Age of Mythology - The Titans

Age of Mythology - The Titans

15.10.2013 20:06:59
Unit/God FAQ
------------------------------------------------------------------------------
Age of Mythology: The Titans for PC
Unit/god FAQ
Written by DarthMarth
Version 1.0
Started: Tuesday, December 31, 2003
Released: Tuesday, January 6, 2004
------------------------------------------------------------------------------
1. Table of Contents

1......Table of Contents
2......Introduction
3......Atlantean Human Units
4......Atlantean Myth Units
5......Atlantean Myth Buildings
6......Atlantean gods
7......Legal
------------------------------------------------------------------------------
2. Introduction
Hello and welcome to my Unit/god FAQ for Age of Mythology: The Titans, the
sequel to one of the best real-time strategy games ever. If you don't
understand a new Myth Unit or want to know about the Atlantean Minor gods,
you've come to the right place! (At least until someone makes a better FAQ)
------------------------------------------------------------------------------
3. Atlantean Human Units

---Citizen---
Health: 160
Population Used: 3
Damage: 8 Hack
Cost: 125 F, 25 W
Armor: 30% Hack, 34% Pierce, 99% Crush
Age: Archaic
Trained At: Town Center
Strong Against: Animals
Weak Against: Everything
Atlantean Citizens are significantly stronger than workers of other pantheons.
Although they cost more, move more slowly, and use more population, Citizens
build most buildings faster, have more HP and armor, and thanks to their
donkeys, they don't need to drop off their resources. Since they are more
efficient at everything they do, you'll need fewer Citizens then other
workers. Upgrading your Citizens to Heroes makes them even more efficient.

---Oracle---
Health: 90
Population Used: 1
Damage: No attack
Cost: 25 F, 35 G
Armor: 15 Hack, 5% Pierce, 99% Crush
Age: Archaic
Trained At: Temple
Strong Against: None
Weak Against: Everything
Oracles are the unusual Atlantean scouts. They start out with nearly no vision
at all, but when standing still their vision slowly expands to become huge.
They are best placed at key points and used to provide early warning against
attacks. Upgrading Oracles to Heroes gives them a weak attack good against
Myth Units.

---Llama Caravan---
Health: 115
Population Used: 1
Damage: No attack
Cost: 100 F
Armor: 40% Hack, 40% Pierce, 99% Crush
Age: Heroic
Trained At: Market
Strong Against: None
Weak Against: Everything
Finally, a llama unit! Too bad they only serve as Atlantean trade units, with
basically the same abilities as other trade units. To use them, have them
start a trade route between a market and a friendly Town Center. I think you
get more gold the farther your Market is from the Town Center.

---Murmillo---
Health: 110
Population Used: 2
Damage: 8 Hack
Cost: 55 F, 35 G
Armor: 34% Hack, 10% Pierce, 99% Crush
Age: Classical
Trained At: Barracks
Strong Against: Cavalry
Weak Against: Archer, anti-infantry units
The Murmillo is a skilled gladiator that makes up the Atlantean's most well
rounded force. They specialize against cavalry, but do adequately against most
other units. Upgrading them to Heroes makes them tougher and better against
Myth Units.

---Contarius---
Health: 120
Population Used: 3
Damage: 10 Hack
Cost: 70 F, 40 G
Armor: 15% Hack, 15% Pierce, 99% Crush
Age: Heroic
Trained At: Barracks
Strong Against: Archers, Siege Weapons
Weak Against: Infantry, anti-cavalry units
The Contarius is the Atlantean Cavalry unit, armed with a sharp lance. Like
all cavalry, (except Norse Raiders) they are tougher than infantry and take
one more population. Though they have relatively weak armor, they have high
attack power and speed.

---Arcus---
Health: 60
Population Used: 2
Damage: 6 Pierce
Cost: 60 W, 35 G
Armor: 15% Hack, 15% Pierce, 99% Crush
Age: Heroic
Trained At: Barracks
Strong Against: Infantry
Weak Against: Cavalry, anti-archer units
The Arcae are Atlantis' main ranged units. They work much like Greek Toxotes,
but have greater range. Like other archers, they are best kept behind your
melee units to counter enemy infantry. Like all archers, they work best in
groups.

