Auras are the abilities of certain units and buildings which have an area of effect other than simply dealing area damage on their regular attacks.
Age of Empires II[]
Aura influences in Age of Empires II were teased with Dawn of the Dukes and introduced with Dynasties of India. All aura influences are passive - they will benefit the recipient no matter the state of the source (except when dead or garrisoned). This is not noticeable with passive buildings like Folwarks and Caravanserais to begin with, but the Centurion will benefit Militia line units even if it is attacking, moving, or standing still. Bimaristan Monks will provide aura even when converting, moving, or carrying a Relic. Stronghold Castles will provide aura even when creating units. As a rule, the buildings provide a square aura which can be seen by enabling range indicators in the settings, whereas units provide a circular invisible aura. The aura ranges mentioned in the table below are as measured from the nearest edge of the building or center of the unit.
None of the aura influences except that of the Monaspa and infantry with Coiled Serpent Array stack with self. For example, even if a Trade Cart is being influenced by three Caravanserais, the Trade Cart will neither move 33.1% faster nor regenerate 3 HP/s.
The aura range mentioned below is the radius of the circle (for units) and the number of tiles from the closest edge (for buildings):
Civilization | Source | Affects | Effects | Aura range | ||
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8% of maximum food is automatically collected and deposited | 4 [square] | ||
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Heals by 1 HP/s Increases movement speed by 20% |
8 [square] | ||
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Team infantry units | Heals by 0.5 HP/s | 7 [square] | ||
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Movement speed increased by 10% (15%) Attack speed increased 20% |
10 (12) [circle] | ||
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Work rate increased by 10% | 8 [square] | ||
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Increase attack by +1 for every seven other units nearby for a maximum of +4 attack Technicality: The Monaspa receiving the attack boost is the source of the influence for other Monaspa and Knight line units[note 1] with the attack boost being +4 and the number of units needed to reach the upper limit being 28.[note 2] |
15 [circle] | |||
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Team non-siege land units | Heals by 1.25 HP/s | 5 [circle] | ||
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Each other | +0.5% HP per unit (max +15%) | 15 [circle] | ||
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Team non-siege land units[Recheck?] | Heals by 0.75 HP/s | 10 [circle] | |||
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Team non-siege land units | Reduces reload time by 8.75% | 10 [circle] | ||
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Team land units[Recheck?] | Increases movement speed by 15% | 10 [circle] | ||
Scenario Editor[]
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Land units | Movement speed increased by 10% | 10 [circle] |
Notes[]
- ↑ Combat ability 64 lets the source receive the effect instead of giving the effect, see Genie Editor for more.
- ↑ When the number of units needed is more than one, the boost is equally divided among them. Since the attack has to be an integer, it gets incremented with every seven units. Most other auras have number of units set to one, which is why they do not stack with each other.
Gallery[]
Age of Mythology[]
This section is most likely incomplete and may need expansion. You can help by adding to it. |
Units with aura abilities which are not simply melee trample attack:
Nemean Lion (
Aphrodite): Recharging roar ability: Unleashes a deafening roar that causes 30 hack damage (×2.33 vs Myth Units) to nearby units.
Einheri (
Heimdall): Recharging horn blast ability: Allied units within 10 range get +50% attack (gradually weakens until the effect ends). Also deals minor damage to nearby enemies.
Fenris Wolf Brood (
Tyr): Gains attack and speed per own Fenris Wolf Brood in a radius, up to a limit.
Rock Giant: Charged ability taunts nearby enemies to attack only it.
Fafnir: Poisonous smog damages nearby enemies.
General (
Chinese): Recharging battle-cry ability: Boosts nearby ally human and hero units' attacks by +50% for a short time.
Qilin: When killed it heals all other friendly units nearby.
Buildings with aura effects:
Ra
Monument (Empowered by Pharaoh): Empowers other buildings in range with Priest-level efficiency.
Isis
Monument: Prevents enemies from invoking god powers nearby and heals nearby units when empowered.
Set
Monument: Decreases cost of units trained in nearby Barracks and Migdol Strongholds.
Healing Spring (worshippers of
Forseti only): Heals any idle friendly units within range at a rate of 2.5 HP/second (4 HP per second in the Extended Edition).
Asgardian Hill Fort,
Hill Fort,
Temple with
Feasts of Renown researched (worshippers of
Aegir only): Heals nearby friendly units.
Hesperides Tree (worshippers of
Theia only): Heals nearby friendly myth units. In versions older than Retold: prevents enemies from invoking god powers nearby.
