monk rushes are usually backed up with Mangonels and/or Scorpions for a Monk-Siege push (commonly abbreviated as "Smush"), a combination that pairs well (as Mangonels help Monks against archers and buildings and Monks cover against Knights) and can be very difficult to stop.
Redemption is generally considered the most important technology, as it allows for conversion of Mangonels and Scorpions, which otherwise can kill Monks. Sanctity is just as impactful, as it allows Monks to survive one Mangonel shot, as well as surviving for generally significantly longer for a relatively low cost. Atonement is incredibly useful when an opponent is making Monks but otherwise useless, and Fervor is a decent buff but not too impactful.
In the Imperial Age, Block Printing becomes available, allowing Monks to outrange almost every unit in the game, especially Onagers that would otherwise kill them in one hit even with Sanctity. Theocracy helps when using groups of Monks by significantly reducing micromanagement required, and Illumination gives a sizable boost to faith regeneration for its cost.
As player armies get much bigger in the Imperial Age, Monk become harder to use and relatively 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. 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, and attack move only leads them to healing injured friendly units on the path, ignoring enemy units and buildings). 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.
Relics[]
- Main article: Relic (Age of Empires II)
Sometimes the only role Monks serve is to collect Relics. Every Relic inside a player's Monastery generates a continuous trickle of gold over time, roughly equivalent to one gold miner without mining upgrades. Monks (and Warrior Priests) are the only units that can collect Relics, and it is generally worth creating Monks for this purpose alone. Monks carrying a Relic lose 2 Line of Sight and cannot heal or convert units, but they can drop the carried Relic to regain those abilities.
The ability to pick up Relics is only available for regular Monks, Warrior Priests, and Scenario Editor Priests and Pagan Priests. All other Monk variations, like Missionaries and Hero Monks, cannot pick up Relics. Prior to the Definitive Edition, Hero Monks could pick up Relics, but this would revert them to regular Monks.
Healing[]
A Monk healing a Tarkan.
Monks are able to heal friendly units. While this is useful during downtime from conversions, taking full advantage of this can be difficult, as Monks move slower than any unit they can heal, and the healing range is limiting, putting them in possible danger of enemy ranged units. They also cannot heal while moving, which further compounds with their slow speed and limited opportunities to heal. Creating Monks purely for healing is not recommended unless the game is slower paced (for example a free-for-all or a campaign scenario), as apart from the previously mentioned hindrances, Monks are usually unable to heal fast enough for their investment to pay off in a straight engagement.
The healing speed of Monks or Missionaries healing one target is given by hit points per minute. This means that for a single unit, the first Monk heals it at 150 hp/min, while subsequent Monks heal it at half the speed. The number is double for allies of Byzantines. This means that players should ensure that there is only one Monk healing each injured unit, unless there are more Monks than injured units. Monks by default seek out units to heal which are not being healed by other Monks, but this means that Monks will stand idle if there are more Monks than injured units.
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 case it will inherently have the health regeneration ability that all heroes possess. Alternatively, they can still be healed by being garrisoned in a building like all other units, though naturally that also prevents them from healing other units and is much slower.
The Byzantines and Teutons have the best single target 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. The Saracens are the best area healers due to their passive ability gained from Bimaristan, which heals all friendly units in their aura radius.
Tactics[]
Lacking any means to attack, Monks are one of only two units able to convert others' units to the player's side, the other being the Spanish Missionary. They also heal allied units and the player's own units, except for ships and mechanical siege weapons. Initially weak, Monks can be powered up quite a bit by researching all technologies in the Monastery.
Among all civilizations, the Aztecs have the strongest Monks in late game, having access to all religious technologies and receiving an extra 5 hit points for each one researched. If every technology is researched, Aztec Monks have 100 hit points — more than twice as much as a regular Monk with Sanctity. The Bengalis also have good Monks, especially against Villagers, against whom they have 40% more survival than post-Imperial Aztec Monks. The Spanish Missionary also becomes very beefy on account of benefiting from Bloodlines, which is a cheap and commonly researched technology, while gaining a notorious durability benefiting from cavalry armor upgrades.
The Bohemians, 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 technologies and team bonuses.
The Monk is a versatile unit that plays a number of important roles from the Castle Age onward, including the collection of Relics, harassing opposing resource nodes, disrupting opponents lines, dissuading aggression by Knights and other expensive melee units, and healing injured friendly units.