---Katapeltes---
Health: 120
Population Used: 2
Damage: 5 Hack
Cost: 60 F, 35 G
Armor: 34% Hack, 10% Pierce, 99% Crush
Age: Classical
Trained At: Counter Barracks
Strong Against: Cavalry
Weak Against: Everything else
Katapeltes are amplified Murmillo, of sorts. They specialize even more against
fighting cavalry, but are weak against everything else. (except siege weapons)
To stand up to tough cavalry, they have relatively high hack armor, but very
low pierce armor. Keep them away from archers, and don't build too many unless
your opponent is using almost solely cavalry.

---Turma---
Health: 80
Population Used: 2
Damage: 4 Pierce
Cost: 50 W, 40 G
Armor: 5% Hack, 30% Pierce, 99% Crush
Age: Classical
Trained At: Counter Barracks
Strong Against: Archers
Weak Against: Everything else
The mounted, javelin-throwing Turma are Atlantis' Archer counter-units. They
have heavy pierce armor and gain huge bonuses against ranged units, but fall
easily to everything else. Use them only if playing against huge numbers of
archers, and try to use their high speed to keep them safe.

---Cheiroballista---
Health: 85
Population Used: 4
Damage: 4 Pierce
Cost: 104 W, 90 G
Armor: 25% Hack, 50% Pierce, 75% Crush
Age: Classical
Trained At: Counter-Barracks
Strong Against: Infantry, Ships
Weak Against: Everything else
Cheiroballistae round out the Atlantean counter units. Although expensive,
their large arrows can easily pierce enemy infantry and ships. Keep them close
to your archers.

---Destroyer---
Health: 150
Population Used: 3
Damage: 5 Hack
Cost: 63 F, 54 G
Armor: 30% Hack, 69% Pierce, 99% Crush
Age: Heroic
Trained At: Palace
Strong Against: Buildings
Weak Against: Anti-infantry units
Destroyers are heavy Atlantean infantry skilled at razing buildings. Armed
with a trident, they can demolish structures better than almost every
Atlantean unit. Although they are slow, they huge shields protect them from
enemy arrowfire very well. Always keep a few in your main army to complement
your Fire Siphons.

---Fanatic---
Health: 120
Population Used: 3
Damage: 10 Hack
Cost: 75 F, 55 G
Armor: 40% Hack, 25% Pierce, 99% Crush
Age: Mythic
Trained At: Palace
Strong Against: Infantry, Cavalry, Siege Weapons
Weak Against: Archers, Anti-infantry units
These deadly, double-bladed soldiers will quickly become your mainstay units
once you reach the Mythic Age. They deal heavy damage, run quickly, and can
easily eliminate any human unit other than archers. Because of their huge
range of specialties, they are incredibly versatile. Combine them with
Destroyers and Contarii or Turma to produce a deadly force that can stand its
ground against virtually anything.

---Fire Siphon---
Health: 350
Population Used: 5
Damage: 55 Crush
Cost: 248 W, 162 G
Armor: 5% Hack, 95% Pierce, 60% Crush
Age: Mythic
Trained At: Palace
Strong Against: Buildings, Ships
Weak Against: Infantry, Cavalry
These advanced siege weapon raze buildings even better than Destroyers, but
you may not want to use them because they aren't as versatile. Although they
can't attack buildings from outside arrow range like other siege weapons, they
incredible pierce armor more than makes up for this. Because they are so weak
to direct attacks, always keep them protected, although their short range may
make this difficult.

---Fishing Ship---
Health: 120
Population Used: 1
Damage: No attack
Cost: 50 W
Armor: 60% Hack, 50% Pierce, 5% Crush
Age: Archaic
Trained At: Dock
Strong Against: None
Weak Against: Everything
Atlantean Fishing Ships work just like any other civilization's, providing
easy food to feed your units. Set them up in protected areas.

