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These are known as special skills. At present, the following skills are available in Forge of Empires:. Blast : This skill is only found on 3 units that have ranged attacks, i.
Howitzer, Microwave Blaster and Exoskeleton Soldier. A unit with blast will deal more damage for every field it is closer to its target.
Stealth in terrain : A unit with this skill can only be attacked from adjacent fields, as long as it stays in its specified terrain.
For example, Jaeger Infantry, Ranger, Paratrooper, Commando, Strike Team, Stealth Tank, Hover Tank and Surrogate Soldier. Secret Identity : A unit with this skill will forgo the first attack it usually takes.
Instead, it will undertake an attack from an undamaged unit of your army that does not have a secret identity. If no such unit is left in your army, the attacked unit gets removed from battle instead.
Win win. Chivalry : The skill is used when we reach the High Middle Ages through Knights and the Late Middle Ages through Heavy Knights with Chivalry values of 3 and 5 respectively.
This skill increases both the attack and defense points when only chivalry units are in the army. Call of Duty : This special skill grants us an attack and defense bonus to all of our units when this unit is killed.
Note: This skill can only be applied once. Dug in : Units with this skill will gain a defense bonus if the attacker is a certain amount of fields away.
The distance will vary depending upon the unit. Rapid deployment : Units with this skill will start the battle in a random location, towards the centre of the map, and gain the advantage by attacking first before any other unit.
Examples of units with this skill: Paratrooper, Strike Team, Ultra AP and Drone Swarm. Close Quarters : Units with this skill will gain an attack bonus when attacking within an adjacent field.
Example: Conscript, Commando, Exoskeleton Soldier and Surrogate Soldier. Flying: Units with this skill cannot be attacked by artillery units and will ignore the terrain when moving.
Example: Attack Helicopter, Combat Drone, Drone Swarm and Dragon Drone. Reactive Armour: This skill is found in only 3 units, but will mean that the unit cannot take more than a damage of 4 per enemy attack.
Example: Assault Tank, Hover Tank and Battle Fortress. MIRV : This is found in only 1 unit, but it enables us to hit additional targeted units between one and 3 additional units in range and enables us to target a maximum of 4 enemy units from one attack within range.
Example: Missile Artillery. One-Shot : Also only found in 1 unit but it enables the unit to be removed from battle after attacking and dies when battle is lost.
Contact: Units with this skill will always retaliate when attached by an enemy in range. This even includes when enemy units are hidden.
Example: MG Team, Anti-Aircraft Vehicle and Ultra AP. It also colours them red so we can see when it is being applied. Example: Microwave Blaster and Satellite Spotter.
Morale : A unit with this skill ensures all of our friendly units start a battle with 1 point of armour.
This gives us an extra 1 hit point for all friendly units, for a total of 11 hit points. Example: Military Drummer.
Power Shot : A unit with this skill ignores the defensive skills and terrain, including ignoring Flying ability, Stealth, Dug-in, Chivalry, Call of Duty, Last Stand ignoring all enemy defense bonus from terrain, but does not ignore other skills, all enemy attack bonuses from terrain and enemy unit bonuses.
Example: Rail Gun. Rally : A unit with this skill gives all our friendly units an attack and defense bonus at the beginning of a battle.
Example: Colour Guard and Military Drummer. Dragon Breath : A unit with this skill that attacks a row of enemies, from up to two tiles away, will not receive retaliation.
Example: Dragon Drone. Blast :. Drachenatem :. Greift eine Reihe von Feinden an, die sich bis zu 2 Felder weit hinter dem Ziel befinden können, ohne Vergeltungsschaden zu erhalten.
Eingraben :. Fliegend :. Geheimidentität :. Ignoriert den ersten Schaden und verwandelt sich ein eine andere Einheit deiner Armee. Stirbt, wenn nur Einheiten mit Geheimidentität in deiner Armee übrig sind.
Getarnt auf bestimmtem Gelände. Einheiten verstecken sich und können dann nur noch von Einheiten im Nachbarfeld oder mit der Fähigkeit Blast getroffen werden.
