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Unit Stats

DeletedUser2752

Look at the next post (the Bronze Age unit stats) to see if you understand the table as all of the icons are explained there. Also, if the table is blocking the text below, just click on the table again to condense it.

Other than that, here's an index to all the ages (click on the age to be brought to it):
 
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DeletedUser2752


= Forests,
= Bushes,
= Rocks,
= Plains,
= Hills



Light Units - Light units are the most versatile of all fighters: Fast, well armed and not too fragile! For the starting eras, Lights units are great to use against Fast units, and have defense bonuses in the forests and bushes!
Ranged Units - Fast and deadly: Ranged units attack the enemies from a distance! For the starting eras, Ranged units are great to use against Heavy units, and have an attack bonus on the rocks!
Fast Units - Fast units rush over the battlefield and engage the enemies of their choice! For the starting eras, Fast units are great to use against Ranged units!
Heavy Units - Slow, tough, deadly: Heavy units can take a lot of damage and pack a big punch! For the starting eras, Heavy units are great to use against Light units, and have a defense bonus on the plains!
Artillery Units - Artillery units rain down destruction upon the enemy from far away! For the starting eras, Artillery units are great to use against Heavy units, and have an attack bonus on hills!


Attack - The second column's header refers to the base attack of the unit. Mainly, the higher the attack your unit has, the more damage it will do. Any attack bonuses from buildings/structures will only effect this value. Back to the table above, if you see "+1
" it is stating that the unit will gain 1 attack (i.e. a slinger while on the rocks will have 6+1= 7 attack).
Defense - The third column's header refers to the base defense of the unit. Mainly, the higher the defense your unit has, the less damage it will take. Any defense bonuses from buildings/structures will only effect this value. Back to the table above, if you see "+2
" it is stating that the unit will gain 2 defense (i.e. a spearfighter while in the bushes will have 7+2= 9 defense).
Range - The fourth column's header refers to the range of attack of the unit. A range of 1 means that the unit can attack any opponent that is 1 hex away (which is directly next to). A unit with 12 range can attack any opponent from 1-12 hexes away. Note that all Light, Heavy and Fast units will retaliate once per turn if the unit attacks directly next to it.
Movement (and Speed) - The fifth column's header refers to the movement and speed of the unit. The higher the movement a unit has, the further it can travel per turn. Different terrain may cost more movement to traverse, but the minimum cost is 2 movement per hex. Speed refers to the turn order of the units. Mainly, the unit with highest movement will have the highest speed, and hence move first. Until the Modern Era, movement = speed for all units.

Attack and Defense Bonus - A unit will gain an attack and defense bonus (i.e. a slinger will have 6+3= 9 attack and 3+3= 6 defense when attacking and defending against a Heavy unit [Warrior]).Note almost all bonuses stack (i.e. a slinger attacking a warrior on the rocks will have 6+3+1= 10 attack).

Points (Base) - The first line displays the amount of battle points you gain when killing this unit when your city is enthusiastic/delighted (you'll see a "120%" on your battle results screen). The line underneath shows the battle points you gain when your city is just happy. (100%).
 
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DeletedUser2752


= Forests,
= Bushes,
= Rocks,
= Plains,
= Hills



Light Units - Light units are the most versatile of all fighters: Fast, well armed and not too fragile! For the starting eras, Lights units are great to use against Fast units, and have defense bonuses in the forests and bushes!
Ranged Units - Fast and deadly: Ranged units attack the enemies from a distance! For the starting eras, Ranged units are great to use against Heavy units, and have an attack bonus on the rocks!
Fast Units - Fast units rush over the battlefield and engage the enemies of their choice! For the starting eras, Fast units are great to use against Ranged units!
Heavy Units - Slow, tough, deadly: Heavy units can take a lot of damage and pack a big punch! For the starting eras, Heavy units are great to use against Light units, and have a defense bonus on the plains!
Artillery Units - Artillery units rain down destruction upon the enemy from far away! For the starting eras, Artillery units are great to use against Heavy units, and have an attack bonus on hills!


Attack - The second column's header refers to the base attack of the unit. Mainly, the higher the attack your unit has, the more damage it will do. Any attack bonuses from buildings/structures will only effect this value. Back to the table above, if you see "+2
" it is stating that the unit will gain 2 attack (i.e. an archer while on the rocks will have 10+2= 12 attack).
Defense - The third column's header refers to the base defense of the unit. Mainly, the higher the defense your unit has, the less damage it will take. Any defense bonuses from buildings/structures will only effect this value. Back to the table above, if you see "+3
" it is stating that the unit will gain 3 defense (i.e. a soldier while in the bushes will have 9+3= 12 defense).
Range - The fourth column's header refers to the range of attack of the unit. A range of 1 means that the unit can attack any opponent that is 1 hex away (which is directly next to). A unit with 13 range can attack any opponent from 1-13 hexes away. Note that all Light, Heavy and Fast units will retaliate once per turn if the unit attacks directly next to it.
Movement (and Speed) - The fifth column's header refers to the movement and speed of the unit. The higher the movement a unit has, the further it can travel per turn. Different terrain may cost more movement to traverse, but the minimum cost is 2 movement per hex. Speed refers to the turn order of the units. Mainly, the unit with highest movement will have the highest speed, and hence move first. Until the Modern Era, movement = speed for all units.