---Bireme---
Health: 240
Population Used: 2
Damage: 5 Pierce
Cost: 80 W, 40 G
Armor: 30% Hack, 15% Pierce, 10% Crush
Age: Classical
Trained At: Dock
Strong Against: Hammer Ships
Weak Against: Siege Ships
Biremes are light, extremely fast arrow ships that will be the mainstay of
your naval force. (if you have one)

---Transport Ship---
Health: 190
Population Used: 2
Damage: No attack
Cost: 110 W
Armor: 40% Hack, 80% Pierce, 5% Crush
Age: Classical
Trained At: Dock
Strong Against: None
Weak Against: Everything
Atlantean Transport Ships are also like any other civilization's. Use them to
move your units over water.

---Fireship---
Health: 235
Population Used: 2
Damage: 20 Hack
Cost: 100W, 50 G
Armor: 30% Hack, 15% Pierce, 75% Crush
Age: Heroic
Trained At: Dock
Strong Against: Siege Ships
Weak Against: Arrow Ships
Fireships are naval-based versions of Fire Siphons, but they specialize in
destroying siege ships. Unlike other ships, they have quite high crush armor.

---Siege Bireme---
Health: 470
Population Used: 3
Damage: 6 Crush
Cost: 90 W, 81 G
Armor: 7% Hack, 50% Pierce, 7% Crush
Age: Heroic
Trained At: Dock
Strong Against: Arrow Ships, Buildings
Weak Against: Hammer Ships
Siege Biremes are Atlantis' naval siege units. Blessed with long range and
crush damage, they can clear areas for your transport ships to land.
------------------------------------------------------------------------------
4. Atlantean Myth Units

---Servant---
Health: 300
Population Used: 3
Damage: 8 Hack, 4 Crush
Special Ability: Heals nearby units
Cost: 113 G, 14 Favor
Armor: 25% Hack, 30% Pierce, 80% Crush
Age: Classical
Minor god: Oceanus
Trained At: Dock
Strong Against: Ships
Weak Against: Hammer Ships
Servants are artificial aquatic units that can heal nearby land, sea, and air
units, as well as deal modest damage to ships and buildings. If you chose
Oceanus, bring at least two along with each party of ships.

---Caladria---
Health: 125
Population Used: 2
Damage: No attack
Special Ability: Heals nearby units
Cost: 90 G, 23 W, 9 Favor
Armor: 10% Hack, 20% Pierce, 99% Crush
Age: Classical
Minor god: Oceanus
Trained At: Temple
Strong Against: None
Weak Against: Archers
The Caladria are bird-women that, like Servants, can slowly heal nearby units.
Although they can't attack, they can fly, and can only be attacked by ranged
units. You should consider bringing at least two along with your armies.

---Promethean---
Health: 175
Population Used: 3
Damage: 10 Hack, 8 Crush
Special Ability: Splits in two when killed
Cost: 63 G, 9 Favor
Armor: 50% Hack, 25% Pierce, 80% Crush
Age: Classical
Minor god: Prometheus
Trained At: Temple
Strong Against: Human Units, Buildings
Weak Against: Heroes
Prometheans are extremely interesting clay men, the first humans created by
Prometheus. They are capable melee fighter, heavily armored from hack attacks
and dealing hack and crush damage. What makes them interesting is that when
killed, they instead split into two smaller clay men and continue fighting!
Although they can last a long time, the offspring are very weak. Whether or
not you want to use Prometheans is up to you.

---Automaton---
Health: 200
Population Used: 2
Damage: 11 Hack
Special Ability: Can repair and rebuild each other
Cost: 81 G, 8 Favor
Armor: 40% Hack, 44% Pierce, 80% Crush
Age: Classical
Minor god: Leto
Trained At: Temple
Strong Against: Human Units
Weak Against: Heroes
Automata are some of the best Myth Units in the game. Slow-moving, relatively
cheap and taking only two population, they seem weak at first. If you build
many of them, however, (which is quite easy to do) they can become almost
unstoppable. Automata can heal each other's wounds, and can even rebuild dead
Automata if they have only recently been killed. Unless you can destroy them
all, they will likely rebuild each other and come back again.