Vergiftete Einheiten verlieren 1 Lebenspunkt jede Runde. Hitze :. Kraftfeld :. Letztes Aufgebot :. Erhält einen Angriffs- und Verteidigungsbonus für jede Einheit mit dieser Fähigkeit, die in diesem Kampf gefallen ist.
Mega-Schuss :. MIRV :. Moral :. Alle eigenen Einheiten beginnen den Kampf mit 1 Punkt Panzerung. Kann nur einmal verliehen werden. Mörser :. Nachladen :.
One-Shot :. Pflichterfüllung :. Gibt allen befreundeten Einheiten einen Angriffs- und Verteidigungsbonus, wenn diese Einheit stirbt. Rascher Einsatz :.
Raserei :. Reaktivpanzerung :. Rittertum :. Erhält einen Bonus auf Angriff und Verteidigung, wenn es die einzige Einheit mit Rittertum in der Armee ist.
Sammeln :. High damage and added range, so it has enough range to keep out Heavy units and also Light units if there is the some rough terrain in the way.
It gets trolled hard by Light Units due to Stealth. It is not nearly as durable as the melee units so it will be in every fight but not in super high numbers.
The largest range jump in the game. It has enough range to hit nearly any unit on the map, without moving. With its added speed it now acts between previous ages artillery units making it able to dominate any earlier age artillery units.
The only bad thing is that it gets trolled hard by Light Units due to Stealth, but many people will use more of them and defending with eight on the battlefield will be common.
The damage is very low compared to other defenses so it is only effective vs other ranged classes. The range and speed bonus will make it very common despite the low damage.
Same special ability as cannon. The added range makes it able to take out Fast Units at a range without fear of retaliation.
It has the special ability stealth. This makes it impossible to target when on forests unless the attacking unit is next to it.
This makes this unit nearly immune to ranged attacks and since on forests they gain defense and can face Heavy Units and win. This unit changes the Light Melee Class.
Its new ability allows it to ignore Stealth Light Unit's ability , and damage increases if it is closer to the target.
This unit changes the Heavy Melee Class. Instead of focusing on tanking, it focuses on damage, mostly damage on Light Units.
Now, the howitzer is basically a cross between a Colonial Age Heavy Unit and an Industrial Age Artillery Unit. It is still useful to charge out ranged classes, and its damage is very high.
The only thing bad about it is the range, but its movement is generally enough. Now this unit can't stay out of range of any unit and can be taken down somewhat easily.
No boost in range, but it doesn't need any. Due to every unit except Fast having at least Range six, It is not as effective as previous Artillery Units, since it will soon die against melee attacks or at two spaces.
Same special ability as Cannon and Field Gun. Movement speed stay the same and range is increased. Loses the Stealth ability.
Gets the special ability Close Quarters, gains attack bonus when attacking an adjacent field. Both range and movement are increased.
Loses the Blast ability. This unit changes the Fast Class. Both attack range and movement increased. Gets the special ability Dug-in, receives a defense bonus when the enemy is more than two tiles away from it.
This ranged unit has same range as Stone Thrower and Cannon. This unit changes the Ranged Class. Range stays the same and movement is increased.
Same special ability as Cannon, Field Gun and Breech Loader. This unit changes the Artillery Class.
Both range and movement are decreased. Gets the special ability Dug-in, receives a defense increase when enemy is more than two tiles away from it.
Loses the Close Quarters ability. Range stay the same, but movement is decreased. Loses Range, but movement stays the same. Loses the Dug-in ability.
Gets two special abilities: Rapid Deployment starts the battle in a random field on the map and acts before any other unit and Stealth when standing in forest, they can be only damaged by adjacent melee attacks.
Gets two special abilities: Close Quarters gaining attack when attacking in adjacent field and Stealth when standing in forest, they can only be damaged by adjacent melee attacks.
Range is increased, but movement is decreased. Loses two special abilities: Rapid Deployment and Stealth. Gets two special abilities: Contact!
Movement stay the same and range is increased. The damage is nearly 2. This light unit works very similarly to the Paratrooper.
Range and movement are the same. Gets the special ability Reactive Armor cannot take more than four damage per attack.
