FANDOM


Armor represents how well a particular unit or building can absorb incoming damage from enemy units, basically the more armor a unit has the less damage it will take in combat.

There are three types of damage: hack, pierce and crush. Hack damage is typically dealt in melee combat by hand-to-hand infantry or cavalry. Pierce damage is typically dealt by ranged units at range, either infantry archers or skirmishers, mounted skirmishers on cavalry or even specific siege units such as Bolt Shooters. Crush damage is dealt by siege units such as Stone Throwers, Siege Rams or siege ships.

The combat system works by matching up attack type to armor type. For example, a unit that has Armor level 1 (10%) would take 90% of the damage otherwise dealt, if and only if both the attack and armor types are the same.

So hack armor only blocks damage from hack attacks, pierce armor only blocks damage from pierce attacks, and crush armor only blocks against crush attacks.

No matter what kind of armor a unit has, it will always take at least 1 damage when attacked by any other unit.

Recent changes, have changed armor from a function that simply subtracts incoming damage to a minimum of 1 damage meaning even if a units armor level greatly outwieghs an incoming attack, such as 20 hack armor vs 3 hack attack - the unit will still suffer 1 hit point of damage. The new armor system implemented recently is exponential armor, where each point of armor will successively multiply damage by 0.9 in effect reducing damage more and more but to a lesser extent each time. Each upgrade of armor level will yield diminishing returns, gameplay wise it rewards providing units with basic armor protections since the early armor levels are yield the most protection.

Most units already have some armor, low level Citizen Soldiers typical have the weakest while champion units and hero units have the strongest. Armor levels on units can be improved via technologies available to different civilizations, often found in the blacksmith.


Armor Level Damage Reduction
1 -10%
2 -19%
3 -27%
4 -34%
5 -41%
6 -47%
7 -52%
8 -57%
9 -61%
10 -65%