Age of Empires III[]
Unit/Building | Civilization | Effects | Aura range |
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Heals nearby units 5 hit points per second (requires the "Florence Nightingale" Home City Card) | 12 radius |
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All | Heals nearby units 20 hit points per second | 24 radius |
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Repairs nearby buildings 0.25% hit points per second | 40 radius |
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Increases the hit points of friendly units and gathering rate of villagers around it by 10% | 22 radius |
Increases the speed of friendly units around it by 10% and villagers by 7.9% (requires the Lakota Lands technology) | |||
Increases work rate of military buildings around it by 100% (requires the "Nomadic Expansion" Home City Card) | |||
Increases the range of friendly units around it by 10% and improves their Rate of Fire by 10% (requires the "Friendly Territory" Home City Card) | |||
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Increases the hit points of friendly units around it by 10% (requires the "Quipi Kamayuks" Home City Card) | 24 radius |
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Increases building rate around it by 25% and buildings work rate by 25% (by 10% for Town Centers) (requires the "Gobarau Minaret" Home City Card) | 30 radius |
Increases tree and mine gathering rate of villagers around it by 30% (requires the "Massina Madrasahs" Home City Card) | 38 radius | ||
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For every friendly military unit around, increases +3% hit points of themselves (up to +1,300%; require the "TEAM Ancient Kano Walls" Home City Card) | 15 radius |
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Increases range by 5% and attack by 1.25% (up to +10%) of Sentinels around it (requires the "Wall Guns" Home City Card) | 14 radius | |
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Increases tree, mine, and natural food resources gathering rate of villagers around it by 20% (requires the "Wignacourt Constructions" Home City Card) | 40 radius |
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Improves the ranged attack Rate of Fire of friendly units (except archers and villagers) and buildings around it by 10% | 16 radius |
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Increases the work rate of military buildings and Docks around it by 60% (requires the "Venetian Arsenal" Home City Card) | 24 radius |
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Increases the attack of friendly units around it by 2.5% (stackable) | 34 radius |
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Doubles the experience bounty from kills made by friendly units around it Triples the experience bounty from kills made by friendly units around it (requires the Founder technology) |
24 radius |
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Increases the hit points of friendly units around it by 10% | 24 radius |
Increases the hit points of friendly buildings around it by 10% (requires the "High Chief" Home City Card) | |||
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Increases the speed of friendly units around it by 10% | 24 radius |
Increases the attack and siege attack of friendly units around it by 10% (requires the "Ogle Tanka Un" Home City Card) | |||
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Increases the hit points and attack of friendly native warriors around it by 10% | 24 radius |
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Increases the hit points and attack of friendly Disciples around it by 10% (requires the Training Forms technology) | 24 radius |
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Increases the speed of friendly elephants around it by 5% (stacks) (requires the Terror Charge technology) | 24 radius |
Reduces the speed of enemy units around it by 5% (stacks) (requires the "Dukkha Suffering" Home City Card) | |||
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Reduces the attack of enemy units around it by 5% (stacks) (requires the "Stream of Enlightenment" Home City Card) | 24 radius |
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Increases the attack of friendly units around it by 10% | 24 radius |
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Increases the hit points of friendly units around it by 10% | 24 radius |
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Increases the gather rate of friendly villagers around the Karni Mata by 10% | 46 radius |
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Increases the hit points and attack of same units around them by 10% | 24 radius |
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Heal nearby units 5 hit points per second (requires the "The Mystical Syllable" Home City Card) | 12 radius |
Inspiring Flags:![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Increases the attack of allied units by 10% and makes them build buildings 50% faster, and makes military buildings around it train units 25% faster | 14 radius (increases by 10 in every Age-up) |
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Increases the hit points of friendly units around it by 5% | 24 radius |
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Increases the attack of friendly Militiamen, native warriors, and villagers around it by 10% | 14 radius |
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House of Hanover | Increases the speed by 10% and improves the Rate of Fire by 5.25% of friendly units around it | 34 radius |
For every friendly military unit around, increases +4% speed of themselves (up to +22.23%) | |||
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For every friendly Tashunke Prowler around, increases +5% hit points and +10% attack of themselves | 20 radius |
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For every friendly State Militia around, increases +0.84% hit points of themselves (up to +16.8%) | 32 radius |
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For every friendly military unit around, increases +2% hit points and +1% attack of themselves | 32 radius |
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Berbers | For every friendly mercenary unit around, increases +6% hit points and +3% attack of itself | 32 radius |
For every friendly outlaw unit around, increases +3% hit points and +1.5% attack of itself | |||
