Armour is an attribute that absorbs/deflects attack damage. '''Example:''' {{{ }}} ---- = Value = ''BRIEF DESCRIPTION ::'' Value of Armour. The value of armour an entity has is a total sum of the three armour types of '''crush''', '''hack''', and '''pierce'''. As an entity is attacked by an opposing entity, the armour absorbs (or deflects - however you would like to view it) the damage points of that attack action. ''Note: No matter how strong your armour is, or how weak your attacker's damage is - every time the entity is attacked they lose one hit point. So theoretically, you could destroy a structure with a horde of low level swordsmen (not the ideal choice for attack). It might take you 20 minutes to do it, but you could do it. Same goes for a battering ram vs. a hero; you can do it, but it would take a long time, and chances are that the hero would destroy your battering ram before you could take off 5 hitpoints.'' So lets break down a combat example: Unit A attacks Unit B. ''Unit A's attack:'' * damage = 10 * crush = 10% (* = 1.0) * hack = 60% (* = 6.0) * pierce = 30% (* = 3.0) ''Unit B's armour:'' * value = 5 * crush = 80% (* = 4.0) * hack = 10% (* = 0.5) * pierce = 10% (* = 0.5) When the attack occurs, here is how it is broken down: 1.0 (Unit A's calculated crush damage) - 4.0 (Unit B's calculated crush armour) = 0.0 crush penetrates 6.0 (Unit A's calculated hack damage) - 0.5 (Unit B's calculated hack armour) = 5.5 hack penetrates 3.0 (Unit A's calculated pierce damage) - 0.5 (Unit B's calculated pierce armour) = 2.5 penetrates This totals to a total hit point loss of 8 hitpoints for Unit B. The percentage of crush, hack, and pierce cannot exceed 100% in sum. ''Armour values are low for Citizen Soldiers ... as they gain rank, their armour value increases. Heroes and Super Units usually have a high value in armour as they appear late in the game.'' = Crush = ''BRIEF DESCRIPTION ::'' Percentage of Armour that is crush. Crush armour is a type of armour that is used to protect from crush attack. ''Nonmechanical units typically have a very high resistance to crush attack. Structures and Mechanical units usually have a very low value of crush armour. This is so that battering rams are not effective vs. infantry, and infantry are not effective vs. structures.'' = Hack = ''BRIEF DESCRIPTION ::'' Percentage of Armour that is hack. Hack armour is protection from blunt/melee type attacks. ''Nonmechanical units are susceptible to this type of attack.'' = Pierce = ''BRIEF DESCRIPTION ::'' Percentage of Armour that is pierce. Pierce armour is protection from pointed/ranged type attacks. ''Nonmechanical units are susceptible to this type of attack.''