Gets the special ability Flying cannot be attacked by artillery units and ignores terrain when moving. Range is same and movement is increased.
Gets two special abilities: MIRV hits targeted unit and between one and three additional units in range and One-Shot is removed from the battle after attacking and dies when battle is lost.
Gets the special ability Contact! This light unit works similarly to MG Teams and Anti-Aircraft Vehicles, but has the lowest speed in the Tomorrow Era, having lower defense than artillery units from the same age.
Loses the Reactive Armor ability. Gets the special ability Stealth. It will hide on plains instead of forests.
It they can be only damaged by adjacent melee attacks. Same special ability as Attack Helicopter. This fast unit has simple long attack range and can attack any enemy units with ability Contact!
Loses the Contact! Gets the special ability Dug-in receives defense bonus if the enemy is more than two tiles from away it.
This unit has the longest attack range of all Tomorrow Era units; it also has the same range as Mechanized Artillery Modern Era artillery unit , but have the lowest defense in the Tomorrow Era.
Movement is increased, but range is decreased. Loses two special abilities: MIRV and One-Shot. Gets two special abilities: Heat reduces attack of target and Blast gains attack bonus for each field closer to the target and ignores stealth.
This Artillery Unit has a shorter range than Ranged Units from the same age. Also has higher defense than light units and ranged units from the same-age.
Loses two special abilities, Rapid Deployment and Contact!. Gets two special abilities Close Quarters gains attack bonus when attacking an adjacent field and Blast gains increased damage output for each tile closer to the target and ignores Stealth.
It is the only melee unit of all Future Era units. Gets the special ability Rapid Deployment starts the battle in a random field on the map, acts before any other unit.
Ranged is decreased, but movement is increased. Gets the special ability Heat reduces attack of target. Loses two special abilities: Heat and Blast.
Gets two special abilities: Recharge fires every other turn only and Power Shot ignores defensive skills and terrain. It has huge improvements in attack, defense and range over the Microwave Blaster.
It has the highest attack after the Fast Unit, the highest defense and the longest range of all Future Era units, but it is still very slow and it is still vulnerable to both Fast Units and Ranged Units.
Range is decreased, but movement speed is increased. Loses two skills: Close Quarters and Blast. Gets two skills: Flying cannot be attacked by artillery unit and ignores terrain when moving and Dragon Breath attacks a row of enemies up to two tiles behind the target enemy without receiving retaliation.
Very Fast, especially for a Light Unit and is the only melee unit of all units of Arctic Future. Range is decreased, but movement stays the same. Its reactive armor skill changes from four to three maximum damage.
Loses two special abilities: Flying and Rapid Deployment. Both range and movement speed are decreased. Loses the Heat ability.
Gets two special abilities: Close Quarters gains attack bonus when attacking an adjacent field and Stealth hides on plains.
Movement are increased, but range stays the same. Loses two skills: Recharge and Power shot. Ignores stealth.
With its Attack, it can one-hit any unit with less than 10 Defense. Its ability is annoying, though. If it gets hit, it does not die if you have a non-Rogue unit.
Instead, it randomly transforms into one of your remaining units that is not a Rogue. If you do not have a non-Rogue member, it will die in one hit.
This can work out nicely if the Rogue transforms into a Knight against an army of Crossbowmen, but not very nicely if it is far out and gets transformed into a Trebuchet, resulting in a quick death.
It takes no resources to train, but it takes 24 hours to train in a Rogue Hideout. It is similar to the fast unit above it with chivalry enabled, or just a fast unit in the current age with identical stats.
This makes all friendly units start a battle with one point of armor and does not stack, meaning one extra hit point per friendly unit and a total of 11 hit points for this unit.
It can be killed with two hits. This special unit costs coins and supplies, and takes 24 hours to train. In lower eras only special units have special skills, however those skills are common in regular units in higher ages.
Secret Identity Ignores first damage and transforms into another unit of your army. Dies instead, if you have no unit without secret identity remaining.
Morale All friendly units start a battle with 1 point of armor. Does not stack. Games Movies TV Video Wikis.
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