![]() ![]() Weapon and Armor ProficiencyĪ fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). The following are class features of the fighter. Weapon training (or advanced weapon training*) The fighter’s class skills are Climb ( Str), Craft ( Int), Handle Animal ( Cha), Intimidate ( Cha), Knowledge (dungeoneering) ( Int), Knowledge (engineering) ( Int), Profession ( Wis), Ride ( Dex), Survival ( Wis), and Swim ( Str). Starting Wealth: 5d6 x 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess. Role: Fighters excel at combat-defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Others do battle to prove themselves, to protect others, or because they know nothing else. ![]() ![]() To a degree, focuses are subjective (for instance, Japanese are considered a viable Archer civilization), so they are listed according to in-game description.Some take up arms for glory, wealth, or revenge. Focus doesn't mean the civilization is limited to the given playstyle, but that its specific bonuses, unique units and/or available technologies and upgrades support these specific playstyles more than others. Listed below are all civilizations in Age of Empires II, along with their civilization properties and focuses. Each civilization also has a unique Wonder. Most civilizations have two or three focused military strengths, meaning unit types that fall into those categories are usually given most-to-all of the available upgrades in addition to bonuses. The base game released with 13 civilizations, 5 were added in The Conquerors, 5 in The Forgotten, 4 in The African Kingdoms, 4 in Rise of the Rajas, 4 in The Last Khans (as part of the Definitive Edition), 2 in Lords of the West, 2 in Dawn of the Dukes, and 3 in Dynasties of India.Įxpanding on Age of Empires, each civilization features one or two unique units and two unique technologies (since The Forgotten), in addition to a set of special bonuses. The playable civilizations in Age of Empires II are based on prominent civilizations of the post-classical period, from the fall of the Western Roman Empire in the 5th century to the renaissance era during the 15th - 16th century. ![]()
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