Further statistics[]
| Strengths and weaknesses | |
|---|---|
| Strong vs. | Slow and/or expensive non-ranged units (such as Battle Elephants or Knights), Onagers (with Redemption and Sanctity/Block Printing) |
| Weak vs. | Eagle Warriors, Light Cavalry, archers, siege weapons (without Redemption), Heroes |
| Technologies | |
|---|---|
| Conversion resistance | |
| Resource cost | |
| Population cost | |
| Other | |
| Civilization bonuses | |
|---|---|
| Armor | |
| Damage resistance | |
| Resource cost | |
| Healing | |
| Team bonuses | |
|---|---|
| Conversion resistance | |
| Creation speed | |
| Healing | |
Civilization bonuses[]
Burmese: Technologies that benefit Monks are 50% cheaper.
Celts: Monks can convert herdable animals even if enemy units are next to them.
Chinese: Technologies that benefit Monks are 10%/15% cheaper in the Castle/Imperial Age.
Spanish: Technologies that benefit Monks provide 20 gold each when researched.
Team bonuses[]
Lithuanians: Monastery technologies are researched 20% faster.
Portuguese: Technologies that benefit Monks are researched 25% faster.
Upgradability chart[]
The following table shows the availability of the technologies for Monks every civilization. Herbal Medicine, Devotion, Faith, and Heresy are not counted, since they do not benefit Monks specifically.
| Available | |
| Unavailable | |
| Fully covered by civilization bonus if unavailable |
| Civilization | Total | Direct Monk bonus/technology | |||||||
|---|---|---|---|---|---|---|---|---|---|
| 7 | |||||||||
| 7 | +5 HP for every Monastery technology | ||||||||
| 7 | +3 | ||||||||
| 5 | |||||||||
| 7 | |||||||||
| 5 | |||||||||
| 4 | |||||||||
| 6 | |||||||||
| 7 | 50% cheaper upgrades | ||||||||
| 7 | Monks heal 100% faster | ||||||||
| 2 | |||||||||
| 6 | |||||||||
| 3 | |||||||||
| 4 | |||||||||
| 5 | |||||||||
| 5 | |||||||||
| 5 | |||||||||
| 4 | |||||||||
| 6 | |||||||||
| 6 | |||||||||
| 4 | |||||||||
| 5 | |||||||||
| 7 | |||||||||
| 7 | |||||||||
| 5 | |||||||||
| 5 | |||||||||
| 5 | |||||||||
| 4 | |||||||||
| 7 | Monks are created 20% faster | ||||||||
| 5 | |||||||||
| 5 | |||||||||
| 6 | |||||||||
| 5 | |||||||||
| 2 | |||||||||
| 3 | |||||||||
| 5 | |||||||||
| 6 | Monks cost -20% | ||||||||
| 5 | |||||||||
| 7 | |||||||||
| 3 | |||||||||
| 4 | |||||||||
| 7 | Monks move 20% faster, but do not have Fervor | ||||||||
| 7 | |||||||||
| 4 | |||||||||
| 7 | Monks resist conversion, have 2x healing range | ||||||||
| 5 | |||||||||
| 5 | |||||||||
| 3 | |||||||||
| 4 | |||||||||
| 5 |
Changelog[]
The Age of Kings[]
- Fervor affects all Monks properly.
Byzantines: Monks heal 200% faster (team bonus).
The Conquerors[]
- Armor class: Monk introduced. Monks carrying Relics are not affected by anti-Monk damage.
- Fervor only affects Monks carrying Relics.
- Heresy introduced.
- Theocracy introduced.
Aztecs: Monks are created 17.6% faster as part of faster military creation bonus.
Byzantines: Monks heal 50% faster (team bonus).
The Forgotten[]
- Monks carrying Relics are susceptible to anti-Monk damage.
- All Monks are affected by Fervor, not just Monks carrying Relics.
Saracens: Madrasah introduced.
Slavs: Orthodoxy introduced.
Spanish: Inquisition introduced.
Aztecs: With patch 4.8, Monks lose the faster creation bonus.
Definitive Edition[]
Portuguese: With update 42848, technologies that benefit Monks are researched 30% faster.
Lords of the West[]
Sicilians: First Crusade introduced. With update 47820, First Crusade increases conversion resistance (similar to Faith).
Dawn of the Dukes[]
Bohemians: Hussite Reforms introduced.
Byzantines: With update 56005, Monks heal 100% faster (team bonus).
Dynasties of India[]
Saracens: With update 61321, Madrasah is removed from the game.
Slavs: With update 61321, Orthodoxy is removed from the game.
Bengalis: With update 66692, Monks gain +3
melee / +3
pierce armor. With update 81058, Mahayana effect now also applies to Monks.