Attack and Defense Bonus - A unit will gain an attack and defense bonus (i.e. an archer will have 10+4= 14 attack and 4+4= 8 defense when attacking and defending against a Heavy unit [Legionnaire or Warrior]). Note almost all bonuses stack (i.e. an archer attacking a legionnaire on the rocks will have 10+4+2= 16 attack).

Points (Base) - The first line displays the amount of battle points you gain when killing this unit when your city is enthusiastic/delighted (you'll see a "120%" on your battle results screen). The line underneath shows the battle points you gain when your city is just happy. (100%).
 
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DeletedUser2752


Chivalry
- When there is only one unit with this bonus in battle, it gains 3 attack and 3 defense. Also, if you had 2 Knights, then one dies, the one remaining will now gain this boost.
 
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DeletedUser2752


Chivalry
- When there is only one unit with this bonus in battle (so if you had 1 Knight and 1 Heavy Knight in battle, this bonus will not apply), it gains 5 attack and 5 defense. Also, if you had 2 Heavy Knights, then one dies, the one remaining will now gain this boost.

Dug In
- While the opponent attacks this unit from greater than two spaces away, this unit will have an additional 14 defense.
 
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DeletedUser2752


Hides in Forests (Stealth) - When in forests, this unit cannot be attacked unless the opponent is standing directly next to it (with the exceptions of units with Blast and retaliation from Contact).

Dug In
- While the opponent attacks this unit from greater than two spaces away, this unit will have an additional 18 defense.
 
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DeletedUser2752


Hides in Forests (Stealth) - When in forests, this unit cannot be attacked unless the opponent is standing directly next to it (with the exceptions of units with Blast and retaliation from Contact).

Blast
- Ignores stealth and unit gains 6 attack for each space closer it is to its target (so for maximum attack, stand directly next to the opponent when you attack it).

Dug In
- While the opponent attacks this unit from greater than two spaces away, this unit will have an additional 22 defense.
 
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DeletedUser2752


= Trenches,
= Entrenchments

Close Quarters
- When directly next to a unit, the unit with this bonus gains 20 attack; this also means that if an opponent has to stand next to a unit with this bonus to attack, it's retaliation will include this bonus.

Dug In
- If the opponent attacks from greater than two spaces away, this unit will gain a defensive boost.
 
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DeletedUser2752


= Trenches,
= Entrenchments

Dug In
- While the opponent attacks this unit from greater than two spaces away, this unit will have an additional 30 defense.

Hides in Forests (Stealth) - When in forests, this unit cannot be attacked unless the opponent is standing directly next to it (with the exceptions of units with Blast and retaliation from Contact).
Rapid Deployment
- Units with this bonus will land on a random sector on the map and will move first in battle.
 
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DeletedUser2752


Close Quarters
- When directly next to a unit, the unit with this bonus gains 50 attack; this also means that if an opponent has to stand next to a unit with this bonus to attack, it's retaliation will include this bonus.
Hides in Forests (Stealth) - When in forests, this unit cannot be attacked unless the opponent is standing directly next to it (with the exceptions of units with Blast and retaliation from Contact).

Contact
- Will always retaliate if the opponent is within its range. This retaliation negates stealth (while attacking normally does not negate stealth).
Dug In
- While the opponent attacks this unit from greater than two spaces away, this unit will have an additional 20 defense.
 
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DeletedUser2752


Hides in Forests (Stealth) - When in forests, this unit cannot be attacked unless the opponent is standing directly next to it (with the exceptions of units with Blast and retaliation from Contact).
Rapid Deployment
- Units with this bonus will land on a random sector on the map and will move first in battle.

Contact
- Will always retaliate if the opponent is within its range. This retaliation negates stealth (while attacking normally does not negate stealth).

Flying
- Cannot be harmed against normal artillery attacks. All terrain will cost the minimum movement (3 on scaled maps)

Reactive Armor
- Limits the max amount of damage the unit can take (in an assault tank's case, it can only lose a max of 4 HP per attack which means it normally will take at least 3 hits to be killed).

MIRV
- Will attack an additional 1-3 units (number chosen randomly) within unit's range in addition to the unit already targeted.
One-Shot
- Will be removed from battle after its attack and will be "killed" if the battle is surrendered or lost.
 
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DeletedUser2752


= Rubble,
= Broken Ground,
= House


Contact
- Will always retaliate if the opponent is within its range. This retaliation negates stealth (while attacking normally does not negate stealth).
Rapid Deployment
- Units with this bonus will land on a random sector on the map and will move first in battle.

Dug In
- While the opponent attacks this unit from greater than two spaces away, this unit will have an additional 50 defense.

Flying
- Cannot be harmed against normal artillery attacks. All terrain will cost the minimum movement (3 on scaled maps)

Hides on Plains (Stealth) - When on the plains, this unit cannot be attacked unless the opponent is standing directly next to it (with the exceptions of units with Blast and retaliation from Contact).

