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Blacksmith
Blacksmithicon
Building Info
Type Research
Introduced In KingsIcon The Age of Kings
Civilization All civilizations
Age Feudal-age-reseach Feudal Age
Construction Time 40 seconds
Use Improve infantry, archers, cavalry
Cost
Wood 150
Stats
Size 3x3 tiles
Hit Points Feudal-age-reseach 1800
Castle-age-reseach 2100
Imperial-age-research 2100
Melee Armor Feudal-age-reseach 1
Castle-age-reseach 2
Imperial-age-research 3
Pierce Armor Feudal-age-reseach 8
Castle-age-reseach 9
Imperial-age-research 10
Armor Classes Building
Standard Building
Line of Sight 6

"Used to improve infantry, archers, cavalry, towers, Town Centers, Castles, and Viking Longboats."

Age of Empires II description

The Blacksmith is a research building in Age of Empires II that becomes available once the Feudal Age is reached. The Blacksmith provides technologies to improve the attack and armor of infantry, cavalry, and archers. Defensive structures and some naval vessels also benefit from the archers' attack upgrades.

Tactics and Placement Edit

As a building incapable of attacking or producing units, the placement of a Blacksmith must not be given much thought. All it needs to do is provide researches and optimally stand until it's done doing so. Once all necessary technologies have been researched, the Blacksmith is a completely useless building and can freely be deleted. Having a Blacksmith is prerequisite to get access to the Siege Workshop. Losing the Blacksmith does not lose the access to the Siege Workshop. In some rare cases, having two Blacksmiths can be of help if time is of essence. But generally speaking, the Blacksmith researches fast enough to make a second one redundant.

Blacksmith upgrades are of key importance in any stage of the game and should be researched as soon as possible. Generally speaking it makes more sense to upgrade the armor of melee units before their attack because that improves their fighting capabilities against ranged units as they live longer and can close the gap easier. For ranged units, it's the other way around, they should have the highest possible damage output in order to prevent melee units from reaching them at all.

Technologies Edit

Darkage Feudalage Castleage Imperialage
Paddedarcherarmoravailable Leatherarcherarmoravailable Ringarcherarmoravailable
Fletchingavailable Bodkinarrowavailable Braceravailable
Forgingavailable Ironcastingavailable Blastfurnaceavailable
Scalebardingarmoravailable Chainbardingarmoravailable Platebardingarmoravailable
Scalemailarmoravailable Chainmailarmoravailable Platemailarmoravailable

Availability Grid Edit

The following table shows the availability of the technologies for every civilization. Technologies that are available to all civilizations are not shown in the table. An 'X' in the last column indicates that all technologies are available.

Available = Available
Unavailable = Unavailable
CivilizationLeatherarcherarmorRingarcherarmorBracerBlastfurnacePlatemailarmorScalebardingarmorChainbardingarmorPlatebardingarmorAll
ConquerorsIcon Aztecs
AfricanIcon Berbers X
KingsIcon Britons X
RajaIcon Burmese
KingsIcon Byzantines
KingsIcon Celts
KingsIcon Chinese X
AfricanIcon Ethiopians
KingsIcon Franks
KingsIcon Goths
ConquerorsIcon Huns
ForgottenIcon Incas
ForgottenIcon Indians
ForgottenIcon Italians X
KingsIcon Japanese
RajaIcon Khmer
ConquerorsIcon Koreans
ForgottenIcon Magyars
RajaIcon Malay
AfricanIcon Malians
ConquerorsIcon Mayans
KingsIcon Mongols
KingsIcon Persians
AfricanIcon Portuguese X
KingsIcon Saracens X
ForgottenIcon Slavs
ConquerorsIcon Spanish X
KingsIcon Teutons
KingsIcon Turks X
RajaIcon Vietnamese
KingsIcon Vikings
Civilization Leatherarcherarmor Ringarcherarmor Bracer Blastfurnace Platemailarmor Scalebardingarmor Chainbardingarmor Platebardingarmor All

Further Statistics Edit

Building Strengths and Weaknesses
Strong vs. Nothing
Weak vs. Everything
Upgrades
Hit Points Masonry, Architecture
Armor Masonry, Architecture
Line of Sight Town Watch, Town Patrol
Conversion Defense Faith, Heresy
Construction Speed Treadmill Crane

Civilization Bonuses Edit

  • Burmese: Researching Faith is 50% cheaper.
  • Byzantines: Blacksmiths have +20%/+30%/+40% HP in the Feudal/Castle/Imperial Age. Town Watch is free.
  • Chinese: Technologies that benefit Blacksmiths are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age. Blacksmith technologies are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
  • Malians: Blacksmiths are 15% cheaper.
  • Persians: Researching Town Watch and Town Patrol is 10%/15%/20% faster in the Feudal/Castle/Imperial Age.
  • Spanish: Blacksmiths are built 30% faster. Blacksmith technologies don´t cost gold.

Team Bonuses Edit

Changelog Edit

The Age of Kings Edit

  • Blacksmiths always have 2100 HP.

The Conquerors Edit

The Forgotten Edit

  • Blacksmith HP staggered: 1800/2100/2100 in the Feudal/Castle/Imperial Age.

History Edit

Iron-working technology had been learned by the barbarian tribes of Europe prior to the fall of Rome and was carried forward into the Dark Ages. Iron working was done at the blacksmith, named partially for the black iron worked there and for the black soot that covered the workers each day. At the blacksmith iron was forged and hammered into tools, weapons shields, and armor. The ability to make superior weapons and armor became a highly prized and well-rewarded skill. Blacksmiths, armorers, and weapon makers moved into the rising middle class.

Gallery Edit

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