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Cavalier infobox (fully upgraded)
Cavalier infobox (fully upgraded)

The attack of a unit or building indicates the maximum (kind of) damage it can inflict upon opposing units or buildings. These attacks are blocked by the corresponding armor of the unit. Units and buildings may deal additional damage to the target based on the attack bonuses due to armor classification system which varies from game to game, and in some rare cases due to negative armor values. As opposed to the main attack, this bonus attack does not interact with the target's visible armor values, but with the corresponding specialized armor of the target, which is often hidden.

Examples of such bonuses include the Halberdier and Camel Rider lines' bonus against cavalry in Age of Empires II, as well as the Cataphract's bonus against infantry in Age of Empires and Age of Empires II.

The attack of almost all military units can be improved by researching certain technologies at various buildings. If the attack of a unit or structure is improved with technologies, the added value is separately shown in the infobox (see image).

Attack system[]

Age of Empires, Age of Empires II, and Age of Empires IV use an additive attack and armor system. This means that values of armors and attack bonuses are numbers. Attacks are subtracted by armors and then added with attack bonuses to calculate damage.

Age of Mythology and Age of Empires III use a multiplicative attack system. This means that values of armors and attack bonuses are fractions. Attacks are multiplied by and then multiplied with attack bonuses to calculate damage. In Age of Empires III, they are accurately called resists and multipliers respectively.

The attack system is differs from game to game and is very complex, but it can be presented in a simple manner for basic understanding. Even for the same type of attack logically, the nomenclature is different between games.

If a unit has multiple base attacks, the UI shows only the largest value.

Base attack[]

Attacks which are advertised on a unit's statistics are called base attacks. These usually come in four forms:

Attack Description Corresponding armor Name in AoE Name in AoE2 Name in AoM Name in AoE3 Name in AoE4
Hack/Melee attack done by non-ranged* units Hack/Melee Melee Melee Hack Melee Melee
Pierce/Ranged attack done by buildings, ships, siege and ranged units Pierce/Ranged Pierce Pierce Pierce Ranged Ranged
Crush/Siege/Torch attack done by melee units (against siege units, buildings and ships), siege units, and ships Crush/Siege/Fire - - Crush Siege Torch
Unresisted/Siege attack done by siege units and ships - Unnamed Divine Siege Siege

- means that the entry is not applicable
Non-ranged units are also called melee units. Ranged units are also called archers.

Siege attack[]

Siege attack in Age of Empires III appears twice because how different units attack. Like Torch damage in Age of Empires IV, infantry and cavalry units use this attack only against buildings and ships. Coincidentally, both use torches to attack. Crush attack in Age of Mythology is used against all units and buildings, but units other than siege and ships have 99% resistance against crush attack, making it effective only against these units.

Siege attack cannot be blocked by any kind of armor. Units which do this damage are:

Charge attack[]

The term charge attack may refer to a powerful attack which is charged over time and deals more damage than the standard attack as in Age of Empires II's Coustillier or Urumi Swordsman. It may also refer to the charge attack mechanic in Age of Empires IV which nearly all melee units have, where they close in on opponents with increased speed and may also do increased damage.

Anomalies[]

In Age of Empires, the Stone Thrower line and the Fire Galley deals melee attack instead of pierce attack. The Catapult Trireme and Juggernaut deal an unresisted attack instead of pierce attack.

In Age of Empires II, the Throwing Axeman, the Mameluke, the Gbeto, and the Chakram Thrower deal melee attack instead of pierce attack. The Turtle Ship, the Dromon, and the Mangonel, Bombard Cannon, and Cannon Galleon lines deal melee attack instead of pierce attack too. Non-ranged siege units and ships also have melee attack instead of pierce attack. The Scorpion and Fire Galley lines, Chu Ko Nu and Kipchaks have an additional melee attack along with their pierce attack. Secondary projectiles of Hussite Wagons deal an unresisted attack type.

In Age of Mythology, the Throwing Axeman deal hack attack instead of pierce attack. Myth units deal either hack or pierce damage, sometimes combined with crush damage. Hero units likewise deal either hack or pierce damage, depending on their attack range. Even most damaging god powers deal one or more of these damage types, influencing their effectiveness against different targets. Among ships, hammer ships deal hack attack, archer ships deal pierce attack, and siege ships deal crush attack.

In Age of Empires III, buildings may deal siege attack instead of ranged attack. Ranged infantry and cavalry units initially attack at range but switch to melee damage if their target closes up on them, while keeping a siege attack for buildings and ships (torches for most units, grenades for Grenadiers).