Blast
- Ignores stealth and unit gains 3 attack for each space closer it is to its target (so for maximum attack, stand directly next to the opponent when you attack it).
Heat
- Reduces the attack of the target by a percentage. Percentage can stack up to a maximum of a 100% reduction. (i.e. a Microwave Blaster will make a unit have a 1% boost with 5+ shots if the unit started with a 101% attack boost.)
 
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DeletedUser2752


= Rubble,
= House


Blast
- Ignores stealth and unit gains 6 attack for each space closer it is to its target (so for maximum attack, stand directly next to the opponent when you attack it).
Close Quarters
- When directly next to a unit, the unit with this bonus gains 80 attack; this also means that if an opponent has to stand next to a unit with this bonus to attack, it's retaliation will include this bonus.

Heat
- Reduces the attack of the target by a percentage. Percentage can stack up to a maximum of a 100% reduction. (i.e. a Satellite Spotter will make a unit have a 1% boost with 5+ shots if the unit started with a 101% attack boost.)

Flying
- Cannot be harmed against normal artillery attacks. All terrain will cost the minimum movement (3 on scaled maps)
Rapid Deployment
- Units with this bonus will land on a random sector on the map and will move first in battle.

Hides on Plains (Stealth) - When on the plains, this unit cannot be attacked unless the opponent is standing directly next to it (with the exceptions of units with Blast and retaliation from Contact).
Reactive Armor
- Limits the max amount of damage the unit can take (in a hover tank's case, it can only lose a max of 4 HP per attack which means it normally will take at least 3 hits to be killed).

Power Shot
- Can attack any unit and does not regard any of their defensive skills (i.e. it can attack stealth and flying units, reactive armor does not limit its attack, etc.). Also does not regard the opposing unit's defensive terrain bonus either. It's attack will only factor in the unit's base defense (+ military boost) and unit bonuses against it.
Recharge
- Applicable to Rail Guns only. Attacks every other turn (attacks first turn, all other units move and skips the second turn, all other units move and attacks third turn, skips fourth, etc.). Not attacking for a turn will still let you attack next turn.
 
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DeletedUser2752


*The turn order of the units move depends on their speed (highest to lowest). Normally the movement = speed, but this does not seem to be the case for the Recon Raider and Surrogate Soldier (or units with Rapid Deployment of course ;)).

Close Quarters
- When directly next to a unit, the unit with this bonus gains 30 attack; this also means that if an opponent has to stand next to a unit with this bonus to attack, it's retaliation will include this bonus.
Hides on Plains (Stealth) - When on the plains, this unit cannot be attacked unless the opponent is standing directly next to it (with the exceptions of units with Blast and retaliation from Contact).

Dug In
- While the opponent attacks this unit from greater than two spaces away, this unit will have an additional 50 defense.

Reactive Armor
- Limits the max amount of damage the unit can take (in a battle fortress' case, it can only lose a max of 3 HP per attack which means it normally will take at least 4 hits to be killed).
 
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DeletedUser2752


= Rocks,
= Forests


Last Stand
- When a unit with this bonus dies, the other units with this bonus will gain an attack and defensive boost. This boost will continue to increase the more units with this bonus dies (i.e. against 8 Brave Warriors, if you kill 7 of them, that last unit will have 20+(6*7)= 62 attack and 24+(6*7)= 66 defense)
 
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DeletedUser2752


= Plains


Secret Identity
- This unit can transform into any of its living allies when it is hit. Then it will copy all of the stats from that unit (and lose it's secret identity ;)). If there are only units with this bonus remaining or no other living allies when it is hit, it will die immediately, so technically, it should not have a 1 for defense.

Chivalry
- When there is only one unit with this bonus in battle, it gains an attack and defensive boost.
Call of Duty
- When a unit with this bonus dies in battle, the rest of the units' attack and defense increase, but this is only applicable once per battle (no matter how many other units have this bonus).

Morale
- Gives all units 1 bonus health at the beginning of the battle. Having more than one of this unit in battle does not add more health. (Units may have over 10 health with this bonus).
Rally
- Gives all of your units an attack and defense percentage boost at the beginning of the battle. Having more than one of this unit in battle does not boost the percentage further (though another type of unit with this boost will).
 
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DeletedUser2752

Hey all, the purpose of this "guide" is just to merge the Unit Overview and Unit Bonuses to make the abilities more understandable. This will be linked from the live server's forums, so this means it will not be updated when new content comes on beta, only when it reaches all of the live servers. Any new info on beta will still be updated in the spoiler's section, or maybe in the table guide to everything on the beta forums. (Note that the linking will only be effective after the 2nd part of the AF is released, hence me already having the battle fortress up there.)

If you have any questions/suggestions about the guide or if you think there should be some further explanations to the bonuses described above, please let me know :)
 
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Geo.O

Farmer
Hello all!
What is the meaning of the castle from the bottom right corner of my rogues?
I mention that this icon appears only at attached rogues.