Armor

The armor value determines, how much damage a unit suffers when being attacked.

In Armies of Exigo, there is a highly complex system to allocate damage. On the one hand, there is the armor level that reduces any incoming damage, on the other hand, there are damage modifier that determine, how much damage is suffered from a certain damage type attack.

Invulnerable units have "invulnerable?" as the hitpoint value and cannot be targeted by any unit. All their damage modifiers are on 0 %.

For the exact modifiers of any single entity, please refer to the entitiy's wiki page.

Examples

 * Buildings of the Beasts and the Empire have 200 % Fire
 * Demons have 50 % Fire
 * Buildings of the Fallen have 65 % Poison
 * Ogres, Knights and Demons have 250 % Pike
 * Avengers have 10 % Pierce

Damage types

 * Normal damage
 * Pike - deals 250% damage to massive units and 150% to large, 75% to some smaller units
 * Swing - your regular sword/axe/mace damage - usually goes through unmodified 100%
 * Bash - siege damage by siege weaponry and some larger units like Ogres
 * Pierce - ranged damage (like arrows), usually deals less to structures and more to air units
 * Elemental
 * Poison - deals light damage after, slows movement speed
 * Cold - slows move/attack speed?
 * Fire - more damage to Beast buildings, wooden Empire air units, less damage to fire-based units like demons/phoenixes
 * Harm - ignores armor, life-stealing attack?
 * Summoned - damage to summoned units?
 * Heal - not damage per se, just healing. Heroes get 200% healing in campaign.
 * Support
 * Building - damage specifically to buildings?