Portuguese: With update 73855, their new team bonus means all technologies that benefit Monks are researched 25% faster, replacing their earlier civilization bonus of 30%.
Return of Rome[]
- Sanctity cost increased from 120 gold to 175 gold.
Slavs: With update 87863, Monks move +20% faster, but they lose access to Fervor.
The Mountain Royals[]
- Monks functionality:
- Conversion attempts will now take 1 second to disrupt the current task of a Villager, instead of instantly inducing fleeing behavior.
- Monks will no longer retain conversion cycle charges when switching between buildings and units.
Saracens: With update 95810, Bimaristan introduced.- With update 99311, conversion mechanics are overhauled. See changelog here.
Battle for Greece[]
- With update 141935, Monks have seven new regional skins, some of which were already used by hero units. They now also have distinct animations for conversion and healing.
Variations[]
Monks have nine distinct models and icons for various civilizations depending on its historical regions and state religions. This was added in update 141935, prior to which only the Native Americans had different cosmetics.
| Icon | Religion | Unofficial name | Civilizations | Appearance |
|---|---|---|---|---|
|
Catholicism[note 1] | Franciscan Friar | ||
|
Native American Shamanism | Native American Priest | ||
| Catholicism[note 1] | Catholic Cardinal | |||
|
Buddhism | Buddhist Bhikku | ||
| Hinduism | Brahmin | |||
| Islam | Imam | |||
| Tengrism | Tengrist Shaman | |||
|
African folk religion[note 11] | African Hermit Monk | ||
| Orthodoxy | Orthodox Bishop |
Notes[]
- ↑ 1.0 1.1 Most of these civilizations remained with the Catholic Church following the Great Schism with the Byzantine (Eastern Orthodox) Church in the 11th Century. The Goths and the Western Roman Empire did not survive long enough to see the Great Schism. The Italians, Portuguese, and Spanish have a unique skin for their Catholic Monks.
- ↑ 2.0 2.1 2.2 The Lithuanians, Magyars, and Vikings practiced their own ancestral pagan traditions through most of the Early and High Middle Ages, before converting to Latin Christianity under the influence of neighboring peoples.
- ↑ Bengalis throughout most of the medieval period were Buddhist before many converted to Hinduism after the fall of the Buddhist Pala kingdom, and Islam through the influence of the Delhi Sultanate.
- ↑ 4.0 4.1 Both the Jurchens and Khitans originally practiced their ancestral "tengrist" shamanistic traditions, before adopting Chinese culture and religious traditions (Buddhism, Taoism, and Confucianism) after establishing their own "conquest dynasties" in northern China: the Jurchen Jin and Liao dynasties, respectively. Prior to update 144358, the Jurchens used the Tengrist Shaman model for their Monks.
- ↑ Throughout their history, the Malay (and related peoples) practiced Buddhism, Hinduism, and Islam.
- ↑ 6.0 6.1 6.2 Buddhism was introduced into China during the Han dynasty, but did not become widespread until the Six Dynasties period, being institutionalized under the Tang dynasty.
- ↑ Although Hinduism was the state religion of the Khmer Empire, Buddhism was also widely practiced, and eventually became the dominant religion.
- ↑ While most peoples and kingdoms in northern India were Hindu, many converted to Islam through the conquests and influence of Persianate sultanates, such as the Delhi Sultanate and the Mughal Empire.
- ↑ The Persians were Muslim during most of the Middle Ages, prior to which they were Zoroastrian.
- ↑ Tatars and similar eastern Turkic tribes practiced Tengrism through most of the Middle Ages before they converted to Islam due to the influence of Persian culture.
- ↑ The Ethiopians and Malians, despite being Orthodox and Muslim, respectively, have a unique African skin, defying the principle of religion. Note that the African Monk carries a prayer stick with the shape of a tau-cross, a symbol of the Ethiopian Tewahedo Church.
- ↑ 12.0 12.1 Although also called "Orthodox", the Armenian Church split from the Byzantine (Eastern Orthodox) Church long before the Great Schism between the Byzantine and Roman churches. The Ethiopian Church is likewise part of the same denomination.
