• Dear forum reader,
    To actively participate in our forum discussions or to start your own threads, in addition to your game account you need a forum account. You can
    REGISTER HERE!
    Please ensure a translation in to English is provided if your post is not in English and to respect your fellow players when posting.
  • Summer Event 2022

    Read all about the Summer Event 2022 here!

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):
 
Last edited by a moderator:

DeletedUser2752

cEFHg8A.png

DIbFvt5.png
= Forests,
8WhOeD6.png
= Bushes,
LAodEXb.png
= Rocks,
ljfd3jJ.png
= Plains,
jnlsxEa.png
= Hills



pSqbGKx.png
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!
0BqpQD7.png
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!
wXm6P6D.png
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!
VibN5q1.png
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!
pXU9oHd.png
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!


MzZdWiE.png
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
MzZdWiE.png
" it is stating that the unit will gain 1 attack (i.e. a slinger while on the rocks will have 6+1= 7 attack).
1b50GF9.png
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
1b50GF9.png
" it is stating that the unit will gain 2 defense (i.e. a spearfighter while in the bushes will have 7+2= 9 defense).
D3T3Sxb.png
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.
YktXiLD.png
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.

txFOq5Y.png
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%).
 
Last edited by a moderator:

DeletedUser2752

Dyj5KE4.png

DIbFvt5.png
= Forests,
8WhOeD6.png
= Bushes,
LAodEXb.png
= Rocks,
ljfd3jJ.png
= Plains,
jnlsxEa.png
= Hills



pSqbGKx.png
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!
0BqpQD7.png
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!
wXm6P6D.png
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!
VibN5q1.png
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!
pXU9oHd.png
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!


MzZdWiE.png
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
MzZdWiE.png
" it is stating that the unit will gain 2 attack (i.e. an archer while on the rocks will have 10+2= 12 attack).
1b50GF9.png
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
1b50GF9.png
" it is stating that the unit will gain 3 defense (i.e. a soldier while in the bushes will have 9+3= 12 defense).
D3T3Sxb.png
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.
YktXiLD.png
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.

txFOq5Y.png
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%).
 
Last edited by a moderator:

DeletedUser2752

hO5xRs4.png

wjCHoLQ.png
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.
 
Last edited by a moderator:

DeletedUser2752

k6KQ1V3.png

wjCHoLQ.png
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.

RT989G2.png
Dug In
- While the opponent attacks this unit from greater than two spaces away, this unit will have an additional 14 defense.
 
Last edited by a moderator:

DeletedUser2752

gU4uvtZ.png

q2rFTFq.png
DIbFvt5.png
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).

RT989G2.png
Dug In
- While the opponent attacks this unit from greater than two spaces away, this unit will have an additional 18 defense.
 
Last edited by a moderator:

DeletedUser2752

60J6wRP.png

q2rFTFq.png
DIbFvt5.png
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).

p2vEdrX.png
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).

RT989G2.png
Dug In
- While the opponent attacks this unit from greater than two spaces away, this unit will have an additional 22 defense.
 
Last edited by a moderator:

DeletedUser2752

KD5x9ug.png

4lRf0aR.png
= Trenches,
33lntBo.png
= Entrenchments

ngdszVa.png
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.

RT989G2.png
Dug In
- If the opponent attacks from greater than two spaces away, this unit will gain a defensive boost.
 
Last edited by a moderator:

DeletedUser2752

GS1Ps1U.png

4lRf0aR.png
= Trenches,
33lntBo.png
= Entrenchments

RT989G2.png
Dug In
- While the opponent attacks this unit from greater than two spaces away, this unit will have an additional 30 defense.

q2rFTFq.png
DIbFvt5.png
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).
NG9Di58.png
Rapid Deployment
- Units with this bonus will land on a random sector on the map and will move first in battle.
 
Last edited by a moderator:

DeletedUser2752

ep0Rfym.png

ngdszVa.png
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.
q2rFTFq.png
DIbFvt5.png
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).

AV5cg3Y.png
Contact
- Will always retaliate if the opponent is within its range. This retaliation negates stealth (while attacking normally does not negate stealth).
RT989G2.png
Dug In
- While the opponent attacks this unit from greater than two spaces away, this unit will have an additional 20 defense.
 
Last edited by a moderator:

DeletedUser2752

knlr7M8.png

q2rFTFq.png
DIbFvt5.png
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).
NG9Di58.png
Rapid Deployment
- Units with this bonus will land on a random sector on the map and will move first in battle.

AV5cg3Y.png
Contact
- Will always retaliate if the opponent is within its range. This retaliation negates stealth (while attacking normally does not negate stealth).

c4lzpdp.png
Flying
- Cannot be harmed against normal artillery attacks. All terrain will cost the minimum movement (3 on scaled maps)

QeGTvaK.png
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).

w3atFn8.png
MIRV
- Will attack an additional 1-3 units (number chosen randomly) within unit's range in addition to the unit already targeted.
3N7PADS.png
One-Shot
- Will be removed from battle after its attack and will be "killed" if the battle is surrendered or lost.
 
Last edited by a moderator:

DeletedUser2752

PJuwRUO.png

9ksNjud.png
= Rubble,
wpdkOm0.png
= Broken Ground,
kbqaQSg.png
= House


AV5cg3Y.png
Contact
- Will always retaliate if the opponent is within its range. This retaliation negates stealth (while attacking normally does not negate stealth).
NG9Di58.png
Rapid Deployment
- Units with this bonus will land on a random sector on the map and will move first in battle.

RT989G2.png
Dug In
- While the opponent attacks this unit from greater than two spaces away, this unit will have an additional 50 defense.

c4lzpdp.png
Flying
- Cannot be harmed against normal artillery attacks. All terrain will cost the minimum movement (3 on scaled maps)

q2rFTFq.png
ljfd3jJ.png
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).

p2vEdrX.png
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).
zdgjp9t.png
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.)
 
Last edited by a moderator:

DeletedUser2752

BeCMg6M.png

9ksNjud.png
= Rubble,
kbqaQSg.png
= House


p2vEdrX.png
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).
ngdszVa.png
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.

zdgjp9t.png
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.)

c4lzpdp.png
Flying
- Cannot be harmed against normal artillery attacks. All terrain will cost the minimum movement (3 on scaled maps)
NG9Di58.png
Rapid Deployment
- Units with this bonus will land on a random sector on the map and will move first in battle.

q2rFTFq.png
ljfd3jJ.png
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).
QeGTvaK.png
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).

qhjS4TT.png
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.
4v4JC7v.png
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.
 
Last edited by a moderator:

DeletedUser2752

IQ7vDKq.png

*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 ;)).

ngdszVa.png
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.
q2rFTFq.png
ljfd3jJ.png
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).

RT989G2.png
Dug In
- While the opponent attacks this unit from greater than two spaces away, this unit will have an additional 50 defense.

QeGTvaK.png
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).
 
Last edited by a moderator:

DeletedUser2752

jWzHBzB.png

LAodEXb.png
= Rocks,
DIbFvt5.png
= Forests


ZXIePrJ.png
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)
 
Last edited by a moderator:

DeletedUser2752

8KOKpxY.png

ljfd3jJ.png
= Plains


of9ajlu.png
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.

wjCHoLQ.png
Chivalry
- When there is only one unit with this bonus in battle, it gains an attack and defensive boost.
vtyGUTo.png
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).

FPltWx7.png
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).
LP1zcng.png
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).
 
Last edited by a moderator:

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 :)
 
Last edited by a moderator:

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.
 
Top