Damage formula[]

Additive systems[]

The basic damage formula in Age of Empires - I, II, and IV is:

The exact formula for Age of Empires II is mentioned below.

As a special case, for buildings in Age of Empires, the damage becomes:

In these formulae, kelev is the elevation multiplier (hill/cliff bonuses) in Age of Empires I and II, i is the armor class (of which melee, pierce, torch and siege are part of). The formula basically says that for every type of attack, its corresponding armor value is subtracted, and if it is greater than 0, they are added to damage. The minimum damage is set to 1 (0.1 for buildings in Age of Empires), if the damage dealt is less than that value.

Note that the damage may not be an integer (and it may be less than 1), but the game works with the values just fine. It does subtract fractional hit points, but the UI shows only the integer part of the remaining hit points. The unit dies when the remaining hit points reach below 1 (does not have to be less than or equal to 0).

Example 1: A Bowman (Age of Empires) has 3 pierce attack and a Small Wall has 200 HP and 3 pierce armor. Since the wall's pierce armor cancels the Bowman's attack, the Bowman does 0.1 damage per arrow. The first arrow lowers the wall's HP to 199.9 (199 shown in-game), but for the HP to get below 199 (so that the game shows 198 HP) the Bowman has to fire ten more arrows (thus it looks the first arrow does 1 damage while the following nine do no damage).
Example 2: A Slinger has 2 pierce attack, which again is cancelled by the wall's pierce armor. However, the Slinger also has 3 attack against defensive structures, so the Slinger does 3/5 = 0.6 damage. The first five strikes lower the wall's HP to 199.4, 198.8, 198.2, 197.6, 197 (thus it looks like strikes 1, 2, and 4 do 1 damage while strikes 3 and 5 do no damage).

For more information about damage calculation, visit the respective Armor class page.

Age of Empires II[]

The existence of attack bonus resistance and armor-ignoring properties in Age of Empires II makes the damage calculation formula even more complex. The formula is mentioned below, and is discussed in detail with examples in the armor class page:

where,

Elevation multiplier, 1 by default, 1.25 if attacker is on higher ground, and 0.75 from lower ground, with special cases for the Tatars, Georgians, etc.
1 by default, 0.5 if the projectile of the projectile-based attacker mishit another target than the intended one. Does not apply to units with Area of Effect damage, Chakram Throwers, Arambai, units with blast damage, or secondary projectiles of Hussite Wagons and Organ Guns.
Tapering factor only for attackers with Area of Effect damage, value depending on blast attack type.
1.2 if the target is a building on a desert cracked terrain, and 1 otherwise.
Bonus damage resist multiplier. Used for cases where bonus attack received is decreased multiplicatively, for certain units of Bengalis and Sicilians, 0 by default.
Attack multiplier against a particular armor class. Used for cases where bonus attack is increased multiplicatively, such as when Siege Engineers is researched (its value is then 1.2), and for bonuses of Bohemians, Burgundians, and Gurjaras. 1 if not applicable.
Attack value of the attacker for a particular armor class.
Armor value of the target for a particular armor class (if the target does not have the armor class, this value is the base armor value, which is usually 1000, but is 0 for Ornlu the Wolf).

Age of Mythology[]

The basic damage formula before Retold is:

  • DamageMultiplier is the bonus against the category the target belongs to. As a direct multiplier, it no longer ignores armor but scales with attack upgrades. If the value is lower than 1, it effectively acts as a damage penalty (such as myth units dealing half damage or less against heroes)
  • kelev (before Retold) is the elevation multiplier, equal to 5/4 if a unit attacks above its target, 3/4 if a unit attacks below its target or 1 otherwise
  • t (before Retold) is the duration of the attack animation in seconds (longer animations result in higher damage)

Note: The Egyptian Siege Tower and Chinese Immortal actually switch between different attacks, instead of attacking with multiple attack types.

Age of Empires III[]

The basic damage formula is:

  • All possible bonus multipliers against a unit are combined. For instance, the Crossbowman has a 2× multiplier against light cavalry but a 0.75× multiplier against cavalry; as light cavalry is a subset of cavalry, light cavalry units actually take 1.5× more damage.
  • It is possible to inflict less than 1 damage per hit.