---Stymphalian Bird---
Health: 400
Population Used: 4
Damage: 11 Pierce
Special Ability: Can only be hit by ranged units
Cost: 162 W, 45 G, 25 Favor
Armor: 15% Hack, 30% Pierce, 80% Crush
Age: Heroic
Minor god: Theia
Trained At: Temple
Strong Against: Human Units
Weak Against: Ranged Heroes
The Stymphalian Bird is a flying fiend that attacks with sharp feathers. They
can only be attacked by ranged units, mainly Heroes. Because of their
evasiveness, they make excellent support units.

---Satyr---
Health: 400
Population Used: 3
Damage: 12 Pierce
Special Ability: Throws a volley of spears
Cost: 203 W, 18 Favor
Armor: 50% Hack, 50% Pierce, 80% Crush
Age: Heroic
Minor god: Hyperion
Trained At: Temple
Strong Against: Human units
Weak Against: Heroes
The Satyr is a ranged Myth Unit that attacks with javelins. They have
moderately good range, are well-armored, and do good damage, making them solid
archer units. Their special attack fires a volley of spears to hit a wide
area.

---Nereid---
Health: 400
Population Used: 3
Damage: 25 Hack
Special Ability: Deals extra damage
Cost: 180 G, 15 Favor
Armor: 30% Hack, 50% Pierce, 80% Crush
Age: Heroic
Minor god: Hyperion
Trained At: Dock
Strong Against: Ships, Myth Units
Weak Against: Heroes
The Nereid is a powerful, dolphin-riding naval fighter. They deal great damage
to ships and Myth Units with their spears, and they can also perform a diving
leap to deal incredible damage. Use them prodigiously to conquer the sea.

---Behemoth---
Health: 550
Population Used: 5
Damage: 6 Hack, 12 Crush
Special Ability: Regenerates
Cost: 270 F, 18 Favor
Armor: 30% Hack, 75% Pierce, 80% Crush
Age: Heroic
Minor god: Rheia
Trained At: Temple
Strong Against: Buildings
Weak Against: Heroes
These massive saurian Myth Units are living Siege engines, shrugging off
arrows and dealing heavy damage to buildings. They don't do well against
units, and are easily killed by Heroes. They slowly regenerate HP, however,
making them tougher to kill, especially combined with their high HP.

---Heka Gigantes---
Health: 700
Population Used: 5
Damage: 25 Hack, 30 Crush
Special Ability: Slams the ground to create a shockwave
Cost: 270 G, 23 Favor
Armor: 44% Hack, 44% Pierce, 80% Crush
Age: Mythic
Minor god: Helios
Trained At: Temple
Strong Against: Human units, Buildings
Weak Against: Heroes
Heka Gigantes are probably the strongest Atlantean Myth Units. They are the
third physically strongest Myth Unit, ranking under Colossi and Mountain
Giants. These massive, four-armed giants have incredible strength, smashing
units and buildings alike with ease. Just a few of them can significantly
boost your army, but keep them safe from Heroes. The Heka Gigantes' special
attack involves them slamming the ground hard, sending out a shockwave to
damage enemy units and send them flying.

---Man O'War---
Health: 900
Population Used: 5
Damage: 25 Hack
Special Ability: Chain Lightning attack hits multiple units
Cost: 270 F, 23 Favor
Armor: 50% Hack, 69% Pierce, 80% Crush
Age: Mythic
Minor god: Helios
Trained At: Dock
Strong Against: Ships
Weak Against: Hammer Ships, Heroes
This giant jellyfish is one of the toughest creatures in the sea. Fast moving,
heavily armored, and wielding a multi-hitting chain lightning attack, Men O-
War specialize in fighting groups of ships. Because their lightning is ranged,
they can also attack land units.