Heroes[]
Below is a list of heroes in the game with the appearance of a Monk by regional skin. While they can convert, heal, and benefit from technologies like Monks, none of them can collect Relics in the Definitive Edition:
- Franciscan
Archbishop
Friar Tuck
Imam (before The Forgotten)
Harold Haardraade
Pope Leo I
- Imam
Imam (since The Forgotten)
- Buddhist
History[]
| “ | Religion was a powerful force during the Middle Ages, whether it was Roman Catholicism of the West, Islam in the Middle East, or Buddhism in Asia. The missionaries and teachers of religion were mainly monks, men who took vows of poverty and who dedicated their lives to spreading their message. Middle Age conflicts often derived from religious differences and were led or supported by contingents of monks on each side. The Crusades, for example, were multiple attempts by European Christians to wrest control of the Holy Land from the hands of Islamic Arabs. Large numbers of monks accompanied the Christian crusading armies. | ” |
| —Age of Empires II: The Age of Kings manual | ||
Trivia[]
- The Monk is one of only two units in the game to cost only gold, the other being the Missionary.
- The Monk is one of only four land units to have more than a single design, the others being the Villager, the Flemish Militia, and the Trade Cart.
- The fifth design document of Ensemble Studios (dated 17 July 1998) envisioned Monks with four different skins depending of their religion: bald in a brown robe for Christian civilizations, white hat and robe for Muslims, bald in white robe for Buddhists, and Deer mask in brown robe for pagans.
- Since the HD Edition, there is an unused South East Asian Monk icon, possibly an unused icon for Chand Bardai or Bui Bi. Additionally, an unused Middle Eastern Monk icon exists in the Definitive Edition, possibly intended as the Imam's icon.
- Like Ensemble Studios, Forgotten Empires too made multiple regional Monk models and conceptualized regional Monastery models for the Definitive Edition, but these were not implemented into the game at release. The only remnant of these unimplemented designs is an unused icon for the African Monk in the game files of the Definitive Edition.[1] Most of these designs were implemented with update 141935.
- A notable exception was the Pagan Priest, developed as a unique Monk skin for the Lithuanians but ultimately implemented as a different unit available in the Scenario Editor only.
- Originally, Monks (and Missionaries) could also repair the player's own Farms and Fish Traps (but not allies'). It cost the same amount of wood to repair the same amount of damage for each, but Monks could repair from their healing range. One Monk could repair a Farm several times faster than one Villager, but a Villager will repair a Fish Trap near the shore much faster than a Monk. Monks did not start repairing the player's Farms or Fish Traps automatically, unlike healing nearby allied units. With an update[When?] in the Definitive Edition, Monks (and Missionaries) can no longer heal Farms or Fish Traps.
- When using the Select All Military hotkey, the Monk gets selected, while a Monk with a Relic does not.
- Monks cannot convert some units and buildings.
- Monks cannot convert Kings, Queens, Crusader Knights, and hero units. These units have a hero flag which protects them from conversions.
- Monks cannot convert certain buildings even with Redemption: Town Center, Castle, Krepost, Monastery, Fortified Church, and Wonder, because they are also protected by a hero flag.
- Some special types of buildings are naturally protected from conversion (due to having the unit class). These buildings are of the type walls (Palisade, Stone, Fortified or City), Gates (Palisade, Stone, Fortified or City), and Farms (Fish Traps included), where the last type cannot even be targeted by Monks.
- Farms and Fish Traps not being worked by any other unit can instead be taken over by the player's Villagers and Fishing Boats, respectively, by simply assigning one such unit to work on them.
- Buildings which cannot be built in regular games also follow the same rules. Hero buildings like Fortified Tower, The Tower of Flies, The Accursed Tower, Dome of the Rock, Sanchi Stupa, etc. Usually special buildings (except of type Walls or Gates) can be converted, like Fortress and Poenari Castle since conversion immunity was de-hardcoded.
- Even though they cannot convert Monasteries, they can still convert any Cathedral, Mosque, and Shrine in scenarios with Redemption researched.
- In the Definitive Edition, Monks (and Missionaries) have a 5 in 105 (≈4.76%) chance to use the "Wololo" chant of the Age of Empires Priest unit, instead of the regular chant, while performing their conversion animation.
- Since update 107882, the "flemish reformation" cheat code turns all of the player's Villagers into Monks.
- While Monks cannot be upgraded in Age of Empires II, they can be upgraded to the Elite Monk in Age of Empires: The Age of Kings, the console spin-off of Age of Empires II.
Gallery[]
References[]
- ↑ Interview documentary by Noclip on YouTube
- ↑ Wololo June May




































![AoE2HD Wololo Wednesday cover art.jpg (235 KB) Monks in the official cover art of the Wololo Wednesday event in 2018[2]](https://static.wikia.nocookie.net/ageofempires/images/0/0c/AoE2HD_Wololo_Wednesday_cover_art.jpg/revision/latest/scale-to-width-down/185?cb=20240923171215)