Age of Empires IV[]

Main article: Attack (Age of Empires IV)#Damage formula

Age of Mythology[]

Each unit or building that can attack has one or more of the following damage types:

  • Hack Attack Hack Attack
  • Pierce Attack Pierce Attack
  • Crush Attack Crush Attack
  • Divine Attack Divine Attack

These attacks are dealt in one of the following types of attack modes:

  • HandAttack - Used by most melee range soldiers.
  • RangedAttack - Used by most ranged soldiers and ranged siege weapons attacking units. These attacks have a moving projectile which may miss and are affected by Ballistics.
  • BeamAttack - Used by Petsuchos, Mirror Tower, UFO. These attacks hit instantly and are not affected by Ballistics.
  • LightningAttack - Used by units such as Son of Osiris, Man O' War, Circe, Statue of Lightning, etc. These attacks hit instantly and are not affected by Ballistics. They also bounce between enemy/wild animal targets.
  • AntiWallAttack - Used by siege weapons against walls and Gates. They deal area damage to multiple wall pieces.
  • FlameAttack - Used by Siege Biremes with Pioneer of the Skies

In addition, attacks of abilities are also defined as separate attack modes, such as ChargedAttack, ChargedRangedAttack, JumpAttack, etc.

Attack bonuses exist which allow units to counter each other. High attack bonuses can make a unit with low attributes stand out significantly, and trade population-effectively or cost-effectively against units they counter. Myth units are more effective against each other and weaker to heroes (dealing less damage and taking more), while their strength against human soldiers is in their regular attributes, lack of weaknesses, and their special abilities. Heroes are countered by normal soldiers by strength of numbers rather than attack bonus mechanics as well (though some are subject to regular attack bonuses due to a secondary unit typing, such as Norse Hersirs, which are also infantry). Some units which are stated by the game to counter others do so purely by virtue of their attributes, such as close-combat ships exploiting the low hack armor of siege ships, and many siege units being effective against buildings by default thanks to their crush damage and the low crush resistance of buildings.

In Age of Mythology, some units (such as the Einheri and General) have special abilities that can temporarily boost the damage output of themselves and/or other allied units around them. Some god powers also temporarily boost damage for certain units. In both cases, the increase is reflected in the unit information panel.

In Age of Mythology: Retold, a new attack type was introduced, the Divine attack. The damage dealt by divine attacks are not resisted by any armor type, and is thus "raw" damage. Certain "magic-wielding" units as well as units depicting "armor-piercing" attacks deal this type of damage. The units dealing divine damage per hit, optionally alongside other damage types, are:

Some units gain divine attack from certain myth technologies, like Phobos' Spear of Panic granting divine attack to Hoplites, Militia, and Prodromoi. Some units do divine damage through their abilities, such as the Chimera and Argus. Some god powers also deal full or part divine damage, such as Meteor.

There is also the addition of poison damage, which exhibits itself through a damage-over-time effect. This is usually implemented by dealing a particular amount of divine damage over a period of time. Examples of such damage are regular attacks of Wadjets, Spearmen with Serpent Spear, Toxotai with Shafts of Plague, etc. Units under the affliction of poison receive damage as long as they are not garrisoned. As soon as they are garrisoned, the damage-over-time and the poison counter pauses. Once ejected, the poison effect resumes for the time remaining before the unit was garrisoned. Afflicted units at critically low health should be garrisoned, then ejected when enemy units have left or killed, or when healers have been brought in who can counter the poison's effects to save the unit.

In Retold, there is no attack elevation bonus. By using the Attack Move hotkey, workers can also attack move.

Age of Empires IV[]

Main article: Attack (Age of Empires IV)

Gallery[]

Gameplay elements in the Age of Empires series
Genie Engine-exclusive
Frame delay · Full Tech Tree · Team bonus
Age of EmpiresRuins · Discovery
Age of Empires IIProjectile duplication
Bang Engine-exclusive
Autoqueue · Multiplier
Age of MythologyGod (Major · Minor) · God power · Settlement (Settlement Victory) · Weight class
Age of Empires IIIAge-up methods (Politician/Tribal Council/Wonder/Federal State/Alliance· Banner army · Consulate · Damage Cap · Home City · Home City Card · Inspiring Flag · Minor civilization · Promotion · Revolution · Target Lock · Trade Monopoly · Trade Route · Treasure
Age of Empires IV-exclusive
GenericInfluence · Landmark · Point of Interest · Sacred Site · Variant civilization
Civilization-uniqueBounty · Dynasty · Golden Age · Imperial Council (Vizier Point) · Commanderie
If a gameplay element has different pages across games, like civilization, the individual pages are linked in brackets.
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