---Lampades---
Health: 350
Population Used: 5
Damage: 12 Pierce, 10 Crush
Special Ability: Inflicts Chaos on a unit
Cost: 225 G, 25 Favor
Armor: 40% Hack, 50% Pierce, 80% Crush
Age: Mythic
Minor god: Hekate
Trained At: Temple
Strong Against: Human Units
Weak Against: Heroes
The Lampades is a spellcasting Myth Unit that can wreak havoc on enemy armies
at range with Chaos spells. ...or maybe not. Inflicting Chaos on a single unit
is relatively weak and the spell isn't very long ranged. Luckily, they can
deal decent damage to buildings and units, but they don't seem to be worth
five population.

---Argus---
Health: 350
Population Used: 5
Damage: 20 Hack
Special Ability: Blob of acid kills unit instantly
Cost: 225 G, 26 Favor
Armor: 60% Hack, 69% Pierce, 80% Crush
Age: Mythic
Minor god: Atlas
Trained At: Temple
Strong Against: Human Units
Weak Against: Heroes
These flying, many-eyed blobs are bizarre Myth Units, but are still powerful.
Their hand-to-hand attack deals good hack damage, and their special attack,
while not as cool as petrifaction, still kills a unit instantly. Try to save
it for a powerful unit. (I'm not sure if it works on Myth Units)

---Titan---
Health: 7000
Population Used: 20
Damage: 70 Hack, 70 Crush
Special Ability: Slams ground to deal extra damage and send units flying
Cost: None
Armor: 89% Hack, 94% Pierce, 89% Crush
Age: Mythic
Minor god: Any
Trained At: Titan Gate
Strong Against: Everything
Weak Against: Another Titan
New to the expansion pack, Titans are the ultimate units, capable of defeating
all your enemies single-handedly. They can level buildings or destroy armies
in a few blows; they are essentially cooler-looking Wonders. The only way to
summon a Titan is to research Secrets of the Titans, use the resulting God
Power to place a Titan Gate, then have your Villagers dig it out. The only way
to stop a Titan is to summon one of your own and have a clash of the Titans,
so to speak. Although each civilization's Titan looks different, they all have
the same stats.
------------------------------------------------------------------------------
5. Atlantean Myth Buildings

---Sky Passage---
Health: 1000
Damage: 5 Pierce
Cost: 200 W, 150 G, 5 Favor
Special Ability: Transports units to any Sky Passage
Armor: 20% Hack, 80% Pierce, 5% Crush
Age: Archaic
Major god: Oranos
Sky Passages are divine buildings available to Oranos players. When you
control more than one Passage, units you garrison in them can be ungarrisoned
in any Passage. This makes them even more efficient than Underworld Passage,
which only link two points together. Because they are built by Villagers, you
can have as many as you like. After you research Safe Passage at any Sky
Passage, they become cheaper, have a better line of sight, and gain a weak
ranged attack.

---Sky Passage---
Health: 1100
Damage: 15 Pierce
Cost: 300 W, 150 G, 5 Favor
Special Ability: Fire beams of sunlight
Armor: 30% Hack, 85% Pierce, 5% Crush
Age: Mythic
Minor god: Helios
Mirror Towers can only be built by those who choose Helios as their Mythic Age
god. You can have 10 of these powerful towers at once, but they make up for
this with their powerful beams of sunlight. Use them to complement your normal
towers.
------------------------------------------------------------------------------
6. Atlantean gods

---Kronos---
Focus: Siege and Myth Units
Myth Tech(s): Focus; increases Oracle's speed and line of sight expansion rate
God Power: Deconstruct; destroys enemy building (except Town Center, Wonder,
and Titan Gate) and returns resources to building's controller
Age: Archaic
Ability: Can Time Shift buildings, can't learn Omniscience, Siege and Myth
Units are cheaper
Kronos, the god of Time and former Lord of the Universe, is a monstrous titan
and the main villain in the game. Because of his lack of Omniscience, (he
probably can't see through his pupil-less eyes) he is one of the harder gods
to play as. His ability to Time Shift buildings, however, almost makes up for
this. For a small amount of resources (a large amount if you're transporting a
Tower or Palace) you can transport a building anywhere in your line of sight
over about 30 seconds. This can be an invaluable ability, enabling you to make
use of used-up expansion bases by moving them elsewhere. Unfortunately, you
can only Time Shift one building at a time. Kronos' God Power, Deconstruct,
reverses time for an enemy building, literally unbuilding it and returning the
resources used to its controller. It's best used on large buildings, namely
Fortresses.