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Berbers | For every friendly Berber Nomad around, increases +5% hit points and +2.5% speed of themselves (up to +50%) | 20 radius |
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Akan | For every friendly native warrior unit around, increases +3% hit points and +1.5% attack of itself | 32 radius |
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For every natural resource around, increases hit points of themselves: wild elepahant and mine +1.25%, huntable animal +0.35%, tree and Berry Bush +0.3% (up to +30%; require the "Observers" Home City Card) | 28 radius |
For every natural resource around, increases hit points of themselves: wild elepahant and mine +3%, huntable animal, tree, and Berry Bush +1.2% (up to +30%; require the "Observers" Home City Card) | 5 radius | ||
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For every friendly Pavisier, Pikeman, and Halberdier around, increases +0.3% attack of themselves (up to +15%; require the "Roman Tactics" Home City Card); bonus increases to +0.5% attack, up to +30% in the Imperial Age | 17 radius |
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For every friendly infantry unit around, increases +0.5% hit points of themselves (up to +13%; require the "Polk" Home City Card) | 20 radius |
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Africans | Increases the natural food and tree gathering rate of villagers by 10% Attract huntable animals |
17 radius |
Increases the farming food gathering rate of villagers by 10% Increases Fields building rate by 50% |
20 radius | ||
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Absorb 25% of the damage inflicted to nearby allies (except artillery) | 12 radius |
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Absorb 25% of the damage inflicted to nearby allied artillery | ||
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Doubles the experience bounty from kills made by friendly units around it (requires the "Kalmar Castle" Home City Card) | 24 radius |
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Increase the hit points and attack of friendly infantry and cavalry around it by 25% (requires the "Cinco de Mayo" Home City Card) | 32 radius | |
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Absorb 25% of the damage inflicted to nearby allied warships (requires the "Holy League" card) | 32 radius |
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Absorb 25% of the damage inflicted to nearby allies | 12 radius |
For friendly buildings (except Walls and groves) around, increases +11.2% speed of themselves | 34 radius | ||
For enemy buildings (except Walls and groves) around, increases +11.2% speed of themselves (require the Crusader Knights technology) | |||
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For friendly buildings (except Walls and groves) around, increases +7.085% hit points and attack of themselves (+14.17% for buildings with ranged attacks) | 34 radius |
For enemy buildings (except Walls and groves) around, increases +7.085% hit points and attack of themselves (+14.17% for buildings with ranged attacks; require the Crusader Knights technology) | |||
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All | Absorb 25% of the damage inflicted to nearby allies (except artillery) | 12 radius |
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House of Wettin | Absorb 25% of the damage inflicted to nearby allies (except artillery) | 12 radius |
- In general, combat auras in Age of Empires III affects land units, except artillery (for balance reasons).
Age of Empires IV[]
- Main article: Aura (Age of Empires IV)
Chronicles[]
Aura effects are fairly common in Chronicles despite being rare in Age of Empires II.
Civilization | Source | Requires | Affects | Effects | Aura range |
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Generic | ![]() |
None | ![]() |
0/+1 armor | 2 |
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+1/+1 armor | ||||
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warships | +15% attack speed | 6 | ||
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+15% gather rate | 8 |
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military production buildings | +50% work rate | |||
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all units | +15% attack speed | |||
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all units | 0/+1 armor | 3 | |
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None | military units | +1 attack | 6 |
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military units | +1 attack; another +1 attack to infantry and cavalry | 8 | ||
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None | military units | +15% attack speed | 8 |
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+15% attack speed; +15% movement speed | 12 | |||
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siege weapons and warships | +15% attack speed; +20 HP/min regenerate rate | 12 | ||
human military units | +15% attack speed; +50 HP/min regenerate rate | ||||
non-allied military units | ![]() |
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+1 attack for every 10 military units [max +3] | 10 |
Campaign units[]
Source | Affects | Effects | Aura range |
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![]() Mercenary Hoplite |
0/+1 armor | 2 |
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land units | 0/+2 armor | 3 |
Notes[]
- There are no aura effects which affect allies.
- In addition to (Elite) Hoplies giving each other armor, Hoplites with Xyphos have increased attack. The two auras are independent.
- (Elite) Hoplites without Xyphos do not affect those with Xyphos, though (Elite) Hoplites with Xyphos affect those without.
- Researching Morai/Ephorate affects the Polemarch's attack speed aura by increasing its radius by +50%.
- Researching Taxiarchs increases the Strategos' aura enhancement for infantry and cavalry units, and makes their aura larger for all units.
- Xyphos:
- The Hoplies and Monoremes receiving the attack boost are the source of the influence for non-allied military units. Combat ability 64 lets the source receive the effect instead of giving the effect; see Genie Editor for more.
- The attack boost is +3 and the number of units needed to reach the upper limit is 30. When the number of units needed is more than one, the boost is equally divided among them. Since the attack has to be an integer, it gets incremented with every ten units. Most other auras have number of units set to one, which is why they do not stack with each other.