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Armoricon aoe2de.png

Armor refers to various types of covering worn to protect the wearer from harm. In the Age of Empires series, armor is a vital statistical value for units and buildings.

In Age of Empires and Age of Empires II, attacks are applied against armor of the corresponding type. If a unit (or building) does not have a certain kind of armor, the corresponding attack will do no damage.

All units have two basic types of armor: melee armor (simply called 'armor') and pierce armor, which protects against most ranged attacks such as arrows. However, some units like the Throwing Axeman and the Mameluke deal melee damage (i.e. reduced by melee armor) at range. Depending on the unit type, the units may have additional armor classes, usually with the value 0, so the bonus damage will fully apply (exceptions include the Cataphract and Condottiero).

If an armor value is not equal to 0, the damage is reduced by this value. Units almost always have non-negative armor, the only exceptions being rams, Siege Towers, Elephant Archers, and Ballista Elephants.

Age of Empires[]

Damage formula[]

In Age of Empires, the damage formula is:

DamageFormula AoE.png
  • n denotes normal attack / armor
  • p denotes pierce attack / armor
  • If the target belongs to the category i and the attacker has a bonus AttackBonus against i, then the bonus (minus BonusResist if the target has one) is added to the total damage.
  • kelev is the elevation multiplier (applied to both cliffs and hills), equal to 2/3 if a melee unit attacks below its target, 3/2 if a ranged unit attacks above its target or 1 otherwise.

Units dealing melee damage[]

The following units deal melee damage and are affected by their target's armor:

Technologies[]

To improve armor for infantry, cavalry, and archer units, technologies from the Storage Pit must be researched.

Age of Empires II[]

Damage formula[]

In Age of Empires II, the damage formula is:

DamageFormula AoE.png
  • n denotes normal attack / armor
  • p denotes pierce attack / armor
  • If the target belongs to the category i and the attacker has a bonus AttackBonus against i, then the bonus (minus BonusResist if the target has one) is added to the total damage.
  • The elevation multiplier kelev is 5/4 if a unit attacks above its target (hills and cliffs), 3/4 if a unit attacks below its target (hills only) or 1 otherwise. For Tatars, this value is changed to 3/2 when a unit attacks above its target (hills and cliffs).

Note: if the enemy is a Sicilian land military unit (other than siege), each AttackBonus is halved.

Units dealing melee damage[]

The following units deal melee damage and are affected by their target's melee armor:

*The Fire Galley line also deals pierce damage.

The Bombard Tower used to deal melee damage before patch 1.0b.

While Chu Ko Nu, Kipchaks, and Scorpions main damage is pierce, they also deal 0 melee damage per projectile, meaning each projectile will do more than 1 damage to units with very high pierce armor but negative melee armor such as Rams and Siege Towers. In particular, Chu Ko Nu and Kipchaks are a good counter against rams since they fire multiple arrows, each of them doing 0-(-3)=3 damage.

Units with high melee armor[]

The following units have high melee armor and excel at battle against units dealing melee damage (values for fully upgraded units):
Infantry

Archers

Cavalry

Siege units