---Oranos---
Focus: Human Units
Myth Tech(s): Safe Passage; makes Sky Passages cheaper with more line of sight
and a ranged attack
God Power: Shockwave; scatters and stuns enemy units in a target area
Age: Archaic
Ability: Citizens can build Sky Passages, human units move faster, shares line
of sight for all settlements with allies
Oranos, the ancient god of the sky, was one of the first gods in Greek
Mythology. He gives you an array of abilities. All his Human Units are faster,
prompting you to use more of them instead of Myth Units. He also shares vision
of all the map's settlements with his allies, perfect for scouting out new
bases. As an added bonus, his Citizens can build Sky Passages, scared
buildings that can instantly transport units to any other Sky Passage. His
Myth Tech upgrades them. Oranos' God Power is an extremely amusing one;
Shockwave sends all enemy units in an area flying and stuns them for several
seconds afterwards. It's best used on tightly knit enemy groups to disrupt
them.

---Gaia---
Focus: Economy
Myth Tech(s): Channels; makes your Citizens move faster
God Power: Gaia's Forest; slowly creates a forest with trees which can be
harvested for more wood faster
Age: Archaic
Ability: Lush grows around buildings, buildings regenerate, economic
improvements are cheaper
Gaia, the Mother Earth and Oranos' mate, is the ancestor of all other Greek
and Atlantean gods. (except Oranos and Aphrodite) She focuses on helping your
economy prosper by making all your economic improvements cheaper. Also, dense
greenery called Lush grows around all of Gaia's buildings. Buildings on this
lush regenerate, and enemies can't build on it. Her God Power grows a thick
forest at the target area. This forest is a perfect source of wood, especially
since you can create multiple forests. It can also be used as an efficient
wall to block off tight areas.

---Prometheus---
Focus: Creating Heroes
Myth Unit(s): Promethean; man of clay that splits in two when killed
Myth Tech(s): Alluvial Clay; increases the hit points of Prometheans, Heart of
the Titans; reduces the cost of turning units into Heroes
God Power: Valor, turns some units in target area into Heroes
Age: Classical
Major gods: Kronos, Oranos
Prometheus was the Greek god tasked with creating the first people out of
clay. His early works are also his Myth Units; Prometheans have the ability to
split in two weaker units when killed. His improvements and God Power both
help you convert your human units into Heroes faster. He's best against Myth
Unit-loving players.

---Oceanus---
Focus: Infantry
Myth Unit(s): Servant; water unit that can heal allies and has a weak attack,
Caladria; flying unit that heals allies
Myth Tech(s): Bite of the Shark; increases Murmillo attack, Weightless Mace;
increases Katapeltes speed and attack
God Power: Carnivora; creates a man-eating plant
Age: Classical
Major gods: Oranos, Gaia
Oceanus, god of the sea, (what is Poseidon, chopped liver?) benefits your
infantry with his two Myth Techs. His two myth units both have the ability to
heal nearby allied units, and the floating Servant also has a weak attack. His
God Power creates a Carnivora, a stationary man-eating plant. It can whip
nearby enemies with its tentacles, and its special attack, obviously eats its
target alive.

---Leto---
Focus: Automatons
Myth Unit(s): Automaton; mechanical man that can repair and rebuild other
Automatons
Myth Tech(s): Hephaestus Revenge; gives Automatons move health and lets them
repair themselves, Volcanic Forge; gives Automatons more pierce armor
God Power: Spider Lair; summons several spider eggs that can pill enemy units
when hatched
Age: Classical
Major gods: Kronos, Gaia
Leto, the shadowy goddess of the unseen, gives you one of the best Myth Units
in the game; the Automaton. Although weak, Automata are relatively cheap,
making it easy to build an army of them. Once you've researches Leto's Myth
Techs, Automata can repair and rebuild each other after battles, making them
even more deadly in groups. Her God Power creates several spider eggs. Unless
the weak eggs are quickly destroyed, they'll hatch and bury themselves. Once
buried, the next enemy unit to step onto an egg is dragged down to its death.
Use it to guard your base or try placing it along heavily traveled routes.

---Hyperion---
Focus: Heroes
Myth Unit(s): Satyr; archer Myth Unit that throws barrages of spear, Nereid;
anti-Myth naval unit
Myth Tech(s): Gemino; doubles the spears thrown by Satyrs, Heroic Renewal;
lets your Heroes regenerate
God Power: Chaos; converts several enemy units in target area to Mother Nature
Age: Heroic
Major gods: Kronos, Oranos
Hyperion is a powerful Heroic Age god who provides you with two Myth Units.
The Satyr is a powerful archer whose special attack is to throw a barrage of
spears, inflicting extra area damage. Though slow, they have good range.
Nereids are powerful, dolphin-riding Myth Unit. With their extremely powerful
diving leap attack, they specialize against other Myth Units, but can quickly
take down any ship. Hyperion's God Power gives several enemy units to Mother
Nature, making them hostile to all players. Make sure not to use it on units
invading your base.

---Theia---
Focus: Cavalry
Myth Unit(s): Stymphalian Bird; flying myth unit with a ranged feather attack
Myth Tech(s): Lemurian Descendents; increases the line of sight for all human
soldiers, Poseidon's Secret; increases cavalry speed and attack, Lance of
Stone; improves Contarius Hero attack
God Power: Hesperides; summons an invincible Hesperides tree to block hostile
God Powers and summon Dryads
Age: Heroic
Major gods: Oranos, Gaia
Theia, the scantily clad goddess of sight, focuses on improving your Contarii.
Two of her improvements make them stronger, and the last benefits all your
human units. Her God Power summons a Hesperides tree at a location of your
choice. The tree can be captured like animals and blocks hostile God Powers
for its controller. Cast it near your most important regions to protect them
from supernatural harm. The tree can also train Dryads, relatively strong Myth
Units that take no supply. You can only have 5 at once. Theia's Myth Unit is
the Stymphalian Bird, a flying terror that attacks with razor-sharp feathers.

---Rheia---
Focus: Favor generation
Myth Unit(s): Behemoth; living siege weapon that regenerates
Myth Tech(s): Horns of Consecration; increases Favor generation rate, Mail of
Orihalkos; increases archer hack armor, Rheia's Gift; reduces favor cost of
Myth Techs
God Power: Traitor; controls one enemy unit
Age: Heroic
Major gods: Kronos, Gaia
Rheia is a good choice for players who research lots of Myth Techs or create
many Myth Units. Two of her Techs help provide you with more favor, her third
helping your archers. Rheia's Myth Unit is the unimpressive Behemoth. It is as
powerful against buildings as Sekhmet's Scarab, but slightly slower and
without corrosive blood. As a bonus, though, the Behemoth regenerates, letting
it heal its wounds after sieges. Her God Power, Traitor, give you control of
an enemy military unit. Save it for the strongest Myth Units.

---Helios---
Focus: Siege Weapons
Myth Unit(s): Man O'War; naval Myth Unit that attacks multiple units with
chain lightning, Heka Gigantes; massive giant that can create shockwaves to
scatter enemy units
Myth Tech(s): Halo of the Sun; increases Fire Siphon and Fire Ship damage,
Petrified; increases Siege Weapon hack armor
God Power: Vortex; transports all your military units to targeted location
Age: Mythic
Major gods: Kronos, Oranos
The radiant god of the sun, Helios has the unusual talent of giving you a Myth
Building: the Mirror Tower. They are stronger than normal towers, but you can
only have ten of them. Helios has two Myth Units. The Man O'War is a large
jellyfish. They are fast and have huge HP and armor. Their attack is a chain
lightning blast that hits several enemies if possible. Use them for attacking
large groups of ships. His other unit, the Heka Gigantes, is even stronger. It
is a huge monster that can quickly kill units and raze buildings. Keep them
away from Heroes, and they can be a huge addition to your army. Their special
attack makes a huge shockwave that works much like Oranos' God Power of the
same name. Helios' God Power is the cool-looking Vortex, which takes all your
military units and deposits them at one spot. Since it leaves the rest of your
empire unguarded, Vortex should only be used in a final assault with your
whole army or last-ditch defense. If possible, try to cast it in the middle of
the enemy base for a nasty surprise.

---Hekate---
Focus: Myth Units
Myth Unit(s): Lampades; ranged Myth Unit able to inflict Chaos from a distance
Myth Tech(s): Asper Blood; makes Lampades do area damage, Mythic Rejuvenation;
makes your Myth Units regenerate, Celerity; increase Myth Unit training speed
God Power: Tartarian Gate; creates a gate to spit out beats hostile to all
players
Age: Mythic
Major gods: Oranos, Gaia
Hekate, the spiritual goddess of witchcraft, provides you with one of the best
God Powers in the game: Tartarian Gate. (not to be confused with the entrance
to the dentist's private underworld) After its incredible-looking entrance,
the Tartarian Gate quickly spits out up to five monsters that are hostile to
everyone. The Tartarian Spawn patrol the gate and make short work of anything
that comes near it. If one is killed, another instantly comes out of the Gate;
the only way to stop them is to destroy the gate itself. That, of course,
isn't easy with five monsters trying to kill your army. One casting of this
power can wreck an unprepared enemy's base, but be careful when you're trying
to expand onto it. If you're having a hard time destroying the monsters, just
delete the Gate itself. (the monsters are neutral, but the Gate belongs to
you) Hekate's Myth Unit is the mediocre Lampades. Although they deal decent
damage to units and buildings and can inflict Chaos on units, they cost five
population and just aren't worth it.

---Atlas---
Focus: Buildings
Myth Unit(s): Argus; floating melee Myth Unit that can kill enemies instantly
Myth Tech(s): Io Guardian; upgrades Arguses to Guardians of Io, with better
line of sight and faster recharge for their special ability, Eyes of Atlas;
increases Myth Unit line of sight, Titan Shield; increases your building's
hack and crush armor
God Power: Implosion, deals massive damage to units and buildings in targeted
area
Age: Mythic
Major gods: Kronos, Gaia
Atlas is the Greek god of daring, condemned to carry the world on his
shoulders for all eternity. His God Power is probably the most awe-inspiring
in the game. Implosion creates a singularity at the target point, sucking all
nearby units (friendly or not) into it and dealing huge damage to them. It
then grows depending on how many units it absorbed and explodes outward,
dealing a corresponding amount of damage to all nearby buildings. It's best
used on a large army and/or group of workers to mess you're your enemy's whole
position. Atlas' Myth Unit is Argus, the many-eyed being assigned by Hera to
watch over Zeus' lover-turned-cow, Io. They deal excellent melee damage with
their tentacles, and they can also kill units instantly with blobs of acid.
This makes them very powerful, but petrification still looks cooler.
------------------------------------------------------------------------------
7. LEGAL INFORMATION

Copyright 2003 DarthMarth

This guide may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a
violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

To contact me, E-mail me at dpitch40@cs.com.

Thanks to my own memory and Age of Mythology Heaven
(http://aom.heavengames.com) for a few of the entries. Visit it sometime; it
is a great site!

And a special thanks to Ensemble and Microsoft for making this great game!


 
Comments:
Your comment has been saved!!!
The Captcha element applies the Captcha validation, which uses reCaptcha's anti-bot service to reduce spam submissions.

FAQ

17.October 2013
Mega trainer (for v1.02)
Trainer

17.October 2013
FAQ

15.October 2013
Mega trainer (for v1.01)
Trainer

15.October 2013
 
Most Popular
30. December 2013
07.June 2019
28.February 2016
25.September 2015
04.March 2019